When unrolled underwater this scroll quickly re-rolls itself before morphing into to a slender bamboo shoot about 5 feet long. It is hollow, and while very narrow the user will find they can breathe through it perfectly. The scroll will remain in this form for the next hour during which for all intents and purposes it is a length of bamboo. At the end of the hour it will collapse into a soggy sheet of parchment.
This tarnished silver mask covers the bottom of your face and is heavily inlaid with turquoise and coral. This item has 12 charges and regains 2d6 expended charges each day at dawn.
Breath of the Deep
As an action while wearing this mask you can expend a charge to activate it, sealing it tightly to your face. For the next hour you can breathe normally in any environment, and you have advantage on Saving Throws made against harmful gases and vapors.
Tidal Pressure
As an action you can expend a number of charges to create a 30-foot sphere of brackish water, within 120 feet of you, for each charge spent. These spheres last for 10 minutes before evaporating. Any creature inside these spheres must make a DC 16 Strength check to move outside of the sphere.
Additionally, as an action you can expend a number of charges to target that many creatures inside the brackish spheres. Each targeted creature must make a DC 16 Strength saving throw as the water churns around them. On a failure, the target creature takes 4d10 bludgeoning damage and is Restrained. On a success they take half as much damage and are not Restrained. A Restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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 halberd’s angular head is made from a glistening bronze, and its handle is a highly polished light ash.
Once per short rest as an action you can sweep the halberd around you to create a 30-foot-radius sphere of thick whirling sand centered on you.
The 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 13. 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.
While you are holding the halberd you can cast the
This crystal circlet is a deep aqua crested with white and in its center is set a gold symbol.
When you attune to this item 6 spheres of water, each 3 feet across, manifest as if drawing the water from the air itself before shrinking to the size of a fist and orbiting your head.
This item has 6 charges, represented by the orbs of water, and regains all expended charges at dawn.
If you are not a caster all magical effects of this item use your Wisdom as your spellcasting ability. While you are attuned to this item you are able to breathe underwater as if it was dry land and have a swimming speed equal to your movement speed.
Ebb and Flow
While attuned to this item you know the cantrip
Tides of Battle
As an action you can expend a charge to fire a sphere of water at the ground. When it strikes the ground a wave of water splashes out in an area up to 30 feet long, 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 Bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames within its area and within 30 feet of it.
Sphere of Influence
As an Attack action if you still have at least one charge remaining you may make a ranged spell attack against a target you can see within 30 feet. If you are able to make multiple attacks with the attack action this replaces one of them. When you do so one of the spheres of water orbiting you suddenly expands and flies towards the target before returning to its previous place and size. On a hit you deal 3d8 magical Bludgeoning damage.
This scroll is sealed with white wax that shimmers in the light and has the crest of a lightning bolt. When the seal is broken a tiny cloud the size of a fist appears 5 feet directly above the scroll. This cloud grows until it is 5 feet wide before beginning to rain. It rains 1d4 gallons of water over the course of 1 minute. This water is perfectly clear and could even be described as glittering. After 1 minute a single lightning bolt strikes the ground from the tiny cloud before it dissipates, and any creature within 5 feet of that point must make a DC 12 Dexterity saving throw or take 1d10 Lightning damage.
Are people always teasing you about your big feet? Do you just really need to be able to fit into those cute shoes in the store window? This pair of Slippers of Concealment can help you. These dainty white slippers are bigger on the inside than the outside. No matter how big your feet are, they are guaranteed to fit in these slippers without stretching or discomfort.
This tall brass rod is etched with an abstract circular design that seems to be devoid of any pattern and has a 4 foot section of a curled, shriveled, Aboleth tentacle affixed to its top. The tentacle is a dark sickly green, and it’s so tough you aren’t sure you could pierce it.
While you are attuned to this tentacle you can breathe underwater and have a +5 on any Intelligence (Religion) checks, and +5 on Intelligence (History) checks to recall things about religions or gods.
Bloody Awakening
Once per short rest as an action if you slice your hand or wrist and drip your own blood onto the tentacle as you hold the rod the tentacle rejuvenates, and expands down the rod engulfing your arm. For the next minute you can not use that arm as it is encased in a giant tentacle. However you may make melee attacks with proficiency with the tentacle. It has a reach of 10 feet and deals 2d6 bludgeoning damage on a hit.
After the minute is up the tentacle shrivels once again, receding back up the rod, and releasing your arm, now covered in slime. Until the next day your arm remains a pale green tint where the tentacle covered it and the cut you made to awaken the tentacle refuses to fully close, even in response to magical healing.
Aboleth’s Eye
While the tentacle is engulfing your arm you may use an action to focus your gaze and force all creatures in a 30 foot cone to make a Wisdom saving throw DC 14 or take 1d6 psychic damage.
Within this fist sized vial is a bright aquamarine water, clear as crystal, that refracts light that passes through it. When poured out onto the ground it reaches from the ground to form tentacles that whip into a Large four legged creature. This creature has the body of a horse but at the end of its graceful neck is the head of a sea creature. It is the same color as the water within the vial but is mostly opaque, with a dark mane. It is equipped with a saddle, bit, and bridle, especially made for its physique out of white leather. Any of this equipment dissolves into a puddle of water if carried more than 10 feet from the steed.
The steed will remain for the next 10 hours before slowly dissolving into a puddle over the course of 1 minute, allowing the rider to dismount. However it will abruptly convulse into a mist if it takes any fire damage, is reduced to 0 hit points, or enters into an environment of extreme cold or extreme heat.
The steed uses the statistics for a warhorse, except it has a speed of 80 feet, and a swimming speed of 40 feet. You can ride it as any other well trained mount and it will do its best to avoid taking damage until you give it a command. When the steed is destroyed or reaches the end of its time it returns to the vial if it is open and will not form again for 1d4 days. If the vial is not open it will wait until the next dawn to attempt to return to the bottle before permanently leaving for the plane of water.
When you find this weapon it has lightning coming off it in tendrils, arcing to almost any object or surface within 5 feet of it. When you get closer you notice that it’s made of a bright blue metal with white streaks running through it. It has a gold handle with a sapphire embed in the hilt.
Until it is attuned with a creature every time you attempt to pick it up you must succeed on a DC 12 Constitution saving throw or take 1d4 lightning damage.
Water Affinity.
As an attack action you can stab this sword into a body of water and target a creature you can see within 10 feet of the body of water. That creature must make a Dexterity saving throw or take 2d10 lightning damage. If you are not a spellcaster this uses your Constitution modifier as your spellcasting ability.
If this sword has not touched water in over a week it must be fully submerged in water for at least a long rest to regain this property. While it is doing so it sparks slightly and the water tingles with electricity.
Curse. Every time you stab this sword into a body of water you must make a DC 12 Constitution saving throw or take 1d10 lightning damage. Additionally, you have disadvantage to saving throws against other effects that deal lightning damage.
If this weapon is fully submerged for a day or more the water surrounding begins actively arcing with electricity and any creature that attempts to take it out of the water must make a DC 12 Constitution saving throw or take 1d10 lightning damage for each day it has been submerged.
Curse Purge. There is a way to purge this item of its curse.
If a creature is attuned to this weapon and takes more than 30 damage in one hit while taking it out of the water or the weapon has been fully submerged for over a week without being disturbed the electricity constantly arcing off of it is now contained to the sword, and the arcs of electricity run up and down the length of the blade instead. The curse is now completely gone and additionally the weapon gains a new ability that the player learns about.
Once per day as an action you can activate the sword and a dark roiling fog coalesces around your feet out to a radius of 30 feet. For the next minute this fog follows you and sparks crackle through it. Once per turn you can choose a point within the fog as a bonus action. A surge of lightning erupts from that point and all creatures within 5 feet of that point except yourself must make a Dexterity saving throw. If you are not a spellcaster this uses your Constitution modifier as your spellcasting ability. The affected creatures take 3d10 lightning damage on a failed save or half as much damage on a successful one.
This small jar is made with a thick glass and has several colorful lights that flit about within it, shedding dim light out to 10 feet. You can use this jar of strange lights as an arcane focus. Whenever you cast a spell of first level or higher using the jar as a focus the jar casts