This potion is carefully concocted out of a mixture of different mushrooms found only in the deepest caves. When you drink this potion for the next 10 minutes your walking speed increases by 15 feet, you have a +5 to Perception checks, you have advantage on Dexterity saving throws, and have up to three reactions which can be used for opportunity attacks.
This stoppered flask has a faint, nearly indistinguishable sound when shaken. The decanter weighs 2 pounds. This item has 6 charges and regains all expended charges each day at dawn.
You can use an action to remove the stopper and speak one of three Command words, whereupon sand pours out of the flask and a number of charges are expended. The sand stops pouring out at the start of your next turn. Choose from the following options:
- “Pile” expends one charge to create a small pile of sand that can cover a 1-foot-square.
- “Dune” expends three charges to create a pile of sand that is 10 feet across and is about 5 feet tall. This sand is expelled with some force, and moves Large or smaller creatures that would be covered by the sand to the edge of the pile.
- “Desert” expends 6 charges to create a veritable sea of sand that erupts from the decanter as a 30 foot geyser. This sand covers a a 20-foot circle and is up to 10 feet deep at it’s center. Any creature in the radius of the sand is pushed towards the edge of the area until it would no longer be covered by sand, unless it has a burrow speed.
This large metal tin opens to reveal a sticky dull-green paste. When applied to any surface besides metal or glass it easily sticks, and rapidly grows athick layer of moss and other small plants. If you cover yourself with this paste after 1 minute you have a layer of natural camouflage that lasts up to a day before it falls off. There is enough paste in the tin to cover 4 small or medium creatures.
While covered in moss paste if you hold completely still while in an area of heavy foliage you can not be seen unless the searching creature makes a successful DC 18 Wisdom(Perception) check, or is within 15 feet of you and has a Passive Perception of 15 or higher, so long as you are not wearing metal armor.
These boots are made from a rubbery animal hide and come up to your knees. The soles are especially thick and have a glowing green rune on the heel. While wearing these boots you are able to walk across the top of water, mud, or bog, so long as it is not deeper than 5 feet. If it is deeper than 5 feet you sink until your feet are 5 feet from the bottom.
Additionally, you ignore nonmagical difficult terrain caused by water, mud, or swamps.
This small blade, embellished with a fine script, was forged to venture through the swamps and bogs with ease. This blade deals double damage to plants and plant type creatures. Additionally, you, and any creatures moving directly behind you, are able to ignore difficult terrain caused by plants or brush by chopping at the vegetation.
This helmet is made from the skull of a primeval bison and it’s horns are covered in runes. While wearing this helmet if you move at least 10 feet in a straight line after taking the Dash action, you begin to stampede. Your stampede ends if you stop moving in a straight line or at the end of your turn. You can stampede multiple times per turn.
While stampeding you have resistance to all damage except Psychic damage. Additionally, while stampeding if you would move through the space of an object or creature that is Large or smaller you can make a melee attack with proficiency against the target. On a hit you deal 3d10 magical bludgeoning damage and the target is pushed 5 feet to the left or right, your choice. On a miss you slam into the target and your stampede ends.
This small polished wooden shield has several tufts of flight feathers tucked behind it and white plumage around it’s edge. This item has 3 charges and regains all expended charges each day at dawn.
As an action while wearing this shield you can activate it by tugging on the flight feathers. When you do so two small wings unfurl from behind the shield, granting you a flying speed of 45 feet for the next minute. If you are flying when the duration expires, you descend at a rate of 60 feet per round until you land. If you doff the shield, you lose any flying speed and do not descend slowly.
This imposing half mask is made to resemble an eagle and its dark feathers contrast the piercing golden eyes. While wearing the mask you are able to see objects as if they were within arms reach even if they are as far as the horizon so long as conditions are clear. Additionally, you have advantage on Wisdom (Perception) checks that rely on sight, but are unable to use darkvision while wearing the mask.
This bracelet is made from spider silk and littered with bits of carapace and tiny spines. While attuned to this bracelet you constantly have insects and bugs harmlessly following you as if drawn to you.
As a bonus action you can direct these vermin towards a target within 60 feet. The target creature must succeed a DC 14 Constitution saving throw have disadvantage on the next attack roll it makes before the end of its next turn.
Additionally, as an action, you can summon up to ten Giant Centipedes, six Swarms of Beetles, or three Giant Spiders, to empty spaces within 30 feet of you. Each creature obeys your verbal commands, and in combat, they act on your turn each round. Once you have used this feature you can not use it again until you take a long rest.
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 rapier is thinner than any other you have seen, and is known as a needle due to the lack of guard or pommel. It feels as light as a feather, and with practice becomes almost an extension of your arm.
As an action you can teleport up to 15 feet to an unoccupied space and make a melee attack with this weapon. On a successful attack you deal an additional 2d8 piercing damage.
As a bonus action you can slash through the air, creating strands of mithral that are so thin they can cut with a gentle touch. Choose three 5-foot cubes within 15 feet of you to create these strands in. The next time a creature moves through these cubes they take 3d4 magical slashing damage. These strands last 1 minute, until a creature moves through them, or until you use this feature again.
Web of Mithral
Once per short rest, as an action, you can begin an intricate slashing pattern, filling the space around you with writhing mithral strands. All creatures of your choice within 15 feet of you must make a DC 18 Dexterity saving throw, taking 8d4 slashing damage on a failed saving throw, or half as much on a successful one. Additionally, any creature that moves within this radius before the beginning of your next turn must also make this saving throw.
This jet black amulet is made from hardened sludge that once belonged to a black pudding and trembles faintly as you hold it. While attuned to this amulet you have blindsight out to 60 feet and can sense when an ooze is within 120 feet of you, even through walls. Additionally, any acid or poison damage you take is reduced by 5.
Judging by the materials used this warpick was made to last several lifetimes. It’s head is made of pure adamantine and it’s handle is carved from ancient zurkhwood. It has 4 charges and regains 1 expended charge each day at dawn.
Whenever you hit a hard object, such as metal or stone, with this warpick the hit is a critical hit. Additionally, you score a critical hit against armored creatures on a roll of 19 or 20.
As an action, you can focus on the warpick and strike an object made of stone or ice, expending a charge. As the pick cleaves through it pulverizes up to a 5-foot cube of material.