This wand has 7 charges. It regains 1d6+1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand suddenly turns into a Tiny creature of the DM’s choosing and escapes from your grasp.
While holding it, you can use an action to expend 1 of its charges, targeting a creature you can see within 60 feet.
The target creature must succeed a Wisdom saving throw (DC 15) or be transformed into a beast of your choice as per the spell
This small brass charm is a confusing jumble of animal appendages, some of which you have never seen, and hangs from a stout bracelet.
While wearing this charm you have advantage against any spell that would change your form, such as
This unique bracelet is made from snake vertebrae and features silver and topaz charms. When within 15 feet of a snake the vertebrae vibrate subtly, creating a quiet rattle.
As an action you can choose to transform into a snake. You can choose to appear as any species of snake and for your size to either be Tiny or Huge. Your hit points, physical, and mental ability scores are not replaced; However you are limited in the actions you can perform. You cant speak, cast spells, or take any other action that requires hands or speech. Additionally, your gear melds into the snake form and you can not activate, use, wield, or otherwise benefit from your equipment. As an action, or if you become incapacitated, you revert to your original form.
If you are a Tiny snake you gain a swimming speed equal to your walking speed and a climbing speed of 20 feet. If you are a Huge snake you gain advantage on Intimidation checks and Strength checks. As either size you gain Blindsight out to 10 feet.
This miniature keg is sealed with blue wax and filled with a pint of bitter ale. After drinking all the contents you gain several effects for the next hour.
- You can see into the Ethereal Plane out to a range of 120 feet as a blue haze.
- You can see Invisible creatures and objects outlined in a halo of yellow light.
- You have Tremorsense out to a range of 120 feet.
- You are Poisoned even if you would normally be immune to the condition.
Each minute you are Poisoned in this way you must make a DC 10 Constitution saving throw or become Stunned for the next minute as you are overwhelmed by everything you see. If the Poisoned condition is removed, or after one hour, you lose all the above effects and gain a level of exhaustion.
This simple collared robe is fastened with silver clasps and appears unassuming until you touch it’s surface. When touched it ripples with mesmerizing colors.
This item has 8 charges and regains 1d6 + 2 expended charges each day at dawn.
While wearing this robe when a creature within 60 feet that can see you makes an attack against you as a reaction you can expend a charge to force that creature to make a DC 16 Wisdom saving throw. On a failure they are charmed for the next minute. while charmed by this effect, the creature is incapacitated and has a speed of 0. This effect ends if it takes any damage or if someone else uses an action to shake the creature out of its trance.
Additionally, as an action, you can expend a charge to change the robe to any color, style, or design, you want. This change is more than an illusion and physically transforms the cloak in a cascade of brilliant light before your eyes.
This set of white linen clothes has no ornamentation save a simple hem, but is completely spotless and can not be dirtied.
Once per short rest, as an action, you can make these clothes change appearance to any type, color, or style, as long as it is worth 5 gold or less. If a creature touches these clothes they can make a DC 14 Intelligence (Investigation) check, and on a success realize these clothes are not as they appear.
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 staff has a cluster of eyeballs attached to it which have been preserved using
Unrelenting Gaze
As an action you can activate this staff, causing the eyes to open. When you do so choose an outlined undead within 120 feet of you, or a creature you can see within 60 feet of you. The target creature must make a DC 16 Wisdom saving throw. On a failed saving throw it takes 3d8 psychic damage and is Frightened of you until the end of its next turn. If the creature is an undead it is Stunned until the end of its next turn instead of Frightened. On a successful saving throw the creature is not affected.
The object you see before you is best described as an ever-undulating ball of liquid mercury with a red glow deep inside its core. The closer your hand gets the more it seethes.
This item has 6 charges and regains all expended charges at dawn.
As an action you can command the orb to transform into any simple or martial weapon of your choice, When you do so it rapidly bubbles and cools before floating into your hand. If it is already transformed you can command it to transform in your hand, or back into it’s orb form, as a bonus action.
Any metal it transforms into is a dark iron, and any wood is ebony. Every weapon has large claws are carved into the handle, and a ruby is embedded into it somewhere. If the weapon it transforms into has the ammunition property each time you attack with it a piece of ammunition made of black iron materializes and then disappears again after it strikes. These weapons always count as magical for overcoming resistances. When not stored in a container the orb floats right beside you just above waist height. If it is not at your side you can summon it to you, and command it to transform, as an action.
Flash of Wrath
When you hit a creature with this item you may expend a charge to create three bolts of crackling black energy that leap from the creature to as many as three other creatures within 30 feet of the first. A creature can be targeted by only one of the bolts. Each target, including the first creature, must make a Dexterity saving throw DC 15. A creature takes 8d6 Lightning damage on a failed save, or half as much damage on a successful one.
Overwhelming Charisma
As an action you may expend 2 charges to shout a command in Infernal. When you do so choose a number of creatures up to your Charisma modifier (minimum 1) within 60 feet to make a Wisdom Saving throw with a DC equal to 14 plus your Charisma modifier (minimum 14). On a failure a creature falls prone and spends their next turn groveling.
Are people always teasing you about your big feet? Do you just really need to be able to fit into those cute shoes in the store window? This pair of Slippers of Concealment can help you. These dainty white slippers are bigger on the inside than the outside. No matter how big your feet are, they are guaranteed to fit in these slippers without stretching or discomfort.