This glass bottle has an inky black cloud that quickly fades to black within it and light sources flicker when placed directly next to it. When you open the vial the darkness within it erupts into a 30-foot-radius sphere of dim light that spreads around corners. This area of dim light is not considered daylight and non-magical light can’t illuminate it. It lasts for 10 minutes, or until dispelled by a 3rd level spell or greater.
Creatures that start their turn in the radius must make a DC 10 Constitution saving throw or be Blinded until the beginning of their next turn. Undead and fiends automatically succeed on this saving throw.
Once used this vial can not be used again until the next day at dawn.
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.
While wearing this masquerade half-mask your mind and aura is masked as well.
After each long rest you can choose a race of humanoid from the following: Dwarf, Elf, Gnome, Halfling, or Human; or the Undead creature type. Until you choose a new type you appear as the chosen type to spells and magic effects that detect creature types, such as a paladin’s Divine Sense, or the trigger of a
Additionally, any creature or effect that tries to read your mind can find no evidence that you are any type other than the one you chose.
After consuming this potion for the next hour you no longer suffer from Sunlight Sensitivity or Sunlight Hypersensitivity if you did before. Additionally, for the next hour while you are in direct sunlight you regain 1d4 + 1 hit points if you have at least 1 hit point, and you have resistance to Radiant damage.
After consuming this potion for the next hour you no longer suffer from Sunlight Sensitivity or Sunlight Hypersensitivity if you did before.
A dark-purple heart steadily beats inside this small hardwood chest. All creatures within 60 feet of the box can hear a quiet heartbeat, and feel the rhythmic thump deep within them.
Mortal’s Fragility
As an action you can point at a creature you can see within 60 feet and force them to make a DC 12 Constitution saving throw as they feel a tremor in their heart. On a failure they take 3d6 Necrotic damage and their hit point maximum is reduced by an amount equal to the damage dealt. On a success they take half as much damage and their hit points are not reduced. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature with no heart automatically succeeds this saving throw.
Immortal’s Resistance
If you are killed while attuned with this heart you are brought back to life at the next dawn as if by the spell
Curse. Each time you use the feature Mortal’s Fragility if you have a heart and are not undead you must also make the saving throw against taking necrotic damage, though your hit point maximum is not reduced.
Additionally, if you are resurrected by the Immortal’s Resistance feature you are now considered undead and have the Sunlight Sensitivity feature: while in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
While wearing these blue-lensed goggles you are able to see in any dim light as if it were bright light, and you are able to see through snow and blizzards with ease. You do not have disadvantage on Wisdom (Perception) checks, and do not suffer from the Blinded condition, if it would be caused by ice, snow, or other cold weather effects.
This simple red cylinder marked with a sun rune is named for the intense light it creates. You can light it as an action, and when lit it will fly into the sky before exploding in a flash, illuminating the landscape. For the next 10 minutes bright light is cast in a 100-foot-radius, 200-foot-high cylinder, and dim light for an additional 100 feet. This light is sunlight and dispels any darkness in its area that was created by a spell. Any oozes, undead, or fiends within this light have disadvantage on Constitution saving throws. Additionally, any fiend that starts their turn within the area of bright light takes 1d12 radiant damage.
This amulet made for the Golden One is a circle, shined to a mirror finish, with horns of a cow on either side and a large turquoise set in its base. It has 7 charges and regains all expended charges each day at dawn. While wearing it you are resistant to Radiant damage and have advantage on saving throws against being Blinded.
Eye of Ra
As an action you can expend a charge, making both the amulet and your eyes flicker with an orange light. Choose one point within 60 feet and as you stare at it a 30-foot-radius 120-foot-height cylinder of orange sunlight shoots from the heavens centered on that point. Each creature in the cylinder when it appears must make a Constitution saving throw, taking 5d10 Radiant damage on a failed save, or half as much damage on a successful one. This cylinder leaves light scorch marks on the ground when it fades.
Mistress of the stars
As an action you can expend one or more charges, pulling a blue mote of light from the heavens for each charge spent as the turquoise twinkles. These motes of light settle from the sky to orbit around your head for the next hour, shedding a dim light in a 30-foot radius. You can use a bonus action to send one of these starlight motes streaking towards one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit the target takes 3d12 Radiant damage. Hit or miss if the target is a creature it must succeed a Constitution saving throw or be Blinded until the beginning of your next turn as the mote expires in a flash of light.
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.