This amulet has a compass rose etched into its golden surface. It is stained and tarnished, and at the southern point of the compass rose a spike the length of a finger extends straight down.
As a bonus action you can plunge the spike into yourself. You take 1d4 Piercing damage, and gain charges equal to the damage taken, as the blood flows against gravity into the compass rose and seeps into the etching. The amulet can hold up to 12 charges and loses all stored charges at dawn.
As an action you can expend a number of charges to teleport creatures you can see within 30 feet to another unoccupied space you can see within 30 feet. For each creature teleported you must expend 1 charge for every 10 feet you move them. If the creature is unwilling they must make a Constitution saving throw with a DC equal to 10 + the total charges expended this turn or be teleported against their will.
Curse. If you are magically healed you lose all stored charges in this item. Additionally, every time you use this item to teleport 1 or more creatures it creates a sigil on your skin around the most recent wound from the needle. This sigil has a number of spines radiating from it equal to the number of creatures teleported or 0 spines if you teleported yourself.
When you stab yourself with the needle you take 1 additional Necrotic damage for each sigil on your body. This damage can not be resisted.
Each day at dawn 1d4-1 random sigils disappear if you did not use this item the previous day.
This ring is a complicated tangle of copper and bronze oak leaves. It magically resizes to fit any finger you put it on.
This item holds 10 charges and regains 1 expended charge each day at dawn.
While attuned to this ring you can identify the type of any tree you can see, and have proficiency in Intelligence(Nature) checks.
Plane of Perpetual Autumn
While attuned with this ring you are aware of, and in control of, the Demiplane of Perpetual Autumn. This demiplane is a lush deciduous forest with a giant oak many times larger than normal at the center. The trees in this forest are always beautiful warm tones with the occasional purple. You can walk for several miles in any direction before finding the edge of the demiplane. If you concentrate, you know of all creatures within the demiplane and where they are.
Ever-present Portal
As an action you can expend 2 charges to create a portal to the Demiplane of Perpetual Autumn, or a portal from the demiplane to the Prime Material plane, that lasts for 1 hour or until you create another portal. This costs 1 less charge if you create the portal adjacent to a Huge or larger oak tree.
The portal you create is 5 feet wide, 10 feet tall, and is bordered by branches. You can expend an additional 2 charges to double the size of the portal.
When you create a portal to the Material Plane you can choose any location you are very familiar with, or a permanent teleport circle. When you create a portal to the demiplane you can choose any location within it.
If you create a portal in the same location for 8 consecutive days that portal becomes a permanent portal. A permanent portal can only be dispelled by
This double door cabinet looks like it was made for dolls by a skilled toy-maker. When you open it, if there is room, it expands to its full size and quickly becomes 5 feet high and 3 feet wide. This item has 12 charges and regains all expended charges each day at dawn.
Inside is 3 brooms, mops, and buckets, as well as a small collection of cleaning rags, soap that never runs out, and aprons, that all belong to the cabinet. These objects are teleported back into the cabinet every time it is opened.
While holding any of the supplies that belong to the cabinet, as an action, you can expend a charge to animate that object as if under the effects of
This delicate ring has a rose carved from a shining ruby as it’s focus. While wearing this ring once per long rest you can activate it as a bonus action. For the next 10 minutes any humanoid that ends its turn within 30 feet of you must make a DC 18 Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw it is charmed by you until dusk or dawn, whichever is sooner, or until you or your companions do anything harmful to it. The charmed creature regards you as captivatingly beautiful and charismatic, regardless of your appearance.
This set of deep black and purple plate armor has some spiderwebs in it but otherwise is in pristine condition. This item has 3 charges and all expended charges recharge at dawn.
Arachnid Manipulation
While you are attuned to this armor you are able to convey basic commands and feelings to spiders and spider-like creatures allowing you to cast
Spider Summoner
As an action you can expend a charge to simultaneously cast
Curse. When you are near spiders you sometimes hear whispers from Lolth herself of things she wants you to do. Additionally, any charges that are not expended by midnight are automatically used at point(s) of the DM’s choice within range. Any creatures summoned in this way have no duration and are not under your control, though they will not be hostile towards you unless you attack them.
This amulet is three golden eyes hung on a set of three connected chains. A large eye, half closed over a ruby, and two smaller eyes just above it on either side.
While wearing this amulet when you make an opportunity attack against a creature you may make up to two additional opportunity attacks before the beginning of your next turn so long as you do not make more than one opportunity attack against any creature.
Additionally, as a bonus action you can activate the amulet and the two small eyes snap open. When you do so you gain Truesight out to a range of 30 feet for the next 10 minutes. During this time you can not suffer from the condition Blinded. This feature can not be used again until the next dawn.
Curse. When a creature puts this amulet over their head it tightens around their temples and the largest eye snaps open. It cannot be taken off unless the curse is removed and the chains cannot be broken despite their dainty appearance.
While wearing this charm you automatically fail saving throws against being Blinded, and have disadvantage on Wisdom saving throws against Beholders, Death Tyrants and Spectators. If you are charmed by any of these creatures the duration of the charm is permanent unless the curse is removed or the enchantment is broken by
This rough semi-translucent crystal is nearly the size of a man’s head and quite difficult to see into but appears to have an ever-changing light show within its core. When you find it it has four smaller but almost identical crystals nearby.
All five of these crystals have hammered gold bands around them with large elemental runes chiseled into them. You can identify Fire, Cold, Acid, and Lightning runes on every crystal.
The main crystal holds 20 charges and regains up to 3d6 expended charges each day at dawn. The child crystals hold no charges, and instead consume charges from the main crystal.
While you are attuned to this item as a bonus action you may select a damage type from the runes. The selected type determines the type of all child crystals.
Any creature holding a child crystal, and within 120 feet of the main crystal, may expend a charge and envision striking a target they can see within 120 feet as a bonus action. When they do so a small shimmer flies through the air from the main crystal to the activated child crystal and a magic bolt streams towards the envisioned target dealing 1d4 damage of the selected element.
When a creature activates a child crystal as a reaction you may choose a number of charges to expend and fire that many additional bolts from their crystal at the target.
While holding the main crystal you roughly know where each child crystal is at all times as long as it is on the same plane of existance as you.
Each of the bucklers from this set has two spines, one on either side that slope to a razor sharp tip, giving it the shape of an eye. The main body of the bucklers has a hammered finish while the spines are both polished perfectly smooth. As you initially inspect the bucklers you can not find any way to wear them. There are no straps or handholds, simply an engraved name on the back of each buckler.
While you are are attuned to these bucklers and within 120 feet of them you can gesture or call to one or both of them as an action. When you do so they will fly to you if able, going around obstacles and creatures, before snapping into place on your forearms. They float several inches off your arm, moving with you as if they are attached.
They can not be moved from your arm unless you allow it. When you brush one or both of them off as a bonus action they will fall to the ground.
While wearing these bucklers you can not wield a shield but you gain +1 to your AC. Additionally, you can make melee attacks with proficiency using these bucklers as if they are a Light Finesse weapon and they deal 1d6 Piercing damage.
This weapon is tarnished and dingy, as if it has been exposed to the elements for far too long, but is not rusted. You can not find its sheath anywhere and its handle is bare metal with no wrapping.
You can activate this weapon as a bonus action. As you activate it you hear a cacophony of jumbled whispers and the weapon seems to almost guide itself towards its target, leaving a sickly blue trail behind it. While it is activated you have a +1 bonus to attack rolls made with this weapon.
After it has been activated for one minute you must make a DC 14 Wisdom saving throw. On a failure you take 1d12 Psychic damage as the voices crowd your mind and your vision flashes white. On a success you take half as much damage. For every minute the weapon is activated you gain an additional +1 to hit with this weapon. However, for every minute the weapon is active you must make another DC 14 Wisdom saving throw, and the damage you take increases by 1d12.
Each time you make a Wisdom saving throw against this weapon’s effect you may choose to try to break free from it. On a success you take no damage and the weapon is deactivated. On a failure you are unable to clear the voices from your head and you take damage as normal.
Curse. When you attune to this weapon you make a binding pact with an ancient one. If you die while attuned to this weapon or go unconscious while the weapon is activated your soul will be trapped within the weapon as one of the many voices, and just as all the other souls, you can not be released until a favor for the ancient one has been completed by another person. If you un-attune with this weapon before completing a favor for the ancient one you are certain you will suffer great misfortune.
This large forest green tapestry has a symbol stretching across its length switched in gilded thread. Its accented with white and red and all along its hem is a complicated mantra of magical symbols and signs.
To attune to it a creature must be touching the tapestry for at least 1 minute of the hour attunement and for the rest of the duration must study and memorize the symbol depicted on it. This item can be attuned to by any number of creatures but the creatures must renew their attunement each year.
Even when attuned, a creature can not know the tapestry’s abilities unless they are told by another creature, if they successfully decode the mantra around its edges, or if they cast
If there are more than 6 creatures attuned to the tapestry the symbols emblazoned around its edge begin to slowly glow and its abilities are activated.
Shared Link
While attuned to the tapestry a creature can communicate with any other attuned creature even if they do not share a common language. Additionally, the cantrip Message can be used between attuned creatures regardless of distance as long as they are on the same plane as each other.
Recall Beacon
Any creature that is attuned to the tapestry can teleport to an empty space within 60 feet of it, as long as it is on the same plane of existence, by picturing the symbol on it in their mind and maintaining concentration as if concentrating on a spell for 1 minute. After a creature uses this feature they are unable to use it again for 1d4 days.
Ring of Detection
Any creature attuned to the tapestry can on focus on the symbol on the tapestry as if concentrating on a spell. While concentrating like this they can find the location of any creature that is attuned to the tapestry and within 10 miles by speaking their name. Additionally, they can sense if there are any creatures that are not attuned and within 1000 feet but do not know their location.
Emergency Recall
If a creature who is attuned to the tapestry spends 1 hour casting a ritual while focusing on the symbol on the tapestry they are able to forcefully recall all attuned creatures. All creatures not within sight of the tapestry and within the same plane are teleported to an empty space within sight of the tapestry. If there are no more empty spaces the creatures that did not fit are not teleported. This feature can even recall the bodies of creatures (or what is left of them) if the soul is willing to be recalled, attuned to the tapestry within the last year, and was still attuned to the tapestry at the time of death. Once used this feature cannot be used again for 1d4 months.
This tall brass rod is etched with an abstract circular design that seems to be devoid of any pattern and has a 4 foot section of a curled, shriveled, Aboleth tentacle affixed to its top. The tentacle is a dark sickly green, and it’s so tough you aren’t sure you could pierce it.
While you are attuned to this tentacle you can breathe underwater and have a +5 on any Intelligence (Religion) checks, and +5 on Intelligence (History) checks to recall things about religions or gods.
Bloody Awakening
Once per short rest as an action if you slice your hand or wrist and drip your own blood onto the tentacle as you hold the rod the tentacle rejuvenates, and expands down the rod engulfing your arm. For the next minute you can not use that arm as it is encased in a giant tentacle. However you may make melee attacks with proficiency with the tentacle. It has a reach of 10 feet and deals 2d6 bludgeoning damage on a hit.
After the minute is up the tentacle shrivels once again, receding back up the rod, and releasing your arm, now covered in slime. Until the next day your arm remains a pale green tint where the tentacle covered it and the cut you made to awaken the tentacle refuses to fully close, even in response to magical healing.
Aboleth’s Eye
While the tentacle is engulfing your arm you may use an action to focus your gaze and force all creatures in a 30 foot cone to make a Wisdom saving throw DC 14 or take 1d6 psychic damage.