This monotone pocket watch is mesmerizing to a fault. It’s somehow cheering though, and as a bonus action you can pull it out to check the time, gaining an extra spring in your step and a +10 bonus to your movement speed for the next minute.
Any creature who checks the time on this watch is momentarily disoriented. They are unable to read a map or discern cardinal directions for the next minute, making it very easy for them to become lost.
This large barrel is full of a sticky substance that is intensely black and viscous. If the barrel breaks or you tip it over it the substance oozes forth. It takes 1 minute to cover a 5 foot square and can cover up to 20 squares.
Any creature that enters or ends their turn on a square covered in Impossible Tar must make a DC 12 Strength saving throw or be Restrained. A creature restrained in this way can use its action to make a DC 15 Strength check and on a success it frees itself. If a creature becomes Prone while Restrained by Impossible Tar it can no longer free itself and must be assisted by another creature.
The tar lasts for one week outside the barrel, until it is frozen, or until exposed to universal solvent. It is too sticky to put back in the barrel.
This deep red coin pouch is stitched in gold thread and sinched with a black braided serpent carrying an onyx in it’s mouth.
When attuned with this item you can reach into it to pull out a number of copper, silver, or gold pieces that fit in your hand. You can pull out coins worth up 20 gold per day. If you attempt to pull out more than this in a day you must make a Constitution check DC 15. On a failure you reach in and pull your hand out empty handed, taking 1 Necrotic damage per coin you tried to grab.
Time Is Money
If you concentrate on the serpent’s onyx with the name of a destination in mind you, and up to eight willing creatures that are touching you, teleport to within eyesight of the destination that the name best describes as if using the spell
A Fool And His Gold
As a bonus action you can make any metal within a 5-foot cube in sight range appear as if it is actually gold. This does not change the properties of the metal in any way, and if a creature uses its action to examine it they can determine it is not gold with a succesful Intelligence (Investigation) check DC 18. This effect lasts as long as you are touching or able to see the metal.
Curse. After taking out 500 gold, or sleeping while touching this purse, the next night as you rest a Shadow Demon taking the form of a giant snake materializes 120 feet above you with the goal of swallowing the purse. If it succeeds it vanishes and after completing your next long rest you are cursed. If it fails, you get a vision of the current location of Minauros. This repeats each time the conditions are met until the demon succeeds.
When cursed a red and black snake tattoo manifests around your wrist, trailing down your arm. You are no longer considered attuned to the purse but can still use it’s abilities with a snap of your fingers so long as the tattoo remains. This tattoo lets Minauros know your location at all times. Additionally, when you use Time Is Money you now descend from a black maw in the sky, pouring down in a dark ichor that slowly seeps into the ground.
This wooden claw ring fits perfectly along the whole length of your first finger, and across its ridge is the moss covered bones of a humanoid’s finger. Once per day, while wearing this item, as an action you can touch a plant and telepathically ask it a single question. You get a telepathic response you can understand, so long as the plant is still healthy enough to answer.
Stages of Strength
Occasionally after using this ring its effects will grow stronger. If you can read Druidic etched into the ring you see “every time you speak with your roots, I will bring you closer to them”. These stages of strength are cumulative and the ring grants the new effects each time it advances while also keeping the previous effects, but only while wearing it. If you take off the ring you cant use its abilities until you put it back on, and any abilities that coincide with rests or the sun dont take effect again until your next rest.
Seedling
You gain advantage on rolls against magical plant-based effects that would limit your movement such as
Sprout
You gain the ability to move at your full movement speed in plant-based difficult terrain.
Sapling
Your AC can no longer be less than 16, regardless of the armor you are wearing.
Spry Tree
If you spent at least 8 hours in the sun the previous day you wake up with 1d4+1 goodberries sprouting from the ring after each long rest, as if you cast the spell
Ancient One
If you stand perfectly still you are indistinguishable from a tree, and you can commune with plants around you.
After standing still for 1 hour you blend into your surroundings and can communicate an unlimited number of times with any plants within 30 feet, or plants who’s roots touch the roots of plants within range. This effect lasts as long as you remain still.
Curse. This curse is a multi-stage curse that slowly takes effect the more the wearer uses it. This curse does not reset for a creature when the ring is taken off, and can only be removed with a
Seedling: Suddenly you can no longer take the ring off, it feels as if the bones of the ring are becoming your own, and the moss begins to creep along the back of your hand.
Sprout: If you bleed, you notice your blood is no longer red but beginning to muddy, and you regularly find leaves and twigs in your hair. If you if you roll less than a 10 for your Initiative you start last.
Sapling: Your skin is darkening, and is rough to the touch, like bark. You take extra damage from sources of fire. If you were immune to fire you are now only resistant to fire. If you were resistant to fire, or had no resistance, you are now vulnerable to fire instead.
Spry Tree: Branches and leaves begin growing from your upper body, and your lower body is noticably thicker. Your base movement speed decreases by 10 feet and if you could naturally fly, you can no longer fly.
Ancient One: You are all but a plant yourself. Every long or short rest you must make a DC 12 Wisdom saving throw. On a failure you spend the rest unconscious, with your arms spread wide. At the end of the rest you must repeat the saving throw. On a success you regain consciousness. On a failure, you are petrified as a tree, though your ability to communicate with plants remains. This petrification can be ended in the typical ways such as
This deck of sturdy playing cards have a beautiful abstract design and when inspecting them you can see an endless void through their suits. While counting or shuffling this deck it is easy to lose track of where you are. As an action you may draw a card and activate it by placing it against a vertical surface at least 5-foot square within reach. When activated a card opens up an interdimensional hallway. You can choose how for this hallway goes; For instance “until the other side of this wall”, or “250 feet”, however the maximum distance traveled is the value of the drawn card times 50 feet. Numbered cards’ values are equal to their number, while face and ace card values are 10 and 15 respectively. After a card is activated its suits fade. A faded card has a value of 2 when activated again, regardless of its actual number or type. Once all cards in the deck have been activated this item becomes a mundane deck of playing cards.
Interdimensional Hallways
Interdimensional hallways created by this deck are always one tenth the length on the inside as they are on the outside, so a 100 foot hallway would only take 10 feet to travel through. These hallways are not visible or tangible in any way from outside them except for the one-way doors at each end and last for one hour or until one of the doors is destroyed. If a door is destroyed before it collapses creatures in the hallway must make a DC 12 Dexterity Saving throw. On a failure they take 2d10 bludgeoning damage and are expelled out of the hallway from the closest door; However, on a critical failure the creature is transported to another plane or demiplane of the DM’s choice instead. On a success they take half as much damage and can choose which door they are expelled from.
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 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 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
This delicate ring has a rose carved from a shining ruby as it’s focus. While wearing this ring once per long rest you can activate it as a bonus action. For the next 10 minutes any humanoid that ends its turn within 30 feet of you must make a DC 18 Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw it is charmed by you until dusk or dawn, whichever is sooner, or until you or your companions do anything harmful to it. The charmed creature regards you as captivatingly beautiful and charismatic, regardless of your appearance.
This hammer has radiating lines carved into each of its faces and a small metal sundial on its handle. It has 3 charges and regains all expended charges each day at dawn. When you hit a creature with this hammer you can expend a charge to force the target to make a DC 16 Constitution saving throw. Creatures holding a hammer of any type automatically succeed on this saving throw. On a failure, they are frozen in place and the world appears to fast forward in front of their eyes. For the next minute they can not be interacted with in any way, they are immune to all damage, their movement speed is 0, and they are incapacitated. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
This set of deep black and purple plate armor has some spiderwebs in it but otherwise is in pristine condition. This item has 3 charges and all expended charges recharge at dawn.
Arachnid Manipulation
While you are attuned to this armor you are able to convey basic commands and feelings to spiders and spider-like creatures allowing you to cast
Spider Summoner
As an action you can expend a charge to simultaneously cast
Curse. When you are near spiders you sometimes hear whispers from Lolth herself of things she wants you to do. Additionally, any charges that are not expended by midnight are automatically used at point(s) of the DM’s choice within range. Any creatures summoned in this way have no duration and are not under your control, though they will not be hostile towards you unless you attack them.