The shaft of this staff is made from a petrified branch, worked to almost a mirror finish. It is topped with a large chunk of obsidian that comes to a twisted point. This staff has 5 charges and regains 1d4+1 expended charges each day at dawn. While attuned to this staff you can tell how long ago volcanic rock was formed, and what type it is.
As an action you can expend a charge from this staff and aim it at a point on the ground or a wall within 60 feet. When you do so the obsidian glows white-hot and a pinpoint ray of immense heat fires from the staff. Each creature within 5 feet of the ray, or 15 feet of the target point, must make a DC 16 Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. If an area affected by this ray is composed of sand or stone it too becomes white-hot before turning to a black glass over the course of a minute, and any creature that starts its turn touching the area during that time takes 2d6 fire damage.
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 glistening blue-gray scale mail is made from overlapping plates of a glossy material you can’t identify, but it is certainly not metallic. While wearing this armor you have a burrow speed of 20 feet through sand or loose earth, and can still breathe even while completely encased in dirt, sand, or other similar materials.
This black leather gauntlet has an intricate bronze ridge down it’s back with five carefully cut stone “gems” set in it’s winding pattern. You can focus on these gems and choose an area of terrain no larger than a 40-foot-cube within 120 feet that you can see. You can reshape dirt, sand, or clay in this area in any manner you choose so long as you maintain concentration (as if concentrating on a spell) for at least the duration required to do so: to reshape a 10-foot-cube it takes an action, 1 minute for a 25-foot cube, and 10 minutes for a 40-foot-cube.
You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot cube, you can create a pillar up to 20 feet high, raise or lower the area’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes the entire duration for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
This effect doesn’t directly affect plant growth, natural stone, or structures. The moved earth carries any of these things along with it. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, if these transformations would make the terrain itself unstable it will collapse when you stop concentrating on it.
This stoppered flask sloshes with a cavernous echo as if its much larger than it appears and always weighs 2 pounds. As an action you can remove the stopper and pour out 1 gallon of fresh water. The water stops pouring out at the start of your next turn. The decanter holds 30 gallons of water in total, and can not be refilled by normal means.
This crystal orb is a matte white with no distinguishing factors whatsoever, and yet it has a mesmerizing quality when you gaze into it. While attuned to this orb you have advantage on saving throws against the spells
As an action you can touch a creature with the orb and force it to make a DC 18 Charisma saving throw. On a success they feel incredibly thirsty, but are otherwise unaffected. On a failure the target creature is transported to a demiplane of infinite desert. Each minute a creature trapped within the demiplane must make a DC 12 Constitution saving throw. On a failure they gain 1 level of exhaustion. On a success, or when they reach 3 or more levels of exhaustion, they are expelled from the demiplane and reappear in the nearest unoccupied space to where they left. Once used this feature can not be used again until your next long or short rest.
This halberd’s angular head is made from a glistening bronze, and its handle is carved out of light ash. This item has 4 charges, and regains all expended charges each day at dawn, or when exposed to a natural sandstorm.
As an action you can expend a charge and sweep the halberd across the ground to create a 30-foot-radius sphere of thick whirling sand centered on you. This cloud of sand spreads around corners, and its area is heavily obscured for all creatures except you. The cloud lingers in the air for the next minute or until a strong wind disperses it. Each creature, except yourself, that is completely within the cloud at the start of its turn must make a Constitution saving throw DC 15. On a failed save, the creature spends its action that turn coughing and can not speak. Creatures that don’t need to breathe automatically succeed this saving throw.
This item is a rodent skull, deeply discolored from years of exposure to the elements, with it’s mouth wired shut around a spherical vial of water. Inside the vial you can see a pink lily bud floating on the surface. This bud always points towards the closest natural water source, no matter how far it is.
This regal helmet is made of jet black granite, and trimmed with gold. Despite it’s dense materials it is not overly heavy. If you have horns the helmet gladly morphs to fit.
While attuned to this helmet you gain the following features.
You gain proficiency in Constitution saving throws and Athletics checks. You also gain fluent knowledge of the Giant and Terran languages.
While wearing this helmet your strength score changes to 20 unless your strength is already greater than 20, and it can not be reduced below 20 while you are wearing the helmet. Additionally, if a rock or similar object is thrown at you you can, with a successful DC 10 Dexterity saving throw, catch it and take no bludgeoning damage from it.
As an action you can envelope creatures near you with an immense crushing presence. Each creature of your choice within 60 feet must succeed on a DC 18 Wisdom saving throw or become Frightened of you for 1 minute. A creature frightened in this way sees you appear to grow up to 18 feet tall, or as large as the space around you allows, and takes an additional 2d6 psychic damage each time you hit them with a melee weapon or unarmed attack. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After you use this feature you can not use it again until the end of a long or short rest.
This marbled stone pick is reinforced with black iron bands. It has obviously been imbued with magic to have lasted this long without shattering. This magical item has 10 charges and regains 1d8+2 expended charges each day at dawn.
If you are standing on soil or stone, as an action you can strike the ground and expend a number of charges while concentrating as if concentrating on a spell, causing the earth to ripple around you. When you do so you target a number of 10-foot square areas of soil or stone within 120 feet, equal to the number of charges expended, which rise up to create a bluff. You can choose for each of these target areas’ sides to slope gradually, or be a sheer cliff up to 10 feet tall, so long as at least one side is an incline. If you maintain concentration on this effect for the next hour the bluffs become permanent and can’t be dispelled. Otherwise, the bluffs sink back into the earth.
As an action you can target any area you can see that was targeted by the Molehill feature within the past day and expend a charge for each targeted area. At each targeted area a 10-foot square pillar of stone bursts from the ground and rises to a height of up to 20 feet. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw, DC 17, or be lifted by the pillar. A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, such as a Huge or larger creature, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice), DC 17. On a success the creature is no longer restrained and must either move off the pillar or fall off it.