This vial of scarlet blood can impart special properties to any non-magical weapon or ammunition exposed to it. When poured over a weapon or up to 20 pieces of ammunition it immediately coagulates into a slimy coating. For the next hour it faintly pulses before sloughing off, leaving the weapon blackened, and with a slight red glint. The lacquer can not be used again but the weapon or ammunition gains a +1 bonus to attack and damage rolls, and deals an additional 1d8 Necrotic damage on a successful attack.
This flute has been crafted from one of the most gnarled pieces of wood you have ever seen, but its sound is clear and pure. Inside this flute you find several rolled up sheets of parchment with a song written on it. If you are within 30 feet of a Huge or larger plant with no intelligence you can play this ancient song to shape the plants around you.
The song takes 10 minutes and as you play it the plant life, in particular the Huge or larger plant, slowly grows, creeps, and bends to form a small shelter. This shelter is connected to or even within the plant, and is created in a form of your choosing. This shelter can be up to 10 feet tall, has an area of up to 100 square feet, and when you create it you can choose some basic things to be created within the area such as beds, chairs, platforms, shelves, and doors. Once you play this song you can not shape plants with it again until 2d4 days have passed and the changes you make with it remain permanently unless you use this item to return them to how they were. If there is already a shelter created in this way within range you can instead choose to expand it by the same 100 square feet. This can be done up to 5 times per Huge tree, and 5 additional times for every size above Huge.
This necklace has beads made of various different woods, and each type of wood is carved into a miniature replica of that tree’s leaf, all strung on a woven cord. Once per turn you can use 10 feet of movement to magically step into one living tree within reach and emerge from a second living tree within 60 feet, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or larger.
Over the course of an 8-hour ritual you can create a bond with a Huge or larger tree and the dryad living within. As long as this tree is alive once per day you can cast one of the following spells without a spell slot and ignoring material components:
This wooden shield is unpainted, instead covered in living vines, and has yet-living branches growing off it’s edges. While attuned with this shield you gain proficiency in Intelligence (Nature) checks if you were not proficient before and your proficiency bonus is doubled if you were already proficient. Additionally, you are able to understand plant creatures, and if you speak Druidic they can also understand you.
Canopy of Protection
While within 30 feet of a Huge or larger plant that is not hostile, you and any other creatures of your choice, have half cover while within range of the plant as the roots and branches reach out to your aid.
Shephard of the Forest
You can call to the plants around you as if you know each of them by name. If you spend 1 minute touching this shield against a Huge or smaller plant with an intelligence of 3 or less, it awakens. The target plant gains an intelligence of 10, and the ability to speak one language you know. It also gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your DM chooses Statistics appropriate for the awakened plant, such as the Statistics for the Awakened Shrub or the Awakened Tree. The awakened plant is initially friendly towards you but is not charmed or compelled to do as you ask. Once you have used this ability you can not use it again for the next 2d6 days.
This gauntlet is covered in hickory slabs where there would otherwise be plates of metal. Each of these slabs has runes carved into its roughly-hewn face that have been filled with dirt over time. This item has 3 charges and regains 1 expended charge each morning at dawn. If you are within arm’s reach of a tree as an action you can expend a charge and press your hand against the tree to draw a weapon or pieces ammunition from it. This can be any weapon you are proficient with or 1d4 pieces of ammunition for any weapon you are proficient with. The look and feel of each weapon changes with the type of tree it is drawn from, but these differences do not affect its function in any meaningful way. On a critical failure with any weapon created this way, or after 1 day without being bathed in water, the weapon splinters beyond repair. If you spend an action to return an un-splintered weapon created in this way to a tree within arms reach the gauntlet regains an expended charge.
The centerpiece of this amulet is a pearlescent green emerald. An etching of a leaf can faintly be seen in the sheen of its surface and the gem is framed by delicate silver branches. This item has 4 charges and regains 1d4 charges each day at dawn. While attuned to this amulet you know the cantrip
This set of deep black and purple plate armor has some spiderwebs in it but otherwise is in pristine condition. This item has 3 charges and all expended charges recharge at dawn.
While you are attuned to this armor you are able to convey basic commands and feelings to spiders and spider-like creatures allowing you to cast
As an action you can expend a charge to simultaneously cast
Curse. When you are near spiders you sometimes hear whispers from Lolth herself of things she wants you to do. Additionally, any charges that are not expended by midnight are automatically used at point(s) of the DM’s choice within range. Any creatures summoned in this way have no duration and are not under your control, though they will not be hostile towards you unless you attack them.
This amulet made for the Golden One is a circle, shined to a mirror finish, with horns of a cow on either side and a large turquoise set in its base. It has 7 charges and regains all expended charges each day at dawn. While wearing it you are resistant to Radiant damage and have advantage on saving throws against being Blinded.
Eye of Ra
As an action you can expend a charge, making both the amulet and your eyes flicker with an orange light. Choose one point within 60 feet and as you stare at it a 30-foot-radius 120-foot-height cylinder of orange sunlight shoots from the heavens centered on that point. Each creature in the cylinder when it appears must make a Constitution saving throw, taking 5d10 Radiant damage on a failed save, or half as much damage on a successful one. This cylinder leaves light scorch marks on the ground when it fades.
Mistress of the stars
As an action you can expend one or more charges, pulling a blue mote of light from the heavens for each charge spent as the turquoise twinkles. These motes of light settle from the sky to orbit around your head for the next hour, shedding a dim light in a 30-foot radius. You can use a bonus action to send one of these starlight motes streaking towards one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit the target takes 3d12 Radiant damage. Hit or miss if the target is a creature it must succeed a Constitution saving throw or be Blinded until the beginning of your next turn as the mote expires in a flash of light.
This well-crafted hide armor is a deep red, but does not appear to be dyed by conventional means, and does not have a single blemish or scratch.
Hand of Apollo
Once per short rest you can cast
Averter of Evil
While wearing this armor each day at dawn you can choose one type of creature: aberrations, fey, fiends, or undead. Creatures of this type have disadvantage on attacks rolls against you, and you can not be Charmed, Frightened, or Possessed by your chosen creature type until the next day.
This spear is perfectly balanced, it’s shaft made from solid oak, and the tip gleams in the faintest of light. On a successful attack you can choose to deal either Piercing or Radiant damage and on a critical hit it deals an additional 2d6 Radiant damage. While attuned with this spear it has the property Thrown (60/180). If you throw and miss it immediately returns to your hand, but on a successful attack it returns at the beginning of your next turn. Additionally, you score a critical hit on a roll of 16 or higher when throwing this spear. This spear can not be broken except by a deity or avatar of a deity.
Eyes of Odin
Each of your eyes is able to see things you weren’t able to before by closing the other. If you look through your left eye you are able to read all written languages, and if you look through your right eye you can see ethereal and invisible creatures up to 60 feet away.
Curse. When you attune to this weapon you are wracked with immense pain in your right eye and when you are finally able to open it a void filled with stars gazes back from within your socket. When you look through your right eye you see everything as if viewing it from the Ethereal Plane. Your eye can not be restored except by intervention of a deity, but in return you keep the Eye of Odin feature even after un-attuning from this weapon.
This ball of golden thread glimmers in the light and while you are holding it you always know which direction is north. If you tie this thread tightly around an object the thread becomes anchored. When you do this the knot around the anchor, and end of the thread, vanish as if dissolving into thin air. As the ball of thread moves away from the anchor it continues to unravel as if securely fastened, but after a few inches the thread fades into nothing and can not be touched and can not be seen except with Truesight. This ball of thread never runs out as long as you are on the same plane of existence as the anchor. When you quickly yank three times on the ball of thread it activates and becomes taut. When it is activated all thread within 10 feet of the ball of thread becomes visible but still can not be touched, allowing you to trace it back to the anchor, no matter how far it may be. This thread can only be cut with a silvered weapon or by going to another plane of existence but immediately breaks if the anchor is moved more than 5 feet after the thread is tied. If broken or cut, all unwound thread immediately disintegrates. This thread can only be anchored to one object at a time, and after being activated, cut, or broken, can not be used again for 3d12 days.
This elegant longbow is made of a bright gold, and despite its overbearing size draws with ease that defies common sense making this bow’s range twice that of a regular longbow. This bow contains 8 charges and regains all expended charges each day at dawn. While attuned you are granted divine health by the gods themselves and are immune to all disease and poisons as well as the poisoned condition.
Aim of Delphi
At the beginning of your turn you can choose to expend a charge to activate the bow until the end of your turn. While the bow is activated you may make attacks against any creature within range with advantage, even if they have full cover. When you do so, the arrows disappear in mid-flight, suddenly reappearing at their target.
Bringer of Healing and Plagues
When you make a successful attack with this weapon you may choose to expend a charge to cast
Averter of Evil
When you make a successful attack with this weapon against an undead or fiend you instantly destroy it if its challenge rating is 2 or lower. If it is not destroyed it takes an additional 2d6 Radiant damage.
This leatherbound book of ancient parchment is sealed shut and you are unable to figure out how to open it, but just by holding it you can feel that there is untold knowledge within it.
While attuned to this book you are able to speak with plants and animals as if affected by the spells
Curse. If you do not cast either True Seeing or Contact Other Plane for at least one day while attuned to this book you begin to see and hear things. When you make a critical fail on an ability check, or at any time your DM chooses, you suffer one of the following effects: You see something that does not exist until the end of your next turn, something near you appears to change forms until the end of your next turn, or you hear the voice of another creature near you.
You become so used to seeing things that you shouldn’t, speaking with that that doesn’t speak, and encountering other planar beings simply by being near this book that you automatically fail the first saving throw for any illusory effect or spell from the school of Illusion because you assume that it is one of the many apparitions you often encounter.
This small clay flask is covered in ancient hieroglyphs but one stands out against all the others; a large hieroglyph of an eye. As an action you can throw this bottle up to 30 feet or pour it on the ground. When you do so the liquid shines like gold in the light before twinkling into four swarms of bees in the nearest spaces. For the next hour these bees attack anyone hostile towards the creature currently holding the bottle before returning to mundane water droplets and falling from the sky.
This round brazier is carved from a chunk of dark petrified wood. It has hundreds of small holes bored into it which resembles a starry night sky when lit. Any fire that burns within this brazier blazes blue and white instead of the usual yellows and reds.
If you set up and light this brazier darkness falls over the land at the next dusk. Once activated the sun appears to never rise within a 25 mile radius of this brazier, and any light sources within this radius only produce dim light. If a creature enters this radius during the day the sun appears to set for them over the course of 10 minutes.
This effect lasts until the sunrise after this brazier is put out or moved, and cannot be dispelled by a light spell.
This long glass vial is filled with a constantly shifting smoke as black as night. You can notice subtle blue tones pulsing through the inky darkness if you look closely.
This item holds 10 charges and regains 1 expended charge each day at sunset.
As an action you can unstopper this vial, expending a charge to do so. Over the next minute the smoke continues to pour out of the vial seemingly without end and the sky darkens as if the sun has set. All daylight or moonlight within a 5 mile radius becomes darkness for the next hour. Additionally, light sources within this radius only produce dim light.
For each additional minute the vial is open another charge is expended and the duration of this effect increases by 1 hour. If there are no remaining charges the duration does not increase.
This long glass vial is filled with a constantly shifting smoke. As its roiling within the vial you see wisps of sunset hues slowly winding through the smog.
This item holds 10 charges and regains 1 expended charge each day at sunset.
As an action you can unstopper this vial, expending a charge to do so. Over the next minute the smoke continues to pour out of the vial seemingly without end. All natural light within a 10 mile radius is reduced to dim light for the next hour as an appearance of twilight settles over the land. For each additional minute the vial is open another charge is expended and the duration increases by 1 hour. If there are no remaining charges the duration does not increase.
Designed in an attempt to destroy magic itself, this black sphere looks benign compared to its aspirations. It’s a small 6-inch sphere covered in criss-crossing etchings, and it has a light sheen to it. It is completely immune to all damage, magic or otherwise.
This item has 6 charges and regains 1d6 expended charges each day at dawn. While you are attuned with this item as a reaction to a creature within 60 feet of you casting a spell you can expend a charge to cast
Additionally, as an action you can expend a charge to open the sphere. When you do so it fractures along the etched lines revealing a neon orange core swirling with yellow. For the next minute an antimagic field surrounds the orb as if created by the spell
This cloudy white crystal rod has meticulously placed holes bored through it.
If struck it makes a hollow thud, but when this crystal is within the area of an effect that deals Thunder damage it activates, reverberating with an eerie echo. The triggering effect is duplicated with the crystal at its center and the affected area is considered an extension of the original.
While attuned to this item you automatically succeed on saving throws for any effect that triggers this crystal.
This bow is made from a finely treated wood of a red hue. It has several eagle feathers hanging from a sinew, and if you look closely there are runes of speed and flight penned in white ink along its graceful edge.
This bow has 4 charges and regains 1d4 expended charges each day at dawn. Additionally, it’s normal range is increased by 50 feet and its long range by 200 feet.
As an action you can expend a charge to activate this bow by running your fingers across the runes. The next attack made within 1 minute can target any creature you can see as if it is within the weapon’s normal range and as you fire you can hear the scream of an eagle.