This spear has an uncommonly large head with a blueish hue and an intricate etching of a winter landscape across it. When thrown it creates a billowing cloud of snowflakes in a 10-foot radius from the point it strikes that heavily obscures the area until the end of your next turn.
Additionally, as an action you can drive the spear into the ground, creating a 15-foot radius of frost and ice. Stagnant and slow moving water within this area is also frozen, and any nonmagical fires are extinguished. This area remains frozen and is considered difficult terrain until the beginning of the turn after you remove the spear from the ground.
This dirty bag has 2d4+2 stained bone talismans inside it that give you an uneasy feeling if you have the bag open for too long.
Whenever you hold one of these talismans as an action you can make a DC 12 Intelligence(Arcana) check to attempt to concentrate on it. On a success you are able to see through all of the talismans, except the one you are holding, as if you were there, until you choose to stop, but can not see through your own eyes while doing so.
Curse. If there are too many talismans that are not covered or wrapped (such as in a bag or a cloth) you are overwhelmed by all the things you can see when you use one. You can safely view up to your spellcasting modifier, or your Constitution modifier if you are not a spellcaster. If the number of uncovered talismans is greater than this modifier, you take 1d10 psychic damage that can not be resisted or reduced in any way and 1 additional psychic damage for every uncovered talisman above your modifier. If this effect reduces you to 0 hit points you are transported to the plane of Pandemonium (or Xoriat).
This cloak is made from a deep purple hide so unique you can only assume comes from an otherworldly being.
While wearing the cloak you always know the location of all creatures within 15 feet of you if they would be visible to you. This effect applies even while unconscious, and when a creature enters this radius for the first time if you are sleeping you can make a DC 10 Constitution check to attempt to wake up.
Additionally, you have advantage on Wisdom(Insight) checks to check if a creature is lying to you, though you only know if they are or not, not what they might be lying about.
Curse. Each night there is a 5% chance you perceive a creature moving near you but if you wake up nothing is there. Additionally, you have disadvantage on saving throws against being Frightened, and automatically fail saving throws against Fear Ray from Beholders, Death Tyrants, and Spectators.
This charm has 1d6+2 eyes affixed to its fleshy surface and if you watch them long enough you will see one occasionally dart back and forth.
As an action you can crush an eye on the charm to cast
When all 6 eyes are crushed the charm lets out a shriek before shriveling into a husk.
This helmet is very notably missing any way to see out of it as its visor is completely solid, but it is overlaid with a multitude of artistically crafted eyes.
While wearing this helmet you have blindsight out to 60 feet and are blind beyond that radius. Blindsight allows you to see through obscured areas, magical and nonmagical darkness, and you can not be Blinded by most effects, but it does not allow you to see through walls or objects. This particular blindsight allows you to see creatures and objects easily, but things such as words on a page, or colors, are impossible. Creature’s basic emotions and health are expressed via color.
Additionally, creatures trying to determine your thoughts or mood via mundane means, such as an Insight check, have disadvantage while you are wearing this helmet.
Curse. If you doff this helmet after wearing it for an hour or longer, you are Blinded for 1 minute for each hour you were wearing it, up to 1 hour total. This effect can not be removed by
This black hooded cape has a mantle of iridescent raven feathers on its shoulders and is trimmed with a similarly iridescent ribbon. This item has 4 charges and regains 1 expended charge each day at sunset, or 1 charge for each raven sacrificed.
As an action you can expend a charge to activate the cloak and a billowing plume of phantom ravens erupts from the mantle. The ravens spread into a 60-foot radius sphere centered on you and move with you for the next minute before disappearing. This area is considered lightly obscured and spreads around corners.
While these ravens surround you, you gain the following benefits:
You always know how many small or larger creatures are within the cloud of ravens, but not what creatures, or where they are.
Additionally, you do not provoke attacks of opportunity.
Finally, as an action you can command these ravens to attack a creature within the radius. The target creature must make a Wisdom saving throw DC 14. On a failure they take 4d4 Psychic damage and are Blinded until the beginning of their next turn. On a success they take half as much damage and are not Blinded.
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 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.
You can see vines pressing up against the sides of this large vial even through the dirty liquid inside it. If you throw this vial when it shatters it immediately covers a 20-foot radius in a mass of vines and small plant life. All creatures in this radius when the vial shatters must succeed on a DC 17 Dexterity saving throw or become restrained. A creature restrained by the vines, or one that can touch a creature restrained by the vines, can use its action to make a DC 14 Strength check. On a success, the target is no longer restrained. Additionally, the area now covered in vines and plants is considered difficult terrain.
This amulet carved from a silver dragon’s scale is only given as a gift and sign of trust. By the coloration you could guess it is from a younger dragon.
As an action you can touch the amulet and begin concentrating, as if concentrating on a spell, to create a cloud of fog around you. You create a 20-foot-radius sphere of fog centered on yourself. The sphere spreads around corners, and its area is heavily obscured. It lasts for the next hour, until your concentration ends, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. While within this fog you have immunity to cold damage and blindsight out to 60 feet. Once used this feature can not be used again until your next long or short rest
While wearing these goggles everything you see looks strange and warped. Colors and patterns weave their way through your vision and at times even appear like spectral creatures. Because of this while wearing these goggles you can not read or reliably discern color, and you make all Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage. However, illusions are almost imperceptible to you. You automatically succeed on saving throws against visual illusions such as