This wooden shield is unpainted, instead covered in living vines, and has yet-living branches growing off it’s edges. While attuned with this shield you gain proficiency in Intelligence (Nature) checks if you were not proficient before and your proficiency bonus is doubled if you were already proficient. Additionally, you are able to understand plant creatures, and if you speak Druidic they can also understand you.
Canopy of Protection
While within 30 feet of a Huge or larger plant that is not hostile, you and any other creatures of your choice, have half cover while within range of the plant as the roots and branches reach out to your aid.
Shephard of the Forest
You can call to the plants around you as if you know each of them by name. If you spend 1 minute touching this shield against a Huge or smaller plant with an intelligence of 3 or less, it awakens. The target plant gains an intelligence of 10, and the ability to speak one language you know. It also gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your DM chooses Statistics appropriate for the awakened plant, such as the Statistics for the Awakened Shrub or the Awakened Tree. The awakened plant is initially friendly towards you but is not charmed or compelled to do as you ask. Once you have used this ability you can not use it again for the next 2d6 days.
This wooden claw ring fits perfectly along the whole length of your first finger, and across its ridge is the moss covered bones of a humanoid’s finger. Once per day, while wearing this item, as an action you can touch a plant and telepathically ask it a single question. You get a telepathic response you can understand, so long as the plant is still healthy enough to answer.
Stages of Strength
Occasionally after using this ring its effects will grow stronger. If you can read Druidic etched into the ring you see “every time you speak with your roots, I will bring you closer to them”. These stages of strength are cumulative and the ring grants the new effects each time it advances while also keeping the previous effects, but only while wearing it. If you take off the ring you cant use its abilities until you put it back on, and any abilities that coincide with rests or the sun dont take effect again until your next rest.
Seedling
You gain advantage on rolls against magical plant-based effects that would limit your movement such as
Sprout
You gain the ability to move at your full movement speed in plant-based difficult terrain.
Sapling
Your AC can no longer be less than 16, regardless of the armor you are wearing.
Spry Tree
If you spent at least 8 hours in the sun the previous day you wake up with 1d4+1 goodberries sprouting from the ring after each long rest, as if you cast the spell
Ancient One
If you stand perfectly still you are indistinguishable from a tree, and you can commune with plants around you.
After standing still for 1 hour you blend into your surroundings and can communicate an unlimited number of times with any plants within 30 feet, or plants who’s roots touch the roots of plants within range. This effect lasts as long as you remain still.
Curse. This curse is a multi-stage curse that slowly takes effect the more the wearer uses it. This curse does not reset for a creature when the ring is taken off, and can only be removed with a
Seedling: Suddenly you can no longer take the ring off, it feels as if the bones of the ring are becoming your own, and the moss begins to creep along the back of your hand.
Sprout: If you bleed, you notice your blood is no longer red but beginning to muddy, and you regularly find leaves and twigs in your hair. If you if you roll less than a 10 for your Initiative you start last.
Sapling: Your skin is darkening, and is rough to the touch, like bark. You take extra damage from sources of fire. If you were immune to fire you are now only resistant to fire. If you were resistant to fire, or had no resistance, you are now vulnerable to fire instead.
Spry Tree: Branches and leaves begin growing from your upper body, and your lower body is noticably thicker. Your base movement speed decreases by 10 feet and if you could naturally fly, you can no longer fly.
Ancient One: You are all but a plant yourself. Every long or short rest you must make a DC 12 Wisdom saving throw. On a failure you spend the rest unconscious, with your arms spread wide. At the end of the rest you must repeat the saving throw. On a success you regain consciousness. On a failure, you are petrified as a tree, though your ability to communicate with plants remains. This petrification can be ended in the typical ways such as
This ring is a complicated tangle of copper and bronze oak leaves. It magically resizes to fit any finger you put it on.
This item holds 10 charges and regains 1 expended charge each day at dawn.
While attuned to this ring you can identify the type of any tree you can see, and have proficiency in Intelligence(Nature) checks.
Plane of Perpetual Autumn
While attuned with this ring you are aware of, and in control of, the Demiplane of Perpetual Autumn. This demiplane is a lush deciduous forest with a giant oak many times larger than normal at the center. The trees in this forest are always beautiful warm tones with the occasional purple. You can walk for several miles in any direction before finding the edge of the demiplane. If you concentrate, you know of all creatures within the demiplane and where they are.
Ever-present Portal
As an action you can expend 2 charges to create a portal to the Demiplane of Perpetual Autumn, or a portal from the demiplane to the Prime Material plane, that lasts for 1 hour or until you create another portal. This costs 1 less charge if you create the portal adjacent to a Huge or larger oak tree.
The portal you create is 5 feet wide, 10 feet tall, and is bordered by branches. You can expend an additional 2 charges to double the size of the portal.
When you create a portal to the Material Plane you can choose any location you are very familiar with, or a permanent teleport circle. When you create a portal to the demiplane you can choose any location within it.
If you create a portal in the same location for 8 consecutive days that portal becomes a permanent portal. A permanent portal can only be dispelled by
This exquisite hourglass is carved from ebony, inlaid with white opal, and filled with blackened sand. Gazing into makes you feel microscopic as compared to the inconceivably long stretch of time itself.
Timeless Knowledge
While attuned with this item you gain proficiency with Intelligence (History) checks and you double your proficiency bonus when making an Intelligence (History) check.
Ageless Magic
While attuned with this item any divination spell that has a cumulative chance of failing, such as
Additionally, when you can see a creature casting a ritual, or a spell with a casting time longer than 1 action, you know exactly what is being cast and when the ritual or spell will complete.
Everlasting Presence.
If you concentrate on this hourglass, as if concentrating on a spell, for 1 minute, you can target a creature within 30 feet. The target must succeed on a Wisdom saving throw DC 18 or be bound; if it succeeds, it is immune to this effect for the next 30 days. If the target is a creature who has died within the last hour, their soul is automatically bound within the hourglass. While bound, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.
The bound target shrinks to a height of 1 inch and is imprisoned within the hourglass, or an item of great worth, such as a gemstone or phylactery, you are touching. Light can pass through the object normally, but nothing else can pass through, even by means of teleportation or planar travel. The object the creature is trapped in can’t be cut or broken while this effect remains in effect.
While concentrating on this effect you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. A
If you use this feature again, the previous target is immediately freed from its binding. After using this feature you can’t use it again for the next 2d6 days.
This tall rectangular shield is lavishly emblazoned with a towering mountain and set with onyx. As a bonus action while standing on stone or earth you may activate the shield to create a 5-foot-square pillar of stone and onyx in an unoccupied space within 30 feet of you that rises to a height of 15 feet or until it meets the ceiling. This pillar sinks back down into the earth after 1 minute, or when you create another pillar, leaving the ground undisturbed.
This flashy amulet has an impressively large green emerald as it’s centerpiece and is ornamented with onyx and blackened steel. When you slip it over your head you can hear it speak to you, and know that it holds a fragment of a dragon’s consciousness within it.
Ancient Presence
When you are attuned to this amulet as you wear it it begins to change even your physical body the presence within it is so powerful. Over the course of a month jet black scales grow down your spine and your eyes become emerald green. You gain immunity to Acid damage, resistance to Poison damage, and Darkvision out to 120 feet. If you unattune from this amulet you lose these benefits, but your scales and eye color do not change back.
Caustic Soul
As an action if you are within the area of poisonous or harmful gases you can breathe in the toxins surrounding you and exhale a roiling stream of acid and poison 60 feet long and 10 feet wide. Each creature in the line must make a DC 18 Constitution saving throw, taking 4d8 Acid damage and 4d8 Poison damage on a failed throw or half as much on a successful one. If breathing the gas in this way would cause you to make a saving throw you make that save with advantage and take no damage on a success.
Master of Fear
You can not be frightened by any creature with a CR less than or equal to 12. Additionally, any Adult or younger dragon that tries to use their Frightful Presence feature on you must instead make a saving throw against their own effect.
Sentience. Zerrndrock is a sentient neutral evil amulet with an Intelligence of 20, Wisdom of 18, and a Charisma of 24. It has proficiency in Insight, Deception, and Charisma saving throws, with a proficiency bonus of +6, and it has hearing and blindsight out to a range of 120 feet. The amulet can speak, and understand Common and Draconic, but can only communicate telepathically with its wearer. Its voice is low and rumbling but soothing in a way.
Personality. Zerrndrock speaks quietly but with authority that only comes with age and immense confidence. His only goal is resurrection and to be freed from the amulet. He is not friendly, and never will be, but will play the part of a wise grandfather giving sage advice and encouragement, or almost anything else including lying or getting the wearer killed if he thinks it will sway the wearer closer to his selfish goal. Doing what he must to gain trust is just a part of this scheme, even if he does not enjoy it. Zerrndrock is clever and has endless patience, and will never lash out or grow impatient unless he believes he is within reach of his centuries-long goal.
This small blade, embellished with a fine script, was forged to venture through the swamps and bogs with ease. This blade deals double damage to plants and plant type creatures. Additionally, you, and any creatures moving directly behind you, are able to ignore difficult terrain caused by plants or brush by chopping at the vegetation.
This ancient staff carved from stout oak is without any ornamentation beyond its natural gnarls and twists, and a small inscription. If you are able to read Elven you can gather that it was created for a crusade to heal the forests and restore balance that was lost. This staff has 8 charges and regains 1d8 expended charges each day at dawn.
Reach of Infinite Branches
When you cast
Tangled Canopy
You know the cantrip
Roots of The Great Oak
If you expend a charge and spend 1 minute concentrating you can cast
Branches’ Blessing
As an action you can expend a charge while touching a Large tree or plant in a swamp or dead forest to stimulate it to grow so long as it is still standing. Within one hour you can notice it’s bark being restored, and buds beginning to form. You regain any charges you expended to heal a plant in this way after your next long or short rest.
This extraordinarily long whip is braided from silvery strands of wiregrass. It has a reach of 15 feet instead of 10 feet, and when you attack a target 15 feet away you deal an additional 2d4 slashing damage.
This small polished wooden shield has several tufts of flight feathers tucked behind it and white plumage around it’s edge. This item has 3 charges and regains all expended charges each day at dawn.
As an action while wearing this shield you can activate it by tugging on the flight feathers. When you do so two small wings unfurl from behind the shield, granting you a flying speed of 45 feet for the next minute. If you are flying when the duration expires, you descend at a rate of 60 feet per round until you land. If you doff the shield, you lose any flying speed and do not descend slowly.
This acorn is nearly as large as a man’s fist and very heavy for its size. You can use an action to slam it into the ground and the moment you do so it sprouts and begins putting out roots. At the beginning of your next turn the acorn suddenly grows into a 30-foot tall tree appropriate to the area. When this tree appears all creatures within 15 feet must make a DC 15 Dexterity saving throw as the trunk and branches rapidly expand, taking 3d10 bludgeoning and 3d10 piercing damage on a failed save, or half as much damage on a successful one.
After this tree finishes it’s rapid growth it is just like any other tree, and will continue to grow at a normal pace.