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.
These leather bracers each have several metal bands running down the forearm and chains wrap around their wrists. When you cast Shield, Shield of Faith, or Sanctuary, you may target an additional creature. Shield can be cast to a range of 15 feet and may be triggered by a creature within range being attacked or targeted by the spell Magic Missile. Each time the bracers are used in this way the chains glow brightly.
These calf-high metal boots are heavily reinforced and each have two crystal orbs in their soles. These boots have 3 charges, and regain one charge each day at dawn.
While wearing them as a bonus action you can utter the command word inscribed in gnomish on the sole of the right boot, expending a charge to activate the boots. Until the end of your turn you can fly in any direction you choose, up to twice your remaining movement speed. When your turn ends if you are still flying you descend at a rate of 60 feet per round.
These heavy metal boots weigh 5 pounds together and appear to be heavily charred. As a bonus action once per short rest you can stomp your foot before jumping to double your jump distance and height and deal 1d4 Force damage to all creatures within 5 feet of you, including yourself. Additionally, while wearing these boots you cannot be knocked prone by falling.
This metallic cylinder is about the length of a man’s hand, it has a spike on one end and a button on the other. As an action you can press the button and throw the blast shield up to 30 feet. Or if you are holding the blast shield you can throw the blast shield at your feet as a reaction to any attack or effect that includes you or an adjacent creature. As soon as the spike makes contact it creates a 15 foot sphere, centered on the blast shield, equivalent to Otiluke’s Resilient Sphere that lasts until the end of your next turn. Once the blast shield has been used in this way it cannot be used again until the next dawn.
This overly large shield weighs 15 pounds and is covered in dozens of overlapping sheets of metal across its face. While you have this shield equipped you can activate the shield as a bonus action by uttering the command word. Until the beginning of your next turn you are Restrained as metal plates begin flying off the shield and forcefully forming around your body. Starting at the beginning of your next turn while the shield is activated your AC is 17 + your Dexterity modifier (max 3), including the shield. This counts as wearing medium armor. If you are already wearing armor when you activate the shield the plates begin flying off but are unable to form around your body and return to the shield. The shield deactivates in the same way it activates, and all the plates return to the face of the shield.
This wooden chest is one foot on each side and has a simple clasped lid. The Stage of the Mime has 3 charges, and weighs 4 pounds. As an action you can open the chest, expending a charge. When the chest is opened it becomes spectral and unfolds into a small ghostly stage on the ground, creating a 20 foot radius zone of silence, centered on the location the box was opened. This zone of silence lasts 1 minute and while within this zone of silence you have advantage to all performance checks that are not considered an attack. At the end of 1 minute the stage disappears leaving the, no longer spectral, chest in its place. The Stage of the Mime regains 1d4-1 charges each day at dawn.
The Gloves of Silence are a pair of white kid leather gloves, and seem to fit as if they were made for you. As an action you can make a performance check as an attack against the armor class of a target within 5 feet, on a hit you deal 1d4 plus your Charisma modifier Psychic damage and create a 5 foot zone of silence centered on yourself that lasts until the beginning of your next turn. You cannot apply expertise on performance checks made in this fashion. If you can make multiple attacks this replaces one of them. Additionally while you are wearing these gloves they have a 1 inch aura of silence over their surface at all times.
The Gloves of Silence are a pair of white kid leather gloves, and seem to fit as if they were made for you. While wearing these gloves you can spend a short rest bonding with a non-magical weapon you are proficient with. You can be bonded with up to three weapons. As an action you can make a performance check as an attack against the armor class of a target within 5 feet, on a hit you deal the weapon damage of one of your bonded weapons plus your Charisma modifier Psychic damage and create a 5 foot zone of silence centered on yourself that lasts until the beginning of your next turn. You cannot apply expertise on performance checks made in this fashion. If you can make multiple attacks this replaces one of them. Additionally while you are wearing these gloves they have a 1 inch aura of silence over their surface at all times.
This cloudy white orb has a scarlet sheen to it and when you stare into its depths you see shadows flickering throughout it. It weighs 3 pounds and is the size of a grapefruit. You can discover the commands for the orb by studying it’s depths for a short rest. When you study the orb it will reveal it’s command words in gnomish script within the shadows. As an attack action, you may speak a command word while holding the orb to do one of the following:
- You absorb a light or thrown weapon you are holding into the orb. If it is already holding 10 such weapons, nothing happens.
- You pull out a weapon of your choice that is stored in orb. If you do not have a free hand to pull it from the orb it falls to the ground.
- You expel a weapon of your choice from the orb and it flies towards a creature. Make a ranged weapon attack with proficiency. This attack’s range is 20/60 and does the same damage as the weapon would normally do.
The Matador’s Mantle is a gaudy short red cape with gilded edges and intricate stitching. As a bonus action while wearing this cape, you can spend 15 feet of movement to move 5 feet without provoking opportunity attacks.
These leather gloves are singed with a delicate web of right angles.
This item has 5 charges and regains all expended charges each day at dawn. Additionally, you can use these gloves as an arcane focus.
While casting a spell if you are wearing these gloves you can expend a number of charges equal to the spell slot used to ignore any verbal or somatic components for the spell. When you expend charges in this way the gloves network of burns glows with energy that varies in color depending on the school of magic.
This cloak always seems to be affected by a light breeze and flows behind you constantly. While wearing this cape you have advantage on Charisma checks to appear heroic, royal, or awe-inspiring.
This tattoo is an interwoven web of right angles, usually stretching from the torso to fingertips. You gain two abilities and you may use one per short rest.
- You cast a spell up to 5th level ignoring verbal and somatic components.
- You cast any 1st level spell or cantrip that would normally be an action or bonus action as a reaction to being attacked, or as an opportunity attack.
This needle has a short length of bright red thread attached to it and the smallest of runes around the eye. If you take 1 minute you can repair any single tear or hole in leather or cloth as long as it’s no larger than 3 feet in any dimension, and all the material is still there. If material is missing and you have more available you can use new material to replace it. After an hour the thread melds into the surface and the seam disappears as if it was never there. The thread never seems to run out.