This black hooded cape has a mantle of iridescent raven feathers on its shoulders and is trimmed with a similarly iridescent ribbon. This item has 4 charges and regains 1 expended charge each day at sunset, or 1 charge for each raven sacrificed.
As an action you can expend a charge to activate the cloak and a billowing plume of phantom ravens erupts from the mantle. The ravens spread into a 60-foot radius sphere centered on you and move with you for the next minute before disappearing. This area is considered lightly obscured and spreads around corners.
While these ravens surround you, you gain the following benefits:
You always know how many small or larger creatures are within the cloud of ravens, but not what creatures, or where they are.
Additionally, you do not provoke attacks of opportunity.
Finally, as an action you can command these ravens to attack a creature within the radius. The target creature must make a Wisdom saving throw DC 14. On a failure they take 4d4 Psychic damage and are Blinded until the beginning of their next turn. On a success they take half as much damage and are not Blinded.
This dirty bag has 2d4+2 stained bone talismans inside it that give you an uneasy feeling if you have the bag open for too long.
Whenever you hold one of these talismans as an action you can make a DC 12 Intelligence(Arcana) check to attempt to concentrate on it. On a success you are able to see through all of the talismans, except the one you are holding, as if you were there, until you choose to stop, but can not see through your own eyes while doing so.
Curse. If there are too many talismans that are not covered or wrapped (such as in a bag or a cloth) you are overwhelmed by all the things you can see when you use one. You can safely view up to your spellcasting modifier, or your Constitution modifier if you are not a spellcaster. If the number of uncovered talismans is greater than this modifier, you take 1d10 psychic damage plus 1 additional psychic damage for every uncovered talisman above your modifier. This damage can not be resisted or reduced in any way. If this effect reduces you to 0 hit points you are transported to the plane of Pandemonium (or Xoriat).
This cloak is made from a deep purple hide so unique you can only assume comes from an otherworldly being.
While wearing the cloak you always know the location of all creatures within 15 feet of you if they would be visible to you. This effect applies even while unconscious, and when a creature enters this radius for the first time if you are sleeping you can make a DC 10 Constitution check to attempt to wake up.
Additionally, you have advantage on Wisdom(Insight) checks to check if a creature is lying to you, though you only know if they are or not, not what they might be lying about.
Curse. Each night there is a 5% chance you perceive a creature moving near you but if you wake up nothing is there. Additionally, you have disadvantage on saving throws against being Frightened, and automatically fail saving throws against Fear Ray from Beholders, Death Tyrants, and Spectators.

This charm has 1d6+2 eyes affixed to its fleshy surface and if you watch them long enough you will see one occasionally dart back and forth.
As an action you can crush an eye on the charm to cast
When all 6 eyes are crushed the charm lets out a shriek before shriveling into a husk.
This helmet is very notably missing any way to see out of it as its visor is completely solid, but it is overlaid with a multitude of artistically crafted eyes.
While wearing this helmet you have blindsight out to 60 feet and are blind beyond that radius. Blindsight allows you to see through obscured areas, magical and nonmagical darkness, and you can not be Blinded by most effects, but it does not allow you to see through walls or objects. This particular blindsight allows you to see creatures and objects easily, but things such as words on a page, or colors, are impossible. Creature’s basic emotions and health are expressed via color.
Additionally, creatures trying to determine your thoughts or mood via mundane means, such as an Insight check, have disadvantage while you are wearing this helmet.
Curse. If you doff this helmet after wearing it for an hour or longer, you are Blinded for 1 minute for each hour you were wearing it, up to 1 hour total. This effect can not be removed by
This miniature keg is sealed with blue wax and filled with a pint of bitter ale. After drinking all the contents you gain several effects for the next hour.
- You can see into the Ethereal Plane out to a range of 120 feet as a blue haze.
- You can see Invisible creatures and objects outlined in a halo of yellow light.
- You have Tremorsense out to a range of 120 feet.
- You are Poisoned even if you would normally be immune to the condition.
Each minute you are Poisoned in this way you must make a DC 10 Constitution saving throw or become Stunned for the next minute as you are overwhelmed by everything you see. If the Poisoned condition is removed, or after one hour, you lose all the above effects and gain a level of exhaustion.

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.
This glass bottle has an inky black cloud that quickly fades to black within it and light sources flicker when placed directly next to it. When you open the vial the darkness within it erupts into a 30-foot-radius sphere of dim light that spreads around corners. This area of dim light is not considered daylight and non-magical light can’t illuminate it. It lasts for 10 minutes, or until dispelled by a 3rd level spell or greater.
Creatures that start their turn in the radius must make a DC 10 Constitution saving throw or be Blinded until the beginning of their next turn. Undead and fiends automatically succeed on this saving throw.
Once used this vial can not be used again until the next day at dawn.
These leather bracers are reinforced with weathered bones and covered in lichen. While attuned with these bracers you know when any creature within 60 feet of you is deceased or an undead. These bracers have 5 charges and regain 1d4+1 expended charges each day at sunset.
As an action, you can expend a charge and target a Large or smaller creature touching the ground that you can see within 120 feet. The target creature must make a DC 16 Strength saving throw. On a failure they are restrained as the earth itself heaves up around it. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
If you expend a charge to target a creature restrained in this way they must make another DC 16 Strength saving throw. On a failure they take 4d10 bludgeoning damage and are buried alive under the earth. On a success they take half as much damage and are not buried. A buried creature is blinded, restrained, and takes 4d10 bludgeoning damage each turn, but can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature who escapes from being buried is immune to this effect for 24 hours.
This amulet carved from a silver dragon’s scale is only given as a gift and sign of trust. By the coloration you could guess it is from a younger dragon.
As an action you can touch the amulet and begin concentrating, as if concentrating on a spell, to create a cloud of fog around you. You create a 20-foot-radius sphere of fog centered on yourself. The sphere spreads around corners, and its area is heavily obscured. It lasts for the next hour, until your concentration ends, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. While within this fog you have immunity to cold damage and blindsight out to 60 feet. Once used this feature can not be used again until your next long or short rest
While wearing these goggles everything you see looks strange and warped. Colors and patterns weave their way through your vision and at times even appear like spectral creatures. Because of this while wearing these goggles you can not read or reliably discern color, and you make all Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage. However, illusions are almost imperceptible to you. You automatically succeed on saving throws against visual illusions such as