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...
This armor has a metal cylinder attached at the nape of the neck, and several tendrils reaching from the canister 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. While the armor is activated you have resistance to the damage type of the attack until the end of your next turn and gain one additional charge each time you are hit by this damage type for the duration.
As an action you may expend up to 10 charges to force all other creatures within a 10-foot radius to make a Dexterity saving throw, as pure elemental energy is discharged from small holes in the pauldrons. This saving throw has a DC equal to 10 + your proficiency. Each creature takes 1d6 Force damage per charge expended on a failed save, or half as...
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. 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 boots have 3 charges, and regain one charge each day at dawn.
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...