This urn is chipped from a single chunk of obsidian. It has a tightly fitting lid, weighs 4 pounds, and holds up to 1 gallon. It can contain any material or liquid no matter how hot, without cracking or even heating up, so long as it is sealed within the urn.
The urn has 5 charges and regains all expended charges each day at dawn, or 1 charge each hour it is filled with molten lava.
While you are attuned with the urn you are resistant to fire damage.
Additionally, when you speak the command word and expend a number of charges the urn begins to glow with a bright red light in the facets across its surface for the next minute.
For the duration you are immune to fire damage and any creature that ends its turn within 5 feet of the urn must make a Dexterity saving throw (DC 15). The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. This damage increases by 1d6 for every charge expended above 1.
If you thrust the urn at a creature as an attack action that creature must make a saving throw or take damage as above. If you are able to make multiple attacks this replaces one of them.
This fan has a beautifully engraved case of brass and each time you open it has a different vibrant design on its face.
As a bonus action you can open this fan, which stays open for the next minute or until you close it again. When you open the fan its design, which corresponds to an element, is chosen randomly by rolling a d6. The elements are as follows: Acid, Cold, Lightning, Necrotic, Poison, and Radiant.
After opening this fan if you use it as a spellcasting focus to cast a spell of 1st level or higher that deals Fire damage, you can replace half of the spell’s damage dice (rounded down) with the damage type chosen by the fan.
This dark pebble is etched with minute circular patterns and has a single ridge running around its circumference. When you hold it you feel as if the earth itself is whispering to you, suggesting you swallow the pebble to get closer to it and understand it better. When swallowed, you notice nothing at all for 1d4 days, until you feel a sudden chill and stiffening along your spine. Over the next few minutes your skin darkens and hardens. Fractured plates of stone grow from underneath your skin on your arms, ribs, and jutting along your spine across your back. You gain resistance to piercing, slashing, and lightning damage as well as tremorsense out to 30 feet. Additionally, as an action, if you put your ear to the ground and concentrate as if concentrating on a spell your tremorsense extends out to 500 feet until you move from that spot or lose concentration, whichever comes first.
Curse. Once your flesh has started turning to stone you have vulnerability to Thunder damage. Additionally, while within sight of your bound mountain (that the DM chooses) each morning you hear it whisper to you, calling you to it, and you must succeed on a DC 8 Wisdom saving throw or spend that day compelled to walk towards the base of the peak. This compulsion is not mind control, and you do nothing rash to follow it, but it is a constant distraction and pull while you are not trying to travel towards the mountains. These effects, including your skin’s appearance, can not be reversed except by a
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This helmet is made from the skull of a primeval bison and it’s horns are covered in runes. While wearing this helmet if you move at least 10 feet in a straight line after taking the Dash action, you begin to stampede. Your stampede ends if you stop moving in a straight line or at the end of your turn. You can stampede multiple times per turn.
While stampeding you have resistance to all damage except Psychic damage. Additionally, while stampeding if you would move through the space of an object or creature that is Large or smaller you can make a melee attack with proficiency against the target. On a hit you deal 3d10 magical bludgeoning damage and the target is pushed 5 feet to the left or right, your choice. On a miss you slam into the target and your stampede ends.
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These black gauntlets have gold and feathered edging, with engraved motifs down their arms. While wearing them when you cast a spell that deals fire damage the flames flicker black instead of orange and ignore resistance to fire damage. If these black flames reduce a creature to 0 hit points, it disintegrates into a pile of ash.
Rise From Ashes
When you would be reduced to 0 hit points you instead appear to burst into flames and disappear, leaving a pile of ash in your space. Until the beginning of your next turn you do not exist on any dimension or plane, and are considered dead; However, at the beginning of your next turn you return with 1 hit point amidst a wreath of black flames in an unoccupied space within sight of your ashes (or if that is not possible, the nearest unoccupied space). All creatures within 30 feet of this space must make a DC 18 Dexterity saving throw as they are engulfed in the inferno. They take 8d10 fire damage on a failed save, or half as much on a successful one.
After using this feature you can’t use it again for the next 2d6 days.
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 elegant longbow is made of a bright gold, and despite its overbearing size draws with ease that defies common sense making this bow’s range twice that of a regular longbow. This bow contains 8 charges and regains all expended charges each day at dawn. While attuned you are granted divine health by the gods themselves and are immune to all disease and poisons as well as the poisoned condition.
Aim of Delphi
At the beginning of your turn you can choose to expend a charge to activate the bow until the end of your turn. While the bow is activated you may make attacks against any creature within range with advantage, even if they have full cover. When you do so, the arrows disappear in mid-flight, suddenly reappearing at their target.
Bringer of Healing and Plagues
When you make a successful attack with this weapon you may choose to expend a charge to cast
Averter of Evil
When you make a successful attack with this weapon against an undead or fiend you instantly destroy it if its challenge rating is 2 or lower. If it is not destroyed it takes an additional 2d6 Radiant damage.
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.
When you find this chainmail it appears to have a thin film over it and is trimmed with white fox fur. When you touch the armor it is immediately obvious that the film is frost as the metal is as cold as ice.
This item has 5 charges and regains all expended charges each day at dawn.
While you are attuned to this armor you have resistance to Cold damage and are impervious to extreme weather, both cold and hot. Additionally, you know the
Numbing Aura
All terrain around you in a 10 foot radius ices over with a magical frost and is considered difficult terrain for creatures other than you. The radius of frost moves with you but does not damage any plants or objects that it freezes. Additionally, any enemy creature that ends their turn on this ice can not take reactions until their next turn.
Permafrost
At the beginning of your turn you may choose to expend a charge to gain 1d4+1 temporary hit points at the beginning of each turn for the next 10 minutes as the armor slowly builds up its layer of frost.
Arctic Snap
As an action you may expend 2 charges as you snap your fingers to freeze the enemies around you. All enemy creatures within 30 feet of you must make a Constitution saving throw. On a failure they take 3d8 Cold damage and are Restrained for the next minute as ice races from your feet to clutch at their legs. On a success they take half as much damage and are not Restrained. A creature who is Restrained by this effect can repeat the saving throw at the end of each of its turns. If you are not a spellcaster you use your Constitution modifier as your spellcasting ability for this effect.
These thick leather gloves go all the way up your forearms and cinch tightly above the elbow. The back of the hand is covered in a white filigree that gently spirals all the way up the glove and the palms are chill to the touch.While wearing these gloves you have resistance to Cold damage and even when Restrained, or Grappled by a creature Large or smaller, your movement speed can not drop below 10.
If you grapple a creature with both hands while you are wearing these gloves that creature takes 2d6 Cold damage each turn until they are no longer grappled. If they break the grapple they must roll a Constitution saving throw equal to 10 + your proficiency bonus. On a failure they are Restrained by ice until the beginning of their next turn.
As an action once per short rest you can activate the gloves and small particles of snow begin to swirl around you until suddenly the gloves turn into large gauntlets of blue ice. For the next minute your gauntlets are frozen solid but do not inhibit movement. While your gauntlets are frozen you can not be shoved or pushed magically and any enemy creature that ends their turn within 5 feet of you takes 2d6 Cold damage. Additionally, when you make an unarmed attack you can choose to deal Cold damage instead of Bludgeoning.
This large blue banner is decorated with a flaring yellow crest and mounted on the end of a 10 foot brass pole. As you hold it you can feel the same sense of self confidence that soldiers must when they know their standard is marching right behind them.
The banner has no effect unless it is held aloft by a creature. While holding this banner you can not make any attacks or cast any spells requiring somatic components. While held aloft the banner has an aura that affects all creatures within 250 feet that have either touched it in the last 24 hours, or are wearing a matching crest.
This magical item has 20 charges and regains 2d10 expended charges each day at dawn.
Symbol of Strength
Creatures affected by the banner are immune to being Frightened and any charm effect that would make them endanger another creature affected by the banner has no effect.
Bastion of Fortitude
Whenever a creature affected by this banner must make a saving throw that creature gains a bonus to the saving throw equal to half your charisma modifier rounded up (minimum of 1).
Surge of Hope
As an action you can wave the banner and expend any number of remaining charges to bolster that many creatures affected by the banner. Each bolstered creature gains temporary hit points equal to 3d6 + your Charisma modifier that last until the banner is no longer aloft. Additionally, they are immune to the effects Blinded, Deafened, and Poisoned, while the temporary hit points remain.