When you find this chainmail it appears to have a thin film over it and noticeably is trimmed with white fox fur. When you touch the armor it is immediately obvious that the film is frost as the metal is as cold as ice.
This item has 5 charges and regains all expended charges at dawn.
While you are attuned to this armor you have resistance to Cold damage and are impervious to extreme weather, both cold and hot.
Additionally, you know the
You use your Constitution modifier as your spellcasting ability for all magical effects of this item if you are not a spellcaster.
This crystal circlet is a deep aqua crested with white and in its center is set a gold symbol of Umberlee.
When you attune to this item 6 spheres of water, each 3 feet across, manifest as if drawing the water from the air itself before shrinking to the size of a fist and orbiting your head.
This item has 6 charges, represented by the orbs of water, and regains all expended charges at dawn. If you are not a caster all magical effects of this item use your Wisdom modifier as your spellcasting ability.
While you are attuned to this item you are able to breathe underwater as if it was dry land and have a swimming speed equal to your movement speed.
This glass amulet is not polished as a glass bottle would be but is instead appears unfinished and crude. Beneath the rough surface you can see the flickering of a blazing fire and feel its warmth against your skin.
This amulet has 5 charges and regains all expended charges at dawn.
While wearing this amulet you have resistance to Cold damage and are not affected by extreme cold conditions. Additionally, you are immune to any magical fire that you create.
This black cloak has a hint of blue with silvered threads dashing through it. When in motion it appears as if the threads are electrical energy crackling off the fabric. Inside the hood a silver insignia of Talos has been carefully stitched. This cloak has 12 charges and regains all charges at dawn.
While wearing this cloak you know the cantrip
The object you see before you is best described as an ever-undulating ball of liquid mercury with a red glow deep inside its core. It seethes as your hand gets closer to it.
This item has 6 charges and regains all expended charges at dawn.
As an action you can command the orb of molten metal to transform into any simple or martial weapon of your choice, When you do so it rapidly bubbles and cools before floating into your hand. If it is already transformed you can command it to transform in your hand as a bonus action.
The metal of any weapon it forms into is always made of a dark iron, and the wood of ebony. Large claws are carved into their handles, and a ruby is always embedded into them somewhere. If the weapon it transforms into has the ammunition property each time you...
This amulet is three golden eyes hung on a set of three connected chains. A large eye, half closed over a ruby, and two smaller eyes just above it on either side. While wearing this amulet when you make an opportunity attack against a creature you may make up to two additional opportunity attacks before the beginning of your next turn so long as you do not make more than one attack against any creature. Additionally, as a bonus action you can activate the amulet and the two small eyes snap open. When you do so you gain Truesight out to a range of 30 feet for the next 10 minutes. During this time you can not suffer from the condition Blinded but the condition is not removed. This feature can not be used again until the next dawn.
This javelin is heavily weathered and is carved out of a single piece of what seems to be solid stone but is strangely light to be made of such a dense material.
It has 3 charges and regains all expended charges each day at dawn.
While you are on solid ground as a bonus action you can reach a free hand to the floor and speak its command word. When you do so if the javelin is on the same plane as you it disintegrates and rises out of the ground to meet your hand.
Additionally, if you hit a creature with this weapon you can choose to expend a charge. When you do so the creature must make a DC 16 Constitution saving throw or be Restrained for the next minute as a coating of stone creeps up from the ground and covers their legs. The creature may,...
From the jutting angles and rough texture of this snow white plate armor you can tell its obviously crafted from some form of chitin. The underside of each piece of plate is a spectacular orange and flares of color are visible through the chinks of the armor.
This plate armor is relatively light and its joints are notably flexible. It weighs 40 pounds and is considered medium armor for all proficiencies and class features. While attuned to and wearing this armor you are immune to the effects of extreme cold climates.
As an action you can expend a charge and when you do so the armor shudders slightly and all joints visibly tighten as you feel a sudden surge of heat. For the next minute any Fire damage you take is reduced by 10. This armor has 3 charges and regains 1 expended charge each day at dawn.
If this large seed wasn’t covered in intricate carvings of leaves you might think that it was just another fruit pit someone threw out.
As you attune with this item it slowly begins to sprout as its held in your hands, sending out a small shoot and several leaves. When the attunement is completed the young sprout wraps itself around the seed, mimicking the etchings on it’s side.
As a bonus action if the seed is touching you you can command it to activate. When you do so the seed will spring to life, covering you in armoring vines over the next turn. You can don the armor in this way once per short rest.
While wearing this armor you have an AC equal to 13 + your Dexterity modifier and if you know Druidic you can speak to the vines, gaining a climbing and crawling speed equal...
This rough semi-translucent crystal is nearly the size of a man’s head and quite difficult to see into but appears to have an ever-changing light show within its core. When you find it it has four smaller but almost identical crystals nearby.
All five of these crystals have hammered gold bands around them with large elemental runes chiseled into them. You can identify Fire, Cold, Acid, and Lightning runes on every crystal.
The main crystal holds 20 charges and regains up to 3d6 expended charges each day at dawn. The child crystals hold no charges, and instead consume charges from the main crystal.
While you are attuned to this item as a bonus action you may select a damage type from the runes. The selected type determines the type of all child crystals.
Any creature holding a child crystal, and within 120 feet of the main crystal,...