As you swing this sling around your head you can hear it whistling, and the ammunition begins to glow a faint white.
This sling has 8 charges and regains 1d6+2 charges each day at dawn.
If you expend a charge when you make an attack with this weapon the ammunition screams forward in flash of light. You make a single attack roll against all targets in a 1-foot wide 60-foot long line. On a hit the target takes an additional 2d4 piercing damage.
This blade has a blue finish to it’s cutting edge, and to any creature on the Ethereal Plane it appears glaringly bright.
While holding this weapon you are able to perceive creatures on the Ethereal Plane as a faint blue specter of their true appearance.
Additionally, this weapon can affect creatures on the Ethereal Plane, such as ghosts. When you make an attack against a creature on the Ethereal Plane using this weapon you score a critical hit on a roll of 18 or higher.
This sling is made from dark leather, painted with a bright orange motif. It smells of smoke and sulphur when you fire it. This item has 10 charges and regains 1d8+2 charges each day at dawn.
When you make an attack with this sling you can expend a charge and as you do so the ammunition begins smoking before it ignites in a fiery trail to your target. When you make an attack in this way you deal an additional 2d6 fire damage on a hit. If you instead expend 4 charges while making an attack the ammunition explodes into a fireball on contact with a creature or surface. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and it ignites flammable objects in the area that aren’t being worn or carried.
This ammunition deals Radiant damage to undead creatures and if it hits an undead with a CR of 2 or lower it immediately dies. Additionally, this ammunition can damage a Lich’s phylactery no matter how it was created or prepared.
This round brazier is carved from a chunk of dark petrified wood. It has hundreds of small holes bored into it which resembles a starry night sky when lit. Any fire that burns within this brazier blazes blue and white instead of the usual yellows and reds.
If you set up and light this brazier darkness falls over the land at the next dusk. Once activated the sun appears to never rise within a 25 mile radius of this brazier, and any light sources within this radius only produce dim light. If a creature enters this radius during the day the sun appears to set for them over the course of 10 minutes.
This effect lasts until the sunrise after this brazier is put out or moved, and cannot be dispelled by a light spell.
This long glass vial is filled with a constantly shifting smoke as black as night. You can notice subtle blue tones pulsing through the inky darkness if you look closely.
This item holds 10 charges and regains 1 expended charge each day at sunset.
As an action you can unstopper this vial, expending a charge to do so. Over the next minute the smoke continues to pour out of the vial seemingly without end and the sky darkens as if the sun has set. All daylight or moonlight within a 5 mile radius becomes darkness for the next hour. Additionally, light sources within this radius only produce dim light.
For each additional minute the vial is open another charge is expended and the duration of this effect increases by 1 hour. If there are no remaining charges the duration does not increase.
This long glass vial is filled with a constantly shifting smoke. As its roiling within the vial you see wisps of sunset hues slowly winding through the smog.
This item holds 10 charges and regains 1 expended charge each day at sunset.
As an action you can unstopper this vial, expending a charge to do so. Over the next minute the smoke continues to pour out of the vial seemingly without end. All natural light within a 10 mile radius is reduced to dim light for the next hour as an appearance of twilight settles over the land. For each additional minute the vial is open another charge is expended and the duration increases by 1 hour. If there are no remaining charges the duration does not increase.
This quarterstaff is made from a pale wood and a segmented serpent is carved along its length with its head at the top of the staff. Its eyes are set with large turquoise and several smaller stones stud its back.
This item can hold 10 charges and regains 1d10 expended charges each day at dawn if you are not underground when the sun rises.
As a bonus action you tap the staff on the ground and the eyes shine a cold blue as if the cantrip
Prince of Lightning
While the serpent’s eyes are glowing you can choose to expend a charge as an action. When you do so the whole staff crackles with energy and the turquoise stones shine brightly before a searing blue beam erupts in a 1-foot-wide 60-foot-long line from the snake’s mouth. Each creature in the line must make a Constitution saving throw DC 17. On a failed save, the creature takes 3d8 Fire damage, 3d8 Lightning damage, and is Blinded until your next turn. On a successful save it takes half as much damage and is not Blinded. Additionally, this effect dispels any magical darkness in its area.
Lord of Flame
As an action you can expend all remaining charges to create a massive mote of brilliant blue light. All the stones on the staff suddenly pulse and a 10 foot sphere of light coalesces 50 feet above your head. This mote sheds bright light in a 250-foot-radius, and dim light out for an additional 100 feet. It lasts for the next 10 minutes before disappearing with a roar.
This light is considered sunlight and dispels any magical darkness in its area. Additionally, any creature in the radius that looks at the mote of light must make a Constitution saving throw (DC 17) or be Blinded for the next minute. A creature blinded by this effect may make another Constitution saving throw at the end of each of its turns, and on a success is no longer Blinded.
After using this feature you can’t use it again for the next 2d6 days.
Curse. If the snake has not has blood dripped in its mouth in the last month each time you expend one or more charges you take 1d8 Lightning damage.
This golden pendant is a smooth ellipse shined to a mirror finish. On its face is a pair of feathered wings etched into its surface.
Divine Light
While wearing this pendant as an action you can kneel and concentrate on the pendant as if concentrating on a spell until the beginning of your next turn. Doing so ends your turn, and bathes you in a beam of light, even if you are underground. While you are concentrating in this way if an undead, fiend, or aberration, makes a melee attack against you they automatically miss and are pushed back 10 feet.
At the beginning of your next turn all allies within 30 feet heal for 2d8 hit points and all hostile creatures within 60 feet must make a DC 14 Constitution saving throw.
On a failure they take 2d8 Radiant damage and are Blinded until the end of their next turn. On a success they take half as much damage and are not Blinded.
Once you have used this feature you can not use it again until your next short rest .
Angelic Properties
This pendant will not tarnish and can not be dented or scratched. Additionally, while attuned to it you know the Celestial language and can sense any Celestial creature within 120 feet of you.
Curse. If you commit a heinous act the pendant will tarnish slightly and the etching of the wings will glow red for the next day. While the pendant is glowing red you have disadvantage on all ability checks and it feels as if your mind is fogged.
This smooth sphere of silver is embedded with a large number of amber stones and has a pinpoint hole at the very bottom. This amulet holds 4 charges and regains 1d4 expended charges each dawn.
As an action you can hold this amulet above your head and shine a light into the hole, activating the amulet and expending a charge. For the next minute the amber stones emit piercing threads of light and while you hold this amulet above your head any undead that end their turn within 15 feet of you take 1d8 radiant damage.
This bullseye lantern’s glass pane is frosted over but it still emits a strong blue light in a 60-foot cone and dim light for an additional 60 feet. This light can’t be turned off nor does it require fuel but instead of the lantern emitting heat it instead has a chilled aura as if a cool autumn breeze is constantly blowing about it.
Any Ooze or Shapeshifter that begins or ends its turn within the bright light of this lantern takes 1 cold damage.