This pendant is a pale blue sapphire set into a wide silver base etched with the fractal patterns of morning frost. It hangs from a thin silver chain with no magical properties. This pendant has 4 charges, and regains 1d4 expended charges each dawn.
As a bonus action you can expend 1 charge, or as a reaction to being hit by a ranged weapon attack you can expend 2 charges, to activate the Pendant. When you activate the pendant it grows bitterly cold and bolts of ice dart from its center at incoming missiles. Each time you are hit by a ranged weapon attack from a creature you can see, including the triggering attack, the damage is reduced by 1d10 + your Dexterity modifier until the end of your next turn. If you reduce the damage of a missile to 0 it drops from the air at your feet, frozen in a chunk of ice.

This ebony staff is topped with a lifelike hand carved from shimmering translucent crystal.
It has 10 charges and regains 1d10 expended charges each day at dawn. While attuned to this item you are able to cast
Shimmering Shield
As a reaction to you or a creature you can see being targeted by a ranged weapon or ranged spell attack, you can expend a charge to create a 10-foot wide 15-foot tall crystal hand between the targeted creature and the attack. Each time a hand is created, it appears in a brilliant flash of dazzling lights and each creature within 15 feet of it must make a DC 14 Constitution saving throw or be Blinded until the beginning of it’s next turn.
This crystal hand has 12 AC and 30 hit points and is vulnerable to Force damage. It lasts until it is destroyed or until you use this feature again.
These gauntlets each have a large facet where you would expect a gem to sit, but instead holds a finely cut chunk of granite. These gauntlets hold 4 charges, and regain all expended charges each day at dawn.
While attuned to these gauntlets you gain tremorsense out to a range of 10 feet. Additionally, as an action, you can create a 10-foot-by-10-foot wall of hardened earth within 120 feet of you so long as it is touching dirt or sand. This wall is 6 inches thick, has an AC of 13, 50 hit points, and lasts 10 minutes or until you create a new wall. However, when you expend a number of charges you can create and maintain that many additional walls for the next 10 minutes. If a wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice).
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
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.
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 odd contraption is composited of a small crystal orb set within a larger metal semi-sphere. As a bonus action you can press the button recessed into the metal sphere to activate it. The turn after it has been activated the orb levitates until it is 20 feet in the air, or as high as the above terrain will allow, and begins spinning as it glows a soft orange. Each turn it will make a ranged spell attack against the nearest creature it can see within range. It has a +5 spell attack modifier, a range of 30 feet for every 5 feet it is above the ground, and on a hit it deals 2d6 fire damage. After 10 minutes, or firing 10 times, it stops glowing, falls to the ground, and can not be activated again until the next dawn.