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.
This rock has a large cluster of bio-luminescent mushrooms and moss growing on it that act like a natural lantern. There is a chain with a handle bolted into the rock so you can easily carry it. This magical item has three charges and regains all expended charges each day at dawn if it is in darkness.
After 1 minute of being in darkness the mushrooms begin to glow heavily, casting a bright light in a 30-foot radius and a dim light for an additional 30 feet.
As a bonus action you can pluck one of the mushrooms from the lantern, expending a charge. A 10-foot radius of spores extends from the lantern. These spores can go around corners and only affect creatures that have an Intelligence of 5 or higher. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other for the next hour. When you pluck a mushroom from this lantern all myconids within 500 feet sense it.
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 a bright 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.
Additionally, when you are reduced to 0 hit points you instead burst into flame and appear to turn to ash. Until the beginning of your next turn you are paralyzed but are immune to all damage. At the beginning of your next turn you rise in a wreath of black flames with 1 hit point in an unoccupied space you can see. All creatures within 30 feet of this space must make a DC 18 Dexterity saving throw as they are engulfed in the inferno. On a failure they take 8d10 fire damage that ignores resistance, or half as much on a success.
After using this feature you can’t use it again for the next 2d6 days.
This staff has a cluster of eyeballs attached to it which have been preserved using
As an action you can activate this staff, causing the eyes to open. When you do so choose an outlined undead, or another creature you can see within 120 feet of you. The target creature must make a DC 18 Wisdom saving throw. On a failed saving throw it takes 4d8 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.