This short, dull metallic rod has a note tied around it with string. The note claims that it was crafted to contain the holy light of “the ancient god of some clerics I am pals with. They live on a mountain so you know it’s legit” and is signed with Reynier’s signature. It is partially hollow on one end and has a button on the other.
This rod contains 5 charges and regains 1d4+1 charges each dawn. When you press the button a 6 inch beam of light flashes from the hollow of the rod out to 30 feet before quickly flickering out. The first creature hit by this beam regains 2d8 hit points as they are bathed in the warm light. If there are hit points left over after the creature has reached maximum hit points or the creature is already at maximum hit points they must make a Constitution saving throw equal to 8 + the remaining hit points. On a failure they are Stunned for 1 turn and are Blinded for the next minute as their eyes and mind are overwhelmed with a burning sensation and pure light. At the end of each of its turns, it can make another Constitution saving throw. If it succeeds, the effect ends.
This wand has 7 charges. It regains 1d6+1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand suddenly turns into a Tiny creature of the DM’s choosing and escapes from your grasp.
While holding it, you can use an action to expend 1 of its charges, targeting a creature you can see within 60 feet.
The target creature must succeed a Wisdom saving throw (DC 15) or be transformed into a beast of your choice as per the spell
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 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 large 1-foot diameter orb holds a diorama of a wattle and daub cottage in the woods. This diorama changes with the seasons and is intricately detailed.
In the diorama you can see a gnomish word chiseled into the side of the cottage. If you speak this command word while holding the orb and standing on a reasonably flat area with at least a 20-foot cube of space you suddenly find yourself inside the cottage. The cottage instantly transports from the orb into the space you are standing, and any creatures in the space the cottage now occupies are placed in a free space within the cottage if they fit, or outside if they do not.
This 20-foot square cottage is furnished with 3 bunk beds, a large table with 6 chairs, a fireplace, and several empty bookshelves and chests along the wall.
If you speak the command word again while touching both the cottage and orb, the cottage and any objects in the shelves or chests return to the orb. Any creatures in the cottage remain where they were.
The cottage can only be taken from and returned to the orb once per day.
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 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 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 polished armor is heavily adorned with bronze and gold and has a band of red hanging from it’s left pauldron. It is said to have belonged to a legendary warrior who led his men to battle with reckless abandon.
While wearing this armor you are immune to being frightened and while charmed if you would injure a creature you consider to be an ally the effect on you immediately ends.
Additionally, as an action, you can rally your allies to you. For the next minute you emanate an aura of confidence and can not be stunned or knocked prone. For this duration friendly creatures within 30 feet of you are immune to being frightened or charmed, and hostile creatures within 30 feet have disadvantage to Wisdom saving throws.
Once you use this ability you can not use it again until your next long rest.
This thin flexible rod has a sturdy string attached to the end, and a mechanism to release and reel back in the string as needed. Tied to the end of this 50-foot long string is a small hook. When either the hook or string is broken it quickly grows back as the detached hook and string disintegrate. As an action, you can make a ranged attack using this rod against a Large or smaller creature within 30 feet if you. You may add proficiency to this attack if you are proficient in Dexterity (Sleight of Hand). On a hit, the creature becomes tangled in the string and is grappled (escape DC 16). While a creature is grappled in this way you may pull them 10 feet towards you as an action. The grapple ends if they end their turn farther than 30 feet away, you drop the fishing line, or another creature detangles them as an action. Additionally, when trying to catch fish with this item you may make any related checks with advantage.

This staff has a cluster of eyeballs attached to it which have been preserved using
Unrelenting Gaze
As an action you can activate this staff, causing the eyes to open. When you do so choose an outlined undead within 120 feet of you, or a creature you can see within 60 feet of you. The target creature must make a DC 16 Wisdom saving throw. On a failed saving throw it takes 3d8 psychic damage and is Frightened of you until the end of its next turn. If the creature is an undead it is Stunned until the end of its next turn instead of Frightened. On a successful saving throw the creature is not affected.