These translucent crystal chimes have a joyful tinkle as they sway in the wind.
Any creature that can hear these chimes while taking a long rest reduces their exhaustion level by 2 instead of 1.
Additionally, any creature within 30 feet that can hear these chimes has advantage on saving throws against being Frightened. After a creature gains advantage in this way they are no longer effected by the chimes until after their next long rest.
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 parched, 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 polished armor is heavily adorned with bronze and gold and has a band of red hanging from it’s left pauldron. It is said to have belonged to a legendary warrior who led his men to battle with reckless abandon.
While wearing this armor you are immune to being frightened and while charmed if you would injure a creature you consider to be an ally the effect on you immediately ends.
Additionally, as an action, you can rally your allies to you. For the next minute you emanate an aura of confidence and can not be stunned or knocked prone. For this duration friendly creatures within 30 feet of you are immune to being frightened or charmed, and hostile creatures within 30 feet have disadvantage to Wisdom saving throws.
Once you use this ability you can not use it again until your next long rest.
This wooden mask is of a majestic black and white canine. As you put it on you can feel the beastial energy emanating from it. This magical item has 4 charges and regains 1d4 expended charges after a long rest.
As a bonus action you can use your beastial energy to intimidate a beast within 30 feet of you. The target beast must succeed on a DC 15 Wisdom saving throw or become frightened of you for the next minute. The beast can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Additionally, as an action you can expend a number of charges as you release a primal howl. When you do so a number of dire wolves equal to the charges spent are summoned to unoccupied spaces around you. These dire wolves are friendly to you and your companions. Roll initiative for them as a group, which has its own turns. They obey any verbal commands that you issue them to the best of their abilities. If you don’t issue any commands to them, they defend themselves, but otherwise take no actions. Each dire wolf disappears in a puff of mist when it drops to 0 hit points or after an hour has passed.
This small censer is made from a deep green soapstone mottled with white and carved with vines of morning glory. Inside the same burlap sack in which it was found is a large selection of dried aromatics. When these aromatics are burned in the censor they magically reappear within the burlap pouch the next morning.
If you burn these aromatics during a long or short rest at the end of the rest all creatures who rested within 60 feet of the censor receives a magical effect, depending on what was burned. A creature can receive a number of magical effects equal to their Constitution modifier (minimum of 1) per day in this way. After a creature receives the maximum number of magical effects the aroma given off by the censor becomes repulsive and has no beneficial effect for the remainder of the day. All censor effects gained in this way expire at dawn.
- Pine Needles. The next 2d4 times you take 10 or less Piercing damage you instead take half damage as the attack bounces off your skin.
- Orange Blossoms. You lose 1 level of exhaustion as a feeling of energy fills your body.
- Forget-me-nots. This subtle scent calms your mind. The next Intelligence or Wisdom check (or saving throw) you make has advantage. In addition, until your next short rest anyone who tries to read your mind only sees a grassy field of forget-me-nots.
- Dried Mint Leaves. As a sense of mental alertness surrounds you, you gain +5 to all initiative rolls, and when you make a high jump can jump 5 feet higher than usual.
- Hickory Wood Shavings. Your eyes sting a bit in the wispy smoke, however, you are now able to see through magical darkness as if it is not even there.
- Crushed Cinnamon Bark. A bold scent overtakes your senses. You gain advantage on saving throws against Fear, and are able to nearly ignore any phobias you already have.
This black leather belt has a large brass buckle and blood stains deeply ingrained in it.
Once per long rest as an action, or at the same time you enter a rage if you have the Rage feature, you can activate the belt. As you do so the buckle begins bleeding as if it is alive, and your vision tints red. For the next minute you have disadvantage on all Intelligence checks and ability checks that rely on sight. Additionally, for the next minute each time you take damage unless the damage was dealt to your temporary hit points the belt gains 1 charge, up to 10 charges.
At the beginning of your turn you gain a number of temporary hit points that last 1 hour equal to the charges in the belt. At the end of the minute all charges in the belt are expended and you gain 1 level of exhaustion.