This glove has a cuff that extends down the length of your forearm and is stitched from a dark-brown supple leather. The tips and pads of its fingers as well as the palm are reinforced with black leather. It has a short silver claw extending out from the tip of the thumb and small silver plates covering the back of each finger. To attune to this item you must wear it for the duration.
This item has 25 charges, and if you have a positive Wisdom modifier it gains an additional number of charges equal to your Wisdom modifier times 5. It regains all expended charges after a long rest. When you make a successful unarmed attack with this glove you can expend a number of charges to deal that much additional Necrotic damage.
When you wield a Sickle it deals 1d6 slashing damage, has the property Finesse, and when you wield it with two hands it deals an additional 1d6 Necrotic damage.
Hand of Repose
While attuned to this glove you know the cantrip
Curse. The moment you finish attuning to this glove the arm you are wearing it on is wracked with pain. You take 1d12 Necrotic damage and your vision extends out into the Ethereal plane despite your body remaining in the mortal plane. You hear whispers around you growing ever closer until your senses return to your body and you become aware of how light your arm is.
While the glove is covering your arm you cant notice any difference, but when you take off the glove you can see that your arm stops in a withered stump. Your arm and hand are gone. When the glove is “worn” where your arm once was you can “use your hand” as normal, but it is incorporeal otherwise.
If you have the feature Lay on Hands whenever you use it you make a Wisdom saving throw (DC 8). On a failure your pools of energy conflict and you must roll 1d10, expending that many charges and dealing that much Necrotic damage to the target creature.
If you dispel the curse on this item it is destroyed and your arm does not return.
This rough circlet chiseled from black ice has a single onyx set in its face and glistens a cold blue in the light. While you are attuned to this circlet you automatically succeed on saving throws against effects that would deal necrotic damage and are resistant to psychic damage. Additionally, you know the cantrip
Curse. If you die while attuned with this circlet you rise 24 hours later as a corrupted version of your former self unless you are restored to life or your body is destroyed. This curse can only be removed while surrounded by Black Ice or by
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.
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
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 leatherbound book of ancient parchment is sealed shut and you are unable to figure out how to open it, but just by holding it you can feel that there is untold knowledge within it.
While attuned to this book you are able to speak with plants and animals as if affected by the spells
Curse. If you do not cast either True Seeing or Contact Other Plane for at least one day while attuned to this book you begin to see and hear things. When you make a critical fail on an ability check, or at any time your DM chooses, you suffer one of the following effects: You see something that does not exist until the end of your next turn, something near you appears to change forms until the end of your next turn, or you hear the voice of another creature near you.
You become so used to seeing things that you shouldn’t, speaking with that that doesn’t speak, and encountering other planar beings simply by being near this book that you automatically fail the first saving throw for any illusory effect or spell from the school of Illusion because you assume that it is one of the many apparitions you often encounter.
This greatsword has a blade of folded steel that shimmers in the light and a hilt adorned with pearl inlays. When you attune to it you feel a faint presence touch your mind and you hear a whisper through your thoughts. The sword can telepathically communicate with anyone touching it, but it seems far away and is barely audible. It asks you for souls, it does not care of what or whom, to be sent to the ethereal plane. Or in simpler terms, for you to kill.
Every time you draw blood with this sword you can feel it’s satisfaction. When you successfully hit a creature with this sword you may teleport up to 10 feet, and when you reduce a creature to 0 hit points with this sword you may teleport up to 30 feet. You must teleport to an unoccupied space when you teleport in this manner.
Once per short rest as an action while holding the sword you can cast
When this sword is driven into the ground it can serve as a destination sigil for a spell such as
Additionally, any creature that has touched the sword within the past 24 hours can take a knee and mentally reach out to the sword as an action. If they are on the same plane as the sword, within 1 mile, and if the sword is still driven into the ground from since they last touched it they are teleported to a random unoccupied space within 10 feet of the sword. Any creature teleported in this manner is Incapacitated for 1 minute as they recover from being forcefully shunted through the Ethereal Plane.
Curse. After using any feature of this sword you are Deafened for 1 minute almost as if your sense of hearing hasn’t returned along with your body after traveling through the Ethereal Plane.
You are Deafened while on the Ethereal plane and all you can hear is the voice of the sword loud and clear almost as if it is resounding all around you. Your hearing can not return to normal until you leave the Ethereal plane.
This rough keyring has 8 keys on it, 3 of which appear to be copies of the same key. From a distance no one would really attach any significance to them, they are just slightly eccentric keys. While you are attuned to and carrying this ring of keys you gain an effect for each key. If you are not a spellcaster the keys use your Constitution modifier as your spellcasting modifier.
1. The first has a thick, almost spherical head, and 3 spikes protruding downward from it, the longest of which is the shaft of the key. This key allows you to cast
2. The second is flat and glimmers with an orange tint. The cuts in its shaft are violently spiky, and stick out farther than most keys. This key allows you to cast
3. The third key is stout and has a bit on both sides of the shaft. It feels warm when you hold it in your hand. This key allows you to cast
4. The fourth key has a crooked shaft that you could swear that the pattern of the curves in the shaft changes when you aren’t looking. This key allows you to cast
5. The fifth key has a rough texture and 10 holes drilled through its head and shaft. When you take fire damage as a reaction you can have the key take up to 10 fire damage in your stead, before resistances are applied, and store the damage taken. You can not use this reaction again until the energy stored is expended. When you cast a spell or cantrip from this keyring you can choose to expendexpend the stored damage before the DM announces the result of the attack or save, adding it to the damage taken by the first creature hit, if any.
6-8. The last three keys all are shaped the same, but they are larger than the others, and cracked. Flickering light can be seen flowing through the cracks in the keys. Each key has a single charge of
Curse. If you target a fiend with any spell from this item you automatically become the new target for the spell and must roll against yourself.
This item is visibly sculpted to look like a humanoid heart. It has a large ruby depressed into its left side. When you attune to this heart a light within the ruby begins softly pulsating in time with your own pulse, and a soft thrumming can be heard coming from within the stone.
While attuned to this item you must fail 5 death saving throws to die instead of 3.
Additionally, once per day as an action you can choose to cast either
Curse. While attuned with this item you are vulnerable to thunder damage.
If you un-attune with this item or it is destroyed you immediately drop to 0 hit points and begin making death saving throws. Additionally, you gain 1d4 levels of exhaustion that lasts for 10 days and can only be removed by
This polished gold ring has a thick ivory inlay. As soon as you attune to it it reaches out to you, impressing upon you to put it on the first finger of your dominant hand. It can not speak, but it can communicate to you through ideas, images, and emotions.
Stages of Power. The desire of this ring is to protect other innocent creatures lives. If you earn the trust of the ring by showing your devotion to the protection of creatures around you and going beyond the call of duty to do so it will grant you power. When you attune with it you start at the Ring Stage, and move forward as the ring decides you are trustworthy. However if you betray the trust of the ring, you may move back a stage. Each stage of power has access to all the abilities of the stage before it. As an action you can transform the ring into any stage it allows you to have access to.
Ring Stage (Rare)
While the ring is content, and you wear it on your first finger, it grants you basic abilities.
Brilliant Presence. As an action you can cast the cantrip
Shield of Gold. Once per long rest you can cast
Glove Stage (Very Rare)
The ring stretches out tendrils of ivory, coating your hand and wrist. The ivory forms into plates and gold trim manifests as they harden. Strands arch from the ring onto the gold edged glove and to each finger. The entire system of white arches and plates seems to weigh almost nothing as if it is floating around your hand.
Defender’s Blessing. Once per day as an action while wearing this gauntlet you can fire a beam of brilliant yellow light in a 5 foot wide, 60 foot line from the gauntlet. Each creature in this line must make a Constitution saving throw. On a failed save a creature takes 8d6 Radiant damage and is blinded until your next turn. On a successful save it takes half as much damage and is not blinded. Undead and oozes have disadvantage on this saving throw. This beam counts as a 3rd level light spell for the sake of dispelling magical darkness.
Divine Fist. Your unarmed strikes deal 1d4 damage while wearing the gauntlet. Additionally you can choose to deal Radiant damage instead of bludgeoning damage.
Gauntlet Stage (Very Rare)
The ring sprouts a dense network of ivory and gold tendrils, covering even your upper arm, up to your shoulder. Each gold trimmed plate is connected with a series of ivory strands all gracefully twisting back to the ring. You move unhindered by this long gauntlet, as if it floats effortlessly just above your skin.
Golden Circuitry. You now have a pool of 3 charges stored in the gauntlet. As a reaction you can expend a number of charges to activate Shield of Gold, even if it has already been used, on a number of creatures equal to the charges expended.
Additionally, as an action you can expend a charge to cast
Divine Fist. Your Divine Fist increases in power, it now deals 1d8 + your Strength or Wisdom modifier Radiant damage.
Telepathic Bond. The ring is connected to you so deeply it can now telepathically speak to you with words in addition to images and emotions, although its words are few.
Shield Stage (Legendary)
The ring covers your shoulder in a graceful paldron, heavily decorated with gold. Additionally a plate begins growing over your forearm and then detaches, floating 3 inches from your arm. This plate slowly forms a shining white kiteshield, with the golden symbol of an intricate shield in its center. While the ring is in this form and its shield is protecting you, you have +2 AC if you are not already wielding a shield.
Selfless Defense. As a bonus action you can command the ring to shield another creature within 30 feet. Until they end their turn farther than 30 feet away or you issue a new command the shield will hover by them, granting them +2 AC. While you are using this feature you can not benefit from the shield.
Golden Circuitry. The pool of charges stored in the gauntlet increases to your level/2 rounded down (minimum of 3).
This item can also be used without its legacy (growing) mechanic. Just pick a stage and treat it as if that is all the item has to offer.
This bone ring has a deep purple inlay, and is set with an onyx. While wearing this ring, every short rest you take you gain 1d6+4 temporary hit points.
As a bonus action you can choose to expend all remaining temporary hit points gained in this way to cast
Additionally, while attuned to the ring you know the cantrip
Curse. Each time you gain temporary hit points from this ring it consumes a hit die. If there are no hit dice to be consumed you take damage equal to the temporary hit points gained, although you can not drop below 1 hit point from this effect.
Permanent Curse. The first time the ring consumes any of your hit points it becomes permanently attuned to your very soul.
The ring dissolves into your finger, the finger withers, and purple veins spider through your hand from the finger. Now when you cast eldritch blast using your temporary hit points it originates from your chest, ignoring verbal and somatic components, but leaves a dull purple mark where it originated. The veins in your hand and the purple mark spread almost imperceptibly each time you do this. After your finger withers
When cursed in this way the curse and attunement can not be removed without destroying the soul of the creature bound to the ring.