This black scimitar and dagger have edges honed to a mirror finish and are connected to each other by a silver chain. You can attack while holding both weapons or, while holding only the scimitar, and swinging the dagger by the chain. While swinging the dagger in this way it is considered to have the property Reach and you attack with it as if dual wielding it with your off hand. If you attack while not holding the dagger and roll a 1 on the attack roll you are automatically hit by the dagger.
If you attack and hit with the scimitar and then on the same turn hit the same creature with the dagger the target creature takes an additional 2d8 necrotic damage. This effect does not apply if the creature is not hit by both weapons or the dagger hits before the scimitar.
This urn is chipped from a single chunk of obsidian. It has a tightly fitting lid, weighs 4 pounds, and holds up to 1 gallon. It can contain any material or liquid no matter how hot, without cracking or even heating up, so long as it is sealed within the urn.
The urn has 5 charges and regains all expended charges each day at dawn, or 1 charge each hour it is filled with molten lava.
While you are attuned with the urn you are resistant to fire damage.
Additionally, when you speak the command word and expend a number of charges the urn begins to glow with a bright red light in the facets across its surface for the next minute.
For the duration you are immune to fire damage and any creature that ends its turn within 5 feet of the urn must make a Dexterity saving throw (DC 15). The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. This damage increases by 1d6 for every charge expended above 1.
If you thrust the urn at a creature as an attack action that creature must make a saving throw or take damage as above. If you are able to make multiple attacks this replaces one of them.
This bundle of ancient cloths is meant to be wrapped around the hands, legs, and upper arms to serve as basic protection in a fight. You can put on or take off the wrappings during a long or short rest, and while wearing them in this way each time you successfully hit a creature with an unarmed attack the wrappings unravel slightly and gain one charge. The wrappings can store up to 10 charges as more of the cloth loosens and frays. These charges last until your next short rest as the wrappings slowly repair, weaving themselves back together.
As a bonus action you can expend a number of charges to teleport up to 10 feet per charge expended to an unoccupied space you can see. When you teleport in this way you disappear in a flurry of cloth scraps that dissolve into dust.
This small glass sphere the size of a fist is astoundingly heavy, and appears to be mostly full of a thick golden liquid. It weighs 10 pounds and has no visible opening or markings on it.
As an action or bonus action while touching this item you can change the weight of any non-magical object you can touch. When you make an object lighter the sphere gains an equal amount of weight, up to a total of 400 pounds. When you make an object heavier the sphere loses an equal amount of weight, but the object can only gain as much weight as the sphere has to lose.
You can affect up to 5 objects at a time like this, and the effects last for up to 1 hour, or until you dismiss them.
This game set is extremely unique; as you travel the wooden board morphs its wooden and ivory inlays to portray major features in the landscape. It has a small drawer underneath it to hold up to 20 figurines, made from precious stones and bone, and weighs 10 pounds. When you find it has 4 pieces carved from gemstones, 3 pieces made from goblin bone, 2 from human bone, and 1 from ogre bone. These pieces allow you control both friend and foe as you move them across the board in the deadly game of war.
The Bones of my Enemies
You can create a figurine for any type of enemy that is size Large or smaller as long as you have bones from that creature to carve the piece from. To create a piece for the board you must spend a short rest attempting to do so and make a DC 14 Intelligence (Arcana) crafting check to properly form it. If you fail this check the material used is damaged and can not be used again. Pieces made in the same manner out of gemstone and precious materials, worth at least 50gp, can be bound to any willing creature no matter the type of creature. The drawer in the board can only hold up to 20 pieces, but you can create as many as you wish. During a long or short rest you can organize and choose which pieces are stored in the drawer to enable you to quickly identify pieces while setting up.
Set the Playing Field
You can take a whole turn to set up the board and bind any number of pieces from the drawer to creatures. To bind a piece to a creature it must be within 300 feet and you must be able to see it. Additionally, the piece must be carved from the bones of the same type of creature you are binding it to, unless you are binding a gemstone piece to a willing creature. If it is undead the bones must be from the type of creature it was before it died. Once a piece has been bound in this way you cannot bind it to another creature for the next hour. If you require pieces that are not in the board’s drawer you may find, take out, and bind 3 additional pieces as an action. You may bind any number of additional pieces from the drawer as a bonus action. If the board is moved after it is set up you must spend a turn setting it up again.
While the board is set up you can move up to three pieces as an action, choosing one of the following effects for each piece. Each time you move a piece that is bound to an unwilling creature it may make a Wisdom saving throw against your spellcasting DC. On a success, the creature is not affected. If you are not a spellcaster you use your Intelligence modifier as your spellcasting modifier for this effect.
- Move. The creature must move up to 15 feet in any direction you choose, this movement does not count towards their movement next turn and is made as if disengaging. A creature will not move if it would certainly lead to it’s death.
- Help. You help the creature with your overview of the battlefield as if using the Help action. This can include aiding them in attacking another creature.
- Attack. Using the creature’s reaction they must make a melee attack against another creature within reach that you consider an enemy.
- Reveal. If you are proficient with Dragonchess you can reveal the position of a creature you have bound. Until the end of your next turn any bound creatures of your choice are aware of the revealed creature’s location even if they cannot see them or are blinded.
This leather pouch contains 2d10 small light blue beans that are chill to the touch. As an action you can plant one of these beans at your feet. The turn after a bean is planted thick spiked vines rapidly sprout, so as long as it is not planted in a hot or desert area, and the bean is consumed. A 20-foot square centered on the bean becomes difficult terrain and any creature who enters or starts their turn in the area must make a DC 12 Constitution saving throw taking 2d6 cold damage from the vine’s freezing spikes on a failed save, or half as much on a successful one. A creature unaffected by the difficult terrain takes no damage.
This padded armor is covered in mottled blue cracked carapace. While wearing this armor you have resistance to lightning damage.
As an action you can plant your feet and begin channeling electrical energy as if concentrating on a spell. For the next minute electricity crackles from your head to your feet. You can stop channeling early as a bonus action, however, if you lose concentration before you stop channeling you take 4d8 lightning damage. Once you have used this feature you can’t use it again until you have finished a long rest.
While channeling, as an action, you can fire a 1 foot wide 20 foot long line of searing lightning from your mouth. When you fire a beam of lightning each creature in the line must make a Constitution saving throw DC 15. On a failed save, a creature takes 4d8 Lightning damage and on a successful save, it takes half as much damage.
Additionally, any creature that grapples you or makes a melee attack targeting you while you are channeling this energy takes 1d8 Lightning damage.
This long cloak is a humble brown, but is covered in long stiff spikes that lay flat. While wearing it if another creature attempts to grapple you they take 1d4 piercing damage and take damage each turn they continue to grapple you if they succeed. Additionally each time you take the disengage action you may sweep the cloak at them, making a melee attack against a creature within 5 feet of you, and dealing 1d8 piercing damage on a hit.
This gnarled wooden staff has a bent branch at its top forming a hoop and contains 4 charges. While holding it you can use an action to expend a number of charges to cause a flurry of clear crystalline orbs to fly from the hoop. The orbs increase in number dramatically for each charge expended and create one 30-foot cone radiating from the staff per charge. Cones created in this way may not overlap. All creatures in the affected area must make a Constitution saving throw. A creature takes 3d6 thunder damage on a failed save, or half on a successful one as the orbs burst and create a violent concussion.
The staff regains 1d4 expended charges daily at dawn. If you expend the staff’s last charge roll a 1d20. On a 1, the staff releases a clap of thunder. All creatures within a 30-foot radius must make a DC 15 Constitution saving throw or take 3d6 thunder damage.
To attune to this black grape-size seed you must swallow it. Over the course of 1 week a series of wooden growths protrude from your back along your spine. Several of these grow into four limber wooden appendages. As an Attack action you can make a melee attack with one of these limbs as if you are proficient, using either your Strength or Dexterity modifier. On a hit it deals 2d6, plus either your Strength or Dexterity modifier, Piercing damage. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If you are able to make multiple attacks with the Attack action, this attack replaces one of them.
These limbs automatically regrow 1 minute after being seriously damaged or removed, and are each able to hold objects weighing up to 30 pounds. Additionally, you have a climbing speed equal to half your walking speed, and are able to move your full speed while prone, so long as these limbs are free.
Curse. Once swallowed the seed begins to grow, causing great pain in your upper back. For the next week you suffer 1 level of exhaustion which can not be removed even with
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 pebble appears as normal on first inspection. On closer inspection it seems as if it has excruciating detail, each little crevice and crack smaller than normal. Typically 3d6+2 Tiny Boulders are found together in a small leather pouch. As an action you can throw it 30 feet or sling it 60 feet. When the pebble strikes a surface or is crushed it rapidly expands into a large boulder. Each creature within a 5 foot radius must make a DC 15 Dexterity saving throw or take 6d10 bludgeoning damage, half on a successful save.
This wooden whistle hangs from a thick twine and when blown does not produce the expected high shrill.
As a bonus action you can blow through the whistle, seizing the air and compelling it to create one of the following effects.
- One Medium or smaller creature within 30 feet must succeed on a Strength saving throw or be pushed up to 10 feet away from you.
- You create a small orb of air capable of moving one object that is neither held nor carried within 30 feet and that weighs no more than 15 pounds. The object is pushed up to 20 feet away from you, but is not pushed with enough force to cause damage.
- You blow downwards doubling your high jump and reducing any fall damage taken by half until the start of your next turn.
This necklace has a pendant of jade with the bronze semblance of a tree entwined around it. It has 3 charges and you regain all expended charges each day at dawn. As a bonus action you can expend a charge to enter a tree within 5 feet of you. When you enter the tree you instantly know the location of all other trees of the same kind within 30 feet and, as part of the bonus action used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You can then appear in a spot of your choice within 5 feet of the same tree or a tree of the same type within 30 feet. Both trees must be living and at least the same size as you. You must end your turn outside a tree.
This rawhide necklace has three hands carved from malachite hung between onyx beads. While attuned to this item you are able to cast
This box contains 15 black ivory cards. The deck contains 3 cards each of Spiked Gauntlet, Hand of Death, and Stone Fist as well as 6 Strong Hand cards. You may randomly draw a card as an action or bonus action and throw it into the air, forming a floating disembodied hand depending on the card. Each hand lasts 1 hour, until dismissed as an action, or otherwise specified. When their time runs out or they are dismissed their respective card reappears in the deck. These hands move with you, slowly floating around you waiting for commands, and can move up to 30 feet from you. These hands can manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial, but can not activate magical items. When a hand makes an attack it does so with your proficiency modifier and if applicable, your spellcasting ability.
Army of Hands
As an action you can command up to three hands currently floating around you to do anything they are able to as long as it is within within 30 feet from you. If you are not a spellcaster your spellcasting ability for the sake of using this item is your constitution.
Strong Hand. This large hand can carry up to 30 pounds. If commanded to it can attempt to shove a creature of medium size or smaller within range. It does so using your proficiency and spellcasting modifier as it’s bonus. On a successful shove it dissipates and it’s card reappears in the deck.
Spiked Gauntlet. This armored hand has spikes on its knuckles and can carry up to 10 pounds. If commanded to it can make a melee spell attack against a creature within range. On a hit it deals 1d4 magical piercing damage and dissipates, it’s card returning to the deck. The damage dealt by this hand increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). On a hit it crumbles and it’s card reappears in the deck.
Hand of Death. This ghostly skeletal hand is too fragile to carry anything with significant weight. If commanded to it can make a melee spell attack against a creature within range. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Additionally, the hand shatters and it’s card reappears in the deck. The damage dealt by this hand increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Stone Fist. This rough stone hand can carry up to 10 pounds, and is too clumsy to manipulate tiny or fragile objects. As a reaction to any ranged, melee, or spell attack being made against a creature within range you can command one of these hands to block it. The attack is completely blocked, the fist shatters, and it’s card reappears in the deck.
This amulet is a tiny book carved from bloodstone, the title is written in an incomprehensible language. Once per day while wearing the amulet you can activate it and choose any language that you have heard spoken before. While the amulet is active it repeats the literal meaning of everything you say in the language you chose.
This amulet is a tiny book carved from black opal and the title is written in an incomprehensible language. Once per day while wearing the amulet you can activate it and choose any language that you have heard spoken before. While the amulet is active it repeats the literal meaning of everything said, within hearing range, in the chosen language in common.
This short comb appears to be covered in gold. If you comb your hair with it every morning your hair will become lustrously smooth and grow at an inch per day until it touches the ground. Not only is your hair beautiful, it is also surprisingly strong, and once it reaches your waist it can be used as a weapon. As an attack action you can whip your hair at an enemy within 5 feet dealing 1d4 + your Strength modifier Slashing damage on a hit. This counts as an unarmed strike, if you can attack multiple times this replaces one attack. If your hair is longer than 5 feet you can attack enemies within 10 feet and the damage increases to 1d6 + your Strength modifier Slashing damage. If you fail to comb your hair in the morning your hair begins to fall out, starting at the bottom, at a rate of 1 foot each for day you do not comb.
This armor has a reinforced metal cylinder attached at the nape of the neck, and sprouting from it are several tendrils reaching to the armor’s reinforced pauldrons. As a reaction to taking acid, cold, fire, lightning, or thunder damage, you may activate the armor and gain one charge. Until the beginning of your next turn you have resistance to the damage type of the triggering attack and gain one additional charge each time you are hit by this damage type. All unexpended charges are harmlessly vented from the canister each day at dawn.
As an action you may expend up to 10 charges to make all other creatures within a 10-foot radius to make a DC 15 Dexterity saving throw, as energy is violently discharged from the pauldrons. Each creature takes 1d6 Force damage per charge expended on a failed save, or half as much on a successful one.