The shaft of this staff is made from a petrified branch, worked to almost a mirror finish. It is topped with a large chunk of obsidian that comes to a twisted point. This staff has 5 charges and regains 1d4+1 expended charges each day at dawn. While attuned to this staff you can tell how long ago volcanic rock was formed, and what type it is.
As an action you can expend a charge from this staff and aim it at a point on the ground or a wall within 60 feet. When you do so the obsidian glows white-hot and a pinpoint ray of immense heat fires from the staff. Each creature within 5 feet of the ray, or 15 feet of the target point, must make a DC 16 Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. If an area affected by this ray is composed of sand or stone it too becomes white-hot before turning to a black glass over the course of a minute, and any creature that starts its turn touching the area during that time takes 2d6 fire damage.
This black leather gauntlet has an intricate bronze ridge down it’s back with five carefully cut stone “gems” set in it’s winding pattern. You can focus on these gems and choose an area of terrain no larger than a 40-foot-cube within 120 feet that you can see. You can reshape dirt, sand, or clay in this area in any manner you choose so long as you maintain concentration (as if concentrating on a spell) for at least the duration required to do so: to reshape a 10-foot-cube it takes an action, 1 minute for a 25-foot cube, and 10 minutes for a 40-foot-cube.
You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot cube, you can create a pillar up to 20 feet high, raise or lower the area’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes the entire duration for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
This effect doesn’t directly affect plant growth, natural stone, or structures. The moved earth carries any of these things along with it. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, if these transformations would make the terrain itself unstable it will collapse when you stop concentrating on it.
This stoppered flask sloshes with a cavernous echo as if its much larger than it appears and always weighs 2 pounds. As an action you can remove the stopper and pour out 1 gallon of fresh water. The water stops pouring out at the start of your next turn. The decanter holds 30 gallons of water in total, and can not be refilled by normal means.
This crystal orb is a matte white with no distinguishing factors whatsoever, and yet it has a mesmerizing quality when you gaze into it. While attuned to this orb you have advantage on saving throws against the spells
As an action you can touch a creature with the orb and force it to make a DC 18 Charisma saving throw. On a success they feel incredibly parched, but are otherwise unaffected. On a failure the target creature is transported to a demiplane of infinite desert. Each minute a creature trapped within the demiplane must make a DC 12 Constitution saving throw. On a failure they gain 1 level of exhaustion. On a success, or when they reach 3 or more levels of exhaustion, they are expelled from the demiplane and reappear in the nearest unoccupied space to where they left. Once used this feature can not be used again until your next long or short rest.
This halberd’s angular head is made from a glistening bronze, and its handle is carved out of light ash. This item has 4 charges, and regains all expended charges each day at dawn, or when exposed to a natural sandstorm.
As an action you can expend a charge and sweep the halberd across the ground to create a 30-foot-radius sphere of thick whirling sand centered on you. This cloud of sand spreads around corners, and its area is heavily obscured for all creatures except you. The cloud lingers in the air for the next minute or until a strong wind disperses it. Each creature, except yourself, that is completely within the cloud at the start of its turn must make a Constitution saving throw DC 13. On a failed save, the creature spends its action that turn coughing and can not speak. This save is made with disadvantage if you are in a desert or an area that is primarily sand, however, creatures that don’t need to breathe automatically succeed this saving throw.
While you are holding the halberd you can cast the
This item is a rodent skull, weathered from years of exposure to the elements, with it’s mouth wired shut around a vial of water. Inside the vial you can see a pink lily bud floating on the surface. This bud always points towards the closest natural water source, no matter how far it is. If there is no natural water source on your plane of existence, the lilly will wilt and remain wilted until it returns to a plane with water.
This tiny crystal sphere features an intensely detailed mountain covered in loose snow. When you shake it the snow flies around the miniature landscape, creating a swirling snowstorm. The wind in this diorama always blows towards the point of highest elevation in your current plane of existence.
This tall rectangular shield is lavishly emblazoned with a towering mountain and set with onyx. As a bonus action while standing on stone or earth you may activate the shield to create a 5-foot-square pillar of stone and onyx in an unoccupied space within 30 feet of you that rises to a height of 15 feet or until it meets the ceiling. This pillar sinks back down into the earth after 1 minute, or when you create another pillar, leaving the ground undisturbed.
This regal helmet is made of jet black granite, and trimmed with gold. Despite it’s dense materials it is not overly heavy. If you have horns the helmet gladly morphs to fit.
While attuned to this helmet you gain the following features.
You gain proficiency in Constitution saving throws and Athletics checks. You also gain fluent knowledge of the Giant and Terran languages.
While wearing this helmet your strength score changes to 23 unless your strength is already greater than 23, and it can not be reduced below 23 while you are wearing the helmet. Additionally, if a rock or similar object is thrown at you you can, with a successful DC 10 Dexterity saving throw, catch it and take no bludgeoning damage from it.
As an action you can envelope creatures near you with an immense crushing presence. Each creature of your choice within 60 feet must succeed on a DC 18 Wisdom saving throw or become Frightened of you for 1 minute. A creature frightened in this way sees you appear to grow up to 18 feet tall, or as large as the space around you allows, and takes an additional 2d6 psychic damage each time you hit them with a melee weapon or unarmed attack. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After you use this feature you can not use it again until the end of a long or short rest.
This piton is made of folded iron and confusingly heavy. It functions as a normal piton, however after 1 minute of contact with solid stone the rocks around it trembles and coalesces to form a stone foothold with no seams or cracks.
This dark pebble is etched with minute circular patterns and has a single ridge running around its circumference. When you hold it you feel as if the earth itself is whispering to you, suggesting you swallow the pebble to get closer to it and understand it better. When swallowed, you notice nothing at all for 1d4 days, until you feel a sudden chill and stiffening along your spine. Over the next few minutes your skin darkens and hardens. Fractured plates of stone grow from underneath your skin on your arms, ribs, and jutting along your spine across your back. You gain resistance to piercing, slashing, and lightning damage as well as tremorsense out to 30 feet. Additionally, as an action, if you put your ear to the ground and concentrate as if concentrating on a spell your tremorsense extends out to 500 feet until you move from that spot or lose concentration, whichever comes first.
Curse. Once your flesh has started turning to stone you have vulnerability to Thunder damage. Additionally, while within sight of your bound mountain (that the DM chooses) each morning you hear it whisper to you, calling you to it, and you must succeed on a DC 8 Wisdom saving throw or spend that day compelled to walk towards the base of the peak. This compulsion is not mind control, and you do nothing rash to follow it, but it is a constant distraction and pull while you are not trying to travel towards the mountains. These effects, including your skin’s appearance, can not be reversed except by a
This marbled stone pick is reinforced with black iron bands. It has obviously been imbued with magic to have lasted this long without shattering. This magical item has 10 charges and regains 1d8+2 expended charges each day at dawn.
If you are standing on soil or stone, as an action you can strike the ground and expend a number of charges while concentrating as if concentrating on a spell, causing the earth to ripple around you. When you do so you target a number of 10-foot square areas of soil or stone within 120 feet, equal to the number of charges expended, which rise up to create a bluff. You can choose for each of these target areas’ sides to slope gradually, or be a sheer cliff up to 10 feet tall, so long as at least one side is an incline. If you maintain concentration on this effect for the next hour the bluffs become permanent and can’t be dispelled. Otherwise, the bluffs sink back into the earth.
As an action you can target any area you can see that was targeted by the Molehill feature within the past day and expend a charge for each targeted area. At each targeted area a 10-foot square pillar of stone bursts from the ground and rises to a height of up to 20 feet. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw, DC 17, or be lifted by the pillar. A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, such as a Huge or larger creature, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice), DC 17. On a success the creature is no longer restrained and must either move off the pillar or fall off it.
This smooth stone staff is covered in frost and topped with an abstract intricate sculpture of ice. This staff never melts or thaws, and at high altitudes snowflakes dance around it’s base. This staff has 4 charges and regains 1d4 expended charges each day at dawn. If the temperature is below freezing at dawn it regains all it’s charges.
While attuned to this staff you do not suffer from the effects of traveling at high altitude, and know the cantrip
This large metal tin opens to reveal a sticky dull-green paste. When applied to any surface besides metal or glass it easily sticks, and rapidly grows athick layer of moss and other small plants. If you cover yourself with this paste after 1 minute you have a layer of natural camouflage that lasts up to a day before it falls off. There is enough paste in the tin to cover 4 small or medium creatures.
While covered in moss paste if you hold completely still while in an area of heavy foliage you can not be seen unless the searching creature makes a successful DC 18 Wisdom(Perception) check, or is within 15 feet of you and has a Passive Perception of 15 or higher, so long as you are not wearing metal armor.
This reinforced leather pack has a set of six glass spheres along its sides. These spherical vials are nearly indestructible from the inside, hold one gallon, and can seal once full. They seem to be connected through the pack to a hose via a set of magically enhanced tubes and nozzles but can be detached if desired.
As an action you can activate the apparatus, and attempt to capture a Tiny or smaller creature, a liquid, or something such as leaves or a cloud of flies, that you can touch. If the target is a creature they must succeed a DC 16 Dexterity or Strength saving throw (target’s choice) or be captured within one of the six vials. To use the apparatus in this way you must have at least one empty vial. If you wish to empty a vial you can do so as a bonus action on your turn, expelling the contents up to 15 feet away.
This spear has a shaft of aged ash, and it’s constantly dripping head is rusted from being perpetually damp.
As an action, you can drive the spear into dry ground and create a cylinder of brackish murky water 5 feet deep and 15 feet in diameter centered on the spear. The water will not flow outside this cylindrical space it is confined to.
When you remove the spear as a bonus action the water is violently sucked back into the tip of the spear and any creature, except you, inside the brackish water must make a DC 14 Strength saving throw or be pulled 10 feet towards you.
As an action, you can plunge the spear into water 5 feet deep or less to create a 15 foot radius of dry land. Water that enters this area is repelled to the sides.
When you remove the spear as a bonus action the displaced water erupts out of the tip of the spear in a 20 foot cone. Any creature in this area must make a DC 16 Strength saving throw or be pushed back 15 feet.
This flashy amulet has an impressively large green emerald as it’s centerpiece and is ornamented with onyx and blackened steel. When you slip it over your head you can hear it speak to you, and know that it holds a fragment of a dragon’s consciousness within it.
When you are attuned to this amulet as you wear it it begins to change even your physical body the presence within it is so powerful. Over the course of a month jet black scales grow down your spine and your eyes become emerald green. You gain immunity to acid damage, resistance to poison damage, and darkvision out to 120 feet. If you unattune from this amulet you lose these benefits, but your scales and eye color do not change back.
As an action if you are within the area of poisonous or harmful gases you can breathe in the toxins surrounding you and exhale a roiling stream of acid and poison 60 feet long and 10 feet wide. Each creature in the line must make a DC 18 Constitution saving throw, taking 4d8 Acid damage and 4d8 Poison damage on a failed throw or half as much on a successful one. If breathing the gas in this way would cause you to make a saving throw you make that save with advantage and take no damage on a success.
Master of Fear
You can not be frightened by any creature with a CR less than or equal to 12. Additionally, any Adult or younger dragon that tries to use their Frightful Presence feature on you must instead make a saving throw against their own effect.
Sentience. Zerrndrock is a sentient neutral evil amulet with an Intelligence of 20, Wisdom of 18, and a Charisma of 24. It has proficiency in Insight, Deception, and Charisma saving throws, with a proficiency bonus of +6, and it has hearing and blindsight out to a range of 120 feet. The amulet can speak, and understand Common and Draconic, but can only communicate telepathically with its wearer. Its voice is low and rumbling but soothing in a way.
Personality. Zerrndrock speaks quietly but with authority that only comes with age and immense confidence. His only goal is resurrection and to be freed from the amulet. He is not friendly, and never will be, but will play the part of a wise grandfather giving sage advice and encouragement, or almost anything else including lying or getting the wearer killed if he thinks it will sway the wearer closer to his selfish goal. Doing what he must to gain trust is just a part of this scheme, even if he does not enjoy it. Zerrndrock is clever and has endless patience, and will never lash out or grow impatient unless he believes he is within reach of his centuries-long goal.
These boots are made from a rubbery animal hide and come up to your knees. The soles are especially thick and have a glowing green rune on the heel. While wearing these boots you are able to walk across the top of water, mud, or bog, so long as it is not deeper than 5 feet. If it is deeper than 5 feet you sink until your feet are 5 feet from the bottom.
Additionally, you ignore nonmagical difficult terrain caused by water, mud, or swamps.
These bug-eyed brown tinted goggles are able to see through even the murkiest and muddiest of waters. While wearing them you always treat visibility underwater as if it is clear water and bright light, even in obscuring underwater effects such as the Kraken’s Ink Cloud.
This small blade, embellished with a fine script, was forged to venture through the swamps and bogs with ease. This blade deals double damage to plants and plant type creatures. Additionally, you, and any creatures moving directly behind you, are able to ignore difficult terrain caused by plants or brush by chopping at the vegetation.