This simple round shield is rimmed with a band of clear crystal that is hard as iron.
While attuned to this shield you have proficiency with Intelligence saving throws if you did not before. This shield has 3 charges that recharge on a long or short rest. While you are wielding this shield as a reaction you can choose to expend a number of charges to activate it at the end of another creature’s turn.
Force of Mind
You expend 1 charge to target a creature within 30 feet and make an Intelligence check contested by the target’s Wisdom or Intelligence check (the target chooses the ability to use). If you succeed, you knock the target prone and push it 10 feet away from you.
Mental Grasp
You expend 2 charges to instantly cast
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 13. On a failed save, the creature spends its action that turn coughing and can not speak. This save is made with disadvantage if you are in a desert or an area that is primarily sand, however, creatures that don’t need to breathe automatically succeed this saving throw.
While you are holding the halberd you can cast the
This well-crafted hide armor is a deep red, but does not appear to be dyed by conventional means, and does not have a single blemish or scratch.
Hand of Apollo
Once per short rest you can cast
Averter of Evil
While wearing this armor each day at dawn you can choose one type of creature: aberrations, fey, fiends, or undead. Creatures of this type have disadvantage on attacks rolls against you, and you can not be Charmed, Frightened, or Possessed by your chosen creature type until the next day.
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 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
These bracers have alternating bands of silver and pearl underneath the plain leather exterior that lay flat against your skin. The bands of silver have fine barbs that poke through the bracers to make several rows of spikes.
Once per long or short rest as bonus action you can begin concentrating on the bracers as if you are concentrating on a spell. As you do so bubbles of energy grow from the spikes and coalesce into a barrier around you before fading.
For the next 10 minutes while you maintain concentration any bludgeoning, piercing, or slashing damage you take is reduced by your Intelligence modifier.
As an action you can focus this barrier to another creature you can see within 30 feet. If you end your turn out of sight or farther than 30 feet away from the creature the barrier returns to you. While you are focusing the barrier around another creature you do not gain any benefit from it but must maintain concentration.
These bracers have a layer of leather to give them their flexibility but the bands of silver underneath the leather are apparent, not to mention the plates of silver with pearl inlays along the back of the bracers. Extending backwards from the wrist area of each bracer is a single silver spine.
Once per long or short rest as a bonus action you can begin concentrating on the bracers as if you are concentrating on a spell. As you do so large translucent bubbles project from the spines and coalesce into a sphere around you. For the next 10 minutes while you maintain concentration any damage you, or any other creature you consider friendly within 15 feet of you, take is reduced by your Intelligence modifier. This effect does not apply to psychic damage.
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.
Bloody Displacement
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.
Otherworldly Movement
Once per short rest as an action while holding the sword you can cast
Planar Beacon
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 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.
This tattoo is an interwoven web of right angles, usually stretching from the torso to fingertips. You gain two abilities and you may use one per short rest.
- You cast a spell up to 5th level ignoring verbal and somatic components.
- You cast any 1st level spell or cantrip that would normally be an action or bonus action as a reaction to being attacked, or as an opportunity attack.