This pendant is a garnet set into a wide bronze base devoid of any marking. It is warm to the touch and hangs from a similarly plain bronze chain. This pendant has 8 charges, and regains 2d4 expended charges each dawn.
As a bonus action you can activate the Pendant and it will softly flicker. Until the beginning of your next turn any time a creature you can see within 15 feet of you, including yourself, is hit by a ranged weapon attack you can choose to expend a charge to reduce the damage of the attack by 1d8 + your Dexterity modifier by blasting the missile with a searing bolt of flame from the pendant. If you reduce the damage of a missile to 0 it burns to ash before it reaches the target creature.
This fan has a beautifully engraved case of brass and each time you open it has a different vibrant design on its face.
As a bonus action you can open this fan, which stays open for the next minute or until you close it again. When you open the fan its design, which corresponds to an element, is chosen randomly by rolling a d6. The elements are as follows: Acid, Cold, Lightning, Necrotic, Poison, and Radiant.
After opening this fan if you use it as a spellcasting focus to cast a spell of 1st level or higher that deals Fire damage, you can replace half of the spell’s damage dice (rounded down) with the damage type chosen by the fan.
This amulet is a heart of hammered brass, with flames of gold and copper twisting around it. If you speak Ignan you know that this is an insignia of the Order of the Fiery Heart. While wearing this amulet you have advantage against exhaustion checks due to cold weather and resistance to fire damage. As a reaction to making a saving throw against taking cold damage you can choose to succeed the saving throw before rolling. Once you have used this feature you can not use it again until the next day at dawn.
As you swing this sling around your head you can hear it whistling, and the ammunition begins to glow a faint white.
This sling has 8 charges and regains 1d6+2 charges each day at dawn.
If you expend a charge when you make an attack with this weapon the ammunition screams forward in flash of light. You make a single attack roll against all targets in a 1-foot wide 60-foot long line. On a hit the target takes an additional 2d4 piercing damage.
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These black gauntlets have gold and feathered edging, with engraved motifs down their arms. While wearing them when you cast a spell that deals fire damage the flames flicker black instead of orange and ignore resistance to fire damage. If these black flames reduce a creature to 0 hit points, it disintegrates into a pile of ash.
Rise From Ashes
When you would be reduced to 0 hit points you instead appear to burst into flames and disappear, leaving a pile of ash in your space. Until the beginning of your next turn you do not exist on any dimension or plane, and are considered dead; However, at the beginning of your next turn you return with 1 hit point amidst a wreath of black flames in an unoccupied space within sight of your ashes (or if that is not possible, the nearest unoccupied space). All creatures within 30 feet of this space must make a DC 18 Dexterity saving throw as they are engulfed in the inferno. They take 8d10 fire damage on a failed save, or half as much on a successful one.
After using this feature you can’t use it again for the next 2d6 days.
This sling is made from dark leather, painted with a bright orange motif. It smells of smoke and sulphur when you fire it. This item has 10 charges and regains 1d8+2 charges each day at dawn.
When you make an attack with this sling you can expend a charge and as you do so the ammunition begins smoking before it ignites in a fiery trail to your target. When you make an attack in this way you deal an additional 2d6 fire damage on a hit. If you instead expend 4 charges while making an attack the ammunition explodes into a fireball on contact with a creature or surface. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and it ignites flammable objects in the area that aren’t being worn or carried.
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 quarterstaff is made from a pale wood and a segmented serpent is carved along its length with its head at the top of the staff. Its eyes are set with large turquoise and several smaller stones stud its back.
This item can hold 10 charges and regains 1d10 expended charges each day at dawn if you are not underground when the sun rises.
As a bonus action you tap the staff on the ground and the eyes shine a cold blue as if the cantrip
Prince of Lightning
While the serpent’s eyes are glowing you can choose to expend a charge as an action. When you do so the whole staff crackles with energy and the turquoise stones shine brightly before a searing blue beam erupts in a 1-foot-wide 60-foot-long line from the snake’s mouth. Each creature in the line must make a Constitution saving throw DC 17. On a failed save, the creature takes 3d8 Fire damage, 3d8 Lightning damage, and is Blinded until your next turn. On a successful save it takes half as much damage and is not Blinded. Additionally, this effect dispels any magical darkness in its area.
Lord of Flame
As an action you can expend all remaining charges to create a massive mote of brilliant blue light. All the stones on the staff suddenly pulse and a 10 foot sphere of light coalesces 50 feet above your head. This mote sheds bright light in a 250-foot-radius, and dim light out for an additional 100 feet. It lasts for the next 10 minutes before disappearing with a roar.
This light is considered sunlight and dispels any magical darkness in its area. Additionally, any creature in the radius that looks at the mote of light must make a Constitution saving throw (DC 17) or be Blinded for the next minute. A creature blinded by this effect may make another Constitution saving throw at the end of each of its turns, and on a success is no longer Blinded.
After using this feature you can’t use it again for the next 2d6 days.
Curse. If the snake has not has blood dripped in its mouth in the last month each time you expend one or more charges you take 1d8 Lightning damage.
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
If this large seed wasn’t covered in intricate carvings of leaves you might think that it was just another fruit pit someone threw out.
As you attune with this item it slowly begins to sprout, sending tendrils around your hands and arms.
As a bonus action while you are touching the seed you can command it to activate. When you do so the seed springs to life, covering you in armoring vines over the next turn. You can don the armor in this way once per short rest.
While wearing this armor you have an AC equal to 13 + your Dexterity modifier and if you know Druidic you can speak to the vines, gaining a climbing and crawling speed equal to your walking speed as the vines assist you. You can choose to doff the armor as a bonus action, causing the vines to shrivel and fall off by the end of your next turn, the seed returning to its dormant state.