This crystal orb is filled with water and has no visible opening but is covered in magic runes. If you learn the proper command word from the runes you can speak the command word to allow the water to permeate the orb and create one of two effects.
- The water coalesces around you like a coating of mucus. You are able to breathe as normal but are completely covered with 1 inch barrier of magical water for 1 minute. Fire is unable to pass through the barrier but all other effects and objects are. While the barrier is active you are considered immune to fire damage.
- The water forms a 20 foot square wall that is 1 inch thick, oriented as you choose. This wall remains for 1 minute and fire damage is halved if the fire effect passes through the wall to reach its target. In addition, beings from the plane of fire must make a DC 18 Constitution check to pass through the wall.
When the effect ends the water falls to the ground and loses all magical properties. The orb refills each day at dawn or if it is on the plane of water it refills after 1 hour.
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 plus 1 additional psychic damage for every uncovered talisman above your modifier. This damage can not be resisted or reduced in any way. If this effect reduces you to 0 hit points you are transported to the plane of Pandemonium (or Xoriat).
This ring is a complicated tangle of copper and bronze oak leaves. It magically resizes to fit any finger you put it on.
This item holds 10 charges and regains 1 expended charge each day at dawn.
While attuned to this ring you can identify the type of any tree you can see, and have proficiency in Intelligence(Nature) checks.
Plane of Perpetual Autumn
While attuned with this ring you are aware of, and in control of, the Demiplane of Perpetual Autumn. This demiplane is a lush deciduous forest with a giant oak many times larger than normal at the center. The trees in this forest are always beautiful warm tones with the occasional purple. You can walk for several miles in any direction before finding the edge of the demiplane. If you concentrate, you know of all creatures within the demiplane and where they are.
Ever-present Portal
As an action you can expend 2 charges to create a portal to the Demiplane of Perpetual Autumn, or a portal from the demiplane to the Prime Material plane, that lasts for 1 hour or until you create another portal. This costs 1 less charge if you create the portal adjacent to a Huge or larger oak tree.
The portal you create is 5 feet wide, 10 feet tall, and is bordered by branches. You can expend an additional 2 charges to double the size of the portal.
When you create a portal to the Material Plane you can choose any location you are very familiar with, or a permanent teleport circle. When you create a portal to the demiplane you can choose any location within it.
If you create a portal in the same location for 8 consecutive days that portal becomes a permanent portal. A permanent portal can only be dispelled by
This looming grandfather clock has 5 faces arranged whimsically along its chestnut trunk. The primary face of this clock is a typical mundane mechanism, but the 4 smaller faces are magically aligned with different locations or planes.
You can cast a spell that allows vision or transport to another location, such as
If the target location does not have a concept of day and night, or the day/night cycle is longer than 48 hours, the clock face becomes blank, and will remain blank until aligned with a new location.

This ebony staff is topped with a lifelike hand carved from shimmering translucent crystal.
It has 10 charges and regains 1d10 expended charges each day at dawn. While attuned to this item you are able to cast
Shimmering Shield
As a reaction to you or a creature you can see being targeted by a ranged weapon or ranged spell attack, you can expend a charge to create a 10-foot wide 15-foot tall crystal hand between the targeted creature and the attack. Each time a hand is created, it appears in a brilliant flash of dazzling lights and each creature within 15 feet of it must make a DC 14 Constitution saving throw or be Blinded until the beginning of it’s next turn.
This crystal hand has 12 AC and 30 hit points and is vulnerable to Force damage. It lasts until it is destroyed or until you use this feature again.
This amulet is a heart of hammered brass, with flames of gold and copper twisting around it. If you speak Ignan you know that this is an insignia of the Order of the Fiery Heart. While wearing this amulet you have advantage against exhaustion checks due to cold weather and resistance to fire damage. As a reaction to making a saving throw against taking cold damage you can choose to succeed the saving throw before rolling. Once you have used this feature you can not use it again until the next day at dawn.
These gauntlets each have a large facet where you would expect a gem to sit, but instead holds a finely cut chunk of granite. These gauntlets hold 4 charges, and regain all expended charges each day at dawn.
While attuned to these gauntlets you gain tremorsense out to a range of 10 feet. Additionally, as an action, you can create a 10-foot-by-10-foot wall of hardened earth within 120 feet of you so long as it is touching dirt or sand. This wall is 6 inches thick, has an AC of 13, 50 hit points, and lasts 10 minutes or until you create a new wall. However, when you expend a number of charges you can create and maintain that many additional walls for the next 10 minutes. If a wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice).
This crystal circlet is a deep aqua crested with white and in its center is set a gold symbol.
When you attune to this item 6 spheres of water, each 3 feet across, manifest as if drawing the water from the air itself before shrinking to the size of a fist and orbiting your head.
This item has 6 charges, represented by the orbs of water, and regains all expended charges at dawn.
If you are not a caster all magical effects of this item use your Wisdom as your spellcasting ability. While you are attuned to this item you are able to breathe underwater as if it was dry land and have a swimming speed equal to your movement speed.
Ebb and Flow
While attuned to this item you know the cantrip
Tides of Battle
As an action you can expend a charge to fire a sphere of water at the ground. When it strikes the ground a wave of water splashes out in an area up to 30 feet long, 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 Bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames within its area and within 30 feet of it.
Sphere of Influence
As an Attack action if you still have at least one charge remaining you may make a ranged spell attack against a target you can see within 30 feet. If you are able to make multiple attacks with the attack action this replaces one of them. When you do so one of the spheres of water orbiting you suddenly expands and flies towards the target before returning to its previous place and size. On a hit you deal 3d8 magical Bludgeoning damage.
This scroll is sealed with white wax that shimmers in the light and has the crest of a lightning bolt. When the seal is broken a tiny cloud the size of a fist appears 5 feet directly above the scroll. This cloud grows until it is 5 feet wide before beginning to rain. It rains 1d4 gallons of water over the course of 1 minute. This water is perfectly clear and could even be described as glittering. After 1 minute a single lightning bolt strikes the ground from the tiny cloud before it dissipates, and any creature within 5 feet of that point must make a DC 12 Dexterity saving throw or take 1d10 Lightning damage.
This looks like a simple red cloak but the size suggested it was made for a child. Inside the hood however is a magic circle sewn into the lining in vivid blue thread. The circle is divided into 8 segments, the last of which looks to be sewn with a different pattern. This cloak holds 8 charges, each represented by a segment within the hood of the cloak.
Each short rest the cloak regains up to 1 charge, and each long rest the cloak regains up to 7 charges.
Over The River
As a bonus action you can expend a charge to cast Misty Step, but instead of a silvery mist you are surrounded by a small flurry of autumn leaves and a babbling brook can be briefly heard.
Through The Woods
As an action if you are in wild unsettled territory, you can expend all 8 charges and choose a plane of existence (you may specify a target in general terms, such as the City of Brass on the Elemental Place of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination at the DMs discretion). Alternatively, if you know the sigil sequence of a teleportation circle on another place of existence, you can choose that circle.
As you pick a location a small tree with red leaves and pale smooth bark shoots from the ground, rapidly encasing you before you disappear from sight within its foliage. The tree remains where you once were, forever growing in the plane you left.
Curse. This cloak is only able to regain the 8th charge by killing a creature to protect an innocent in danger and dripping the cloak with its blood. It can not recover the last charge by resting.
This singed oaken staff has a forked tongue of metal on each end and a hand grip made of padded leather. This staff holds 5 charges and regains 1d4 expended charges each dawn.
As an action you can activate the staff, and sparks can be seen flickering between the forks. As you activate the staff a panel of electricity crackles into existence at a point within 60 feet of your choosing. The writhing section of living lightning appears in any orientation you choose. It can be free floating or resting on a solid surface. It is 5-foot by 5-foot and seems to have almost no thickness. When you activate the staff you can choose to expend a number of charges. The first charge you expend changes the original panel of lightning to a 10-foot square panel, and each additional charge creates an additional 10-foot panel. You can place these panels as you wish but each panel must be contiguous with another panel.
If any creature attempts to move through or make a melee attack through any of these panels, or if any of these panels cuts through a creature’s space when it appears, the creature must make a Strength saving throw or be pushed 15 feet away from the panel and take 1d6 Lightning and 2d6 Force damage. On a successful saving throw they are not pushed and only take 1d6 Lightning damage. If you are not a caster you use your Constitution modifier as your casting ability for these saving throws.