This leather whip has a long metal handle that crackles with electricity when you aren’t holding it. It can be used like any other whip, but deals Lightning damage instead of Slashing. If you are proficient with whips as an action you can cause one of the following effects.
- The tip of the whip begins to pulse with a bright light. You flick it at a point in the air with a loud pop and all creatures within 5 feet of a point you choose within 10 feet must make a DC 15 Constitution saving throw. On a failure they are Blinded for 1 minute. They can repeat this save at the end of their turn.
- The metal handle crackles and the air around you tingles. You target one Large or smaller creature within 30 feet as the now electrified whip lashes out with surprising range. The targeted creature...
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 appears to hold up to 1 gallon. It can contain any material or liquid no matter how hot, without cracking or even heating up, as long as it fits within the urn.
While you are attuned with the urn an action you can speak the command word and expend a number of charges to cause the urn to glow with a red light in the facets across its surface, burning all creatures that come near it for the next minute. Any creature (not including you) that ends its turn within 5 feet of the urn must make a Dexterity saving throw. If you are not a caster this uses your Constitution as your casting ability. The creature takes 2d6 fire damage on a failed save, or half as much damage...
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.
This leather pouch contains 2d10 small light blue beans that are chill to the touch. As an action you can plant a bean at your feet. The turn after a bean is planted thick spiked vines emitting a cold mist begin growing in a 20-foot square centered on the bean as long as it is not planted in a hot or desert area. This 20-foot square now counts as difficult terrain and any creature who enters or starts their turn in the vines must make a DC 12 Constitution saving throw or take 4d6 cold damage on a failed save, half on a successful one. These vines do not go away unless convinced to hibernate once again by the spell
This padded armor is covered in mottled blue cracked carapace. While wearing this armor you have resistance to lightning damage. Once per long rest 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. Any creature that grapples you or makes a melee attack against you while you are channeling this energy takes 1d4 Lightning damage. Additionally, as an action you can fire a 1 foot wide 20 foot long line of searing lightning from your mouth. You can stop channeling before the duration ends as a bonus action. If you lose concentration while channeling you take 4d8 lightning damage.
When you fire a beam of lightning each creature in the line must make a Constitution saving throw against your spellcasting DC. If you are not a spellcaster this...
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...