This rapier is thinner than any other you have seen, and is known as a needle due to the lack of guard or pommel. It feels as light as a feather, and with practice becomes almost an extension of your arm.
As an action you can teleport up to 15 feet to an unoccupied space and make a melee attack with this weapon. On a successful attack you deal an additional 2d8 piercing damage.
As a bonus action you can slash through the air, creating strands of mithral that are so thin they can cut with a gentle touch. Choose three 5-foot cubes within 15 feet of you to create these strands in. The next time a creature moves through these cubes they take 3d4 magical slashing damage. These strands last 1 minute, until a creature moves through them, or until you use this feature again.
Web of Mithral
Once per short rest, as an action, you can begin an intricate slashing pattern, filling the space around you with writhing mithral strands. All creatures of your choice within 15 feet of you must make a DC 18 Dexterity saving throw, taking 8d4 slashing damage on a failed saving throw, or half as much on a successful one. Additionally, any creature that moves within this radius before the beginning of your next turn must also make this saving throw.
This jet black amulet is made from hardened sludge that once belonged to a black pudding and trembles faintly as you hold it. While attuned to this amulet you have blindsight out to 60 feet and can sense when an ooze is within 120 feet of you, even through walls. Additionally, any acid or poison damage you take is reduced by 5.
Judging by the materials used this warpick was made to last several lifetimes. It’s head is made of pure adamantine and it’s handle is carved from ancient zurkhwood. It has 4 charges and regains 1 expended charge each day at dawn.
Whenever you hit a hard object, such as metal or stone, with this warpick the hit is a critical hit. Additionally, you score a critical hit against armored creatures on a roll of 19 or 20.
As an action, you can focus on the warpick and strike an object made of stone or ice, expending a charge. As the pick cleaves through it pulverizes up to a 5-foot cube of material.
This rock has a large cluster of bio-luminescent mushrooms and moss growing on it that act like a natural lantern. There is a chain with a handle bolted into the rock so you can easily carry it. This magical item has three charges and regains all expended charges each day at dawn so long as it is currently in darkness.
After 1 minute of being in darkness the mushrooms begin to glow, casting a bright light in a 30-foot radius and a dim light for an additional 30 feet.
As a bonus action you can pluck one of the mushrooms from the lantern, expending a charge. A 10-foot radius of spores extends from the lantern. These spores can go around corners and only affect creatures that have an Intelligence of 5 or higher. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other for the next hour. When you pluck a mushroom from this lantern all myconids within 500 feet sense it and know it’s location.
This tight-fitting purple cap is made from the hide of a mind flayer. It is often worn under helmets of wealthy or high ranking dwarves to protect against illithid attacks.
While wearing this helmet you can not be detected by detect thoughts or similar effects, and you can choose to prevent creatures from communicating telepathically with you. Additionally, you are immune to the Mind Blast attack from mind flayers or other illithids.
This double door cabinet looks like it was made for dolls by a skilled toy-maker. When you open it, if there is room, it expands to its full size and quickly becomes 5 feet high and 3 feet wide.
Inside is 3 brooms, mops, and buckets, as well as a small collection of cleaning rags, soap that never runs out, and aprons, that all belong to the cabinet. These objects are teleported back into the cabinet every time it is opened.
While holding any of the supplies that belong to the cabinet, as an action, you can expend a charge to animate that object as if under the effects of
This simple collared robe is fastened with silver clasps and appears unassuming until you touch it’s surface. When touched it ripples with mesmerizing colors.
This item has 8 charges and regains 1d6 + 2 expended charges each day at dawn.
While wearing this robe when a creature within 60 feet that can see you makes an attack against you as a reaction you can expend a charge to force that creature to make a DC 16 Wisdom saving throw. On a failure they are charmed for the next minute. while charmed by this effect, the creature is incapacitated and has a speed of 0. This effect ends if it takes any damage or if someone else uses an action to shake the creature out of its trance.
Additionally, as an action, you can expend a charge to change the robe to any color, style, or design, you want. This change is more than an illusion and physically transforms the cloak in a cascade of brilliant light before your eyes.
This blade is a mottled black and blue, with speckles of white throughout it. It’s hilt slowly shifts shape even as you hold it, and when you attack, the weapon leaves a shimmering trail in it’s wake.
Return To Nothing
As an action you can cast
Once used this property of the sword can not be used again until the next dawn.
Wall of Emptiness
As an action you can swing this sword through the air while clearing your mind and focusing on the infinite nothingness of the void. When you do so a rift of stars and darkness appears where your blade was. This rift forms a 20-foot tall and 60-foot long jagged wall extending from you that remains for the next minute. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).
Anything that passes through this wall disappears into the void for the duration. When the wall dissipates with a roar any creatures or objects that disappeared into it are ejected into the nearest unoccupied space.
Once used this property of the sword can not be used again until the next dawn.
This cheery red pouch has 4d6+4 chalky white pellets in it when you find it. If you cup one or more pellets in your hands and concentrate on them while imagining a taste of a specific food or ingredient they will change color to match that food. The longer you concentrate the stronger the color, and flavor, becomes. When ground or crushed the aroma of the imagined food fills the air, and the resulting powder from the crushed bead tastes exactly as you imagined it.
The flavors you can create are limited only by your imagination, but if your memory or imagination are not clear enough the flavor you get may be of poor quality.
This ancient leather tome is thick, and immensely heavy. It’s dusty pages contain all of history, mundane or epic as it might be. Each time you open this book the pages within it have different information than before, but not always the information you seek.
While holding or carrying this book if your total roll for an Intelligence (History) check is less than your Intelligence score, you can use your Intelligence score in place of the total.
When you open this book you can name or describe a person, place, or object. When you do so the tome opens to a page containing information and lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known.
The more information you already know about the chosen subject, the more precise and detailed the pages in the tome are. The information you learn is always accurate, but may be not be all the information available, or be obscured by figurative language.
Once used this property of the tome can not be used again until the next dawn.
This blade has a blue finish to it’s cutting edge, and to any creature on the Ethereal Plane it appears glaringly bright.
While holding this weapon you are able to perceive creatures on the Ethereal Plane as a faint blue specter of their true appearance.
Additionally, this weapon can affect creatures on the Ethereal Plane, such as ghosts. When you make an attack against a creature on the Ethereal Plane using this weapon you score a critical hit on a roll of 18 or higher.
This small ornamental arrow is the length of a man’s hand and has a shard of dragon scale for it’s head.
As an action, you can throw it into the air. When you do so for a fleeting moment it will hover in the air and rotate to point in the direction of the most valuable object within a one mile radius.
These soft leather shoes don’t appear special in any way until you see the soles. The soles of these shoes are littered in runes written in complicated interlocking patterns.
While wearing these slippers you can not be tracked except by magical means. You leave no tracks or sign of your passage, no matter the terrain, and your tread is completely silent, even through things such as dry leaves or snow.
Additionally, as an action, you can activate the slippers to cast
As you swing this sling around your head you can hear it whistling, and the ammunition begins to glow a faint white.
This sling has 8 charges and regains 1d6+2 charges each day at dawn.
If you expend a charge when you make an attack with this weapon the ammunition screams forward in flash of light. You make a single attack roll against all targets in a 1-foot wide 60-foot long line. On a hit the target takes an additional 2d4 piercing damage.
This set of white linen clothes has no ornamentation save a simple hem, but is completely spotless and can not be dirtied.
Once per short rest, as an action, you can make these clothes change appearance to any type, color, or style, as long as it is worth 5 gold or less. If a creature touches these clothes they can make a DC 14 Intelligence (Investigation) check, and on a success realize these clothes are not as they appear.
This ornamental dagger is made from stone and edged in gold. Embedded along its spine there are three polished obsidian beads. When you hit a creature with this weapon you can cast
Once used, this property of the dagger can’t be used again until the next dawn. After all three beads are shattered this weapon becomes a nonmagical dagger.
This acorn is nearly as large as a man’s fist and very heavy for its size. You can use an action to slam it into the ground and the moment you do so it sprouts and begins putting out roots. At the beginning of your next turn the acorn suddenly grows into a 30-foot tall tree appropriate to the area. When this tree appears all creatures within 15 feet must make a DC 15 Dexterity saving throw as the trunk and branches rapidly expand, taking 3d10 bludgeoning and 3d10 piercing damage on a failed save, or half as much damage on a successful one.
After this tree finishes it’s rapid growth it is just like any other tree, and will continue to grow at a normal pace.
This polished armor is heavily adorned with bronze and gold and has a band of red hanging from it’s left pauldron. It is said to have belonged to a legendary warrior who led his men to battle with reckless abandon.
While wearing this armor you are immune to being frightened and while charmed if you would injure a creature you consider to be an ally the effect on you immediately ends.
Additionally, as an action, you can rally your allies to you. For the next minute you emanate an aura of confidence and can not be stunned or knocked prone. For this duration friendly creatures within 30 feet of you are immune to being frightened or charmed, and hostile creatures within 30 feet have disadvantage to Wisdom saving throws.
Once you use this ability you can not use it again until your next long rest.
You can see vines pressing up against the sides of this large vial even through the dirty liquid inside it. If you throw this vial when it shatters it immediately covers a 20-foot radius in a mass of vines and small plant life. All creatures in this radius when the vial shatters must succeed on a DC 17 Dexterity saving throw or become restrained. A creature restrained by the vines, or one that can touch a creature restrained by the vines, can use its action to make a DC 14 Strength check. On a success, the target is no longer restrained. Additionally, the area now covered in vines and plants is considered difficult terrain.
These black gauntlets have gold and feathered edging, with engraved motifs down their arms. While wearing them when you cast a spell that deals fire damage the flames flicker black instead of orange and ignore resistance to fire damage. If these black flames reduce a creature to 0 hit points, it disintegrates into a pile of ash.
Rise From Ashes
When you are reduced to 0 hit points instead of falling unconscious or dying you burst into flames and turn to ash. Until the beginning of your next turn you do not exist on any dimension or plane, and are considered dead; However, at the beginning of your next turn you return with 1 hit point amidst a wreath of black flames in an unoccupied space within sight of your ashes (or if that is not possible, the nearest unoccupied space). All creatures within 30 feet of this space must make a DC 18 Dexterity saving throw as they are engulfed in the inferno. They take 8d10 fire damage on a failed save, or half as much on a successful one.
After using this feature you can’t use it again for the next 2d6 days.