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 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 ancient ash branch has a startling number of eyes carved into its knots and gnarls.
The staff has 10 charges and regains 1d8+2 expended charges each day at dawn.
While attuned to this staff as an action you can expend a charge to heighten your senses for the next hour. During this time you can not be surprised, and you have a +5 to your passive Wisdom(Perception) and checks.
Additionally, as a reaction to a creature using a feature or ability that would inflict the condition Frightened you can expend a number of charges to cast
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 ancient staff carved from stout oak is without any ornamentation beyond its natural gnarls and twists, and a small inscription. If you are able to read Elven you can gather that it was created for a crusade to heal the forests and restore balance that was lost. This staff has 8 charges and regains 1d8 expended charges each day at dawn.
Reach of Infinite Branches
When you cast
Tangled Canopy
You know the cantrip
Roots of The Great Oak
If you expend a charge and spend 1 minute concentrating you can cast
Branches’ Blessing
As an action you can expend a charge while touching a Large tree or plant in a swamp or dead forest to stimulate it to grow so long as it is still standing. Within one hour you can notice it’s bark being restored, and buds beginning to form. You regain any charges you expended to heal a plant in this way after your next long or short rest.
This thin reed has a series of holes in it, and an intricate carving clearly depicts a storm rolling down it’s length. It can be played much like a flute, and when played small wisps of clouds form around you. This item has 10 charges and regains 1d8+2 expended charges each day at dawn or 1 charge for each hour it is exposed to a natural rainstorm.
An as action, you can expend a number of charges to cast a spell or create an effect from the following list with a spellcasting modifier of +4.
- 1 charge, cause a light rain to start or stop falling around you in a 20-foot radius
- 2 charges, cast
Warding Wind - 3 charges, cast
Call Lightning orWind Wall - 4 charges, cast
Storm Sphere - 5 charges, cause a light rain to start or stop falling in a 1 mile radius
This amulet is made from delicate strands of silver wrapped around an amethyst to form the likeness of a spider. This amulet has 5 charges and regains 1d4+1 expended charges after a long rest.
While attuned to this amulet you are able to convey basic commands and feelings to spiders and spider-like creatures. Creatures you are able to communicate with in this way will not attack you unless you attack them first, and as a bonus action, you can expend a charge to cast the
This blade is a mottled black and blue, with speckles of white throughout it. It’s hilt slowly shifts shape even as you hold it, and when you attack, the weapon leaves a shimmering trail in it’s wake.
Return To Nothing
As an action you can cast
Once used this property of the sword can not be used again until the next dawn.
Wall of Emptiness
As an action you can swing this sword through the air while clearing your mind and focusing on the infinite nothingness of the void. When you do so a rift of stars and darkness appears where your blade was. This rift forms a 20-foot tall and 60-foot long jagged wall extending from you that remains for the next minute. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).
Anything that passes through this wall disappears into the void for the duration. When the wall dissipates with a roar any creatures or objects that disappeared into it are ejected into the nearest unoccupied space.
Once used this property of the sword can not be used again until the next dawn.
These soft leather shoes don’t appear special in any way until you see the soles. The soles of these shoes are littered in runes written in complicated interlocking patterns.
While wearing these slippers you can not be tracked except by magical means. You leave no tracks or sign of your passage, no matter the terrain, and your tread is completely silent, even through things such as dry leaves or snow.
Additionally, as an action, you can activate the slippers to cast
This ornamental dagger is made from stone and edged in gold. Embedded along its spine there are three polished obsidian beads. When you hit a creature with this weapon you can cast
Once used, this property of the dagger can’t be used again until the next dawn. After all three beads are shattered this weapon becomes a nonmagical dagger.
This glass jar holds a preserved eye suspended in a putrid liquid. It has 6 charges and regains 1d3 + 3 expended charges daily at dawn.
As an action you can expend one or more of the item’s charges to cast one of the following spells, using your spellcasting ability for the attack roll or spell save DC:
In addition, you can use this eye as an arcane focus. When casting any of the aforementioned spells while using the eye as your focus, you can expend 1 additional charge to amplify the spell’s effect in the following ways:
- Blindness/Deafness. If the creature fails its initial saving throw it has disadvantage on saving throws to end the spell’s effect on itself.
- Ray of Enfeeblement. If a creature fails its initial saving throw, it automatically fails all saving throws against the spell to end the effect on itself. Additionally, it has disadvantage on all Strength checks and saving throws for the duration.
- Contagion. If the target creature fails its saving throw, it is afflicted with Flesh Rot in addition to whichever disease you choose.