This weapon has no hilt at all, with a simple flare to keep your hand from slipping onto the blade. The blade is a fine steel that glints green in the light and gently curves towards the user.
When you make a successful melee attack with this weapon a pale green glow surrounds the target creature for your eyes only. For the next day or until the creature dies you can see them even through walls or when Blinded as long as they are within 250 feet of you. The target creature can not benefit from being Invisible or surrounding darkness against you when outlined in this way.
Curse. While attuned to this weapon you have disadvantage on any saving throws against Poison damage or being Poisoned. Additionally, any spider can always see you as if you have the same pale green glow around you.
While this jet black stone streaked with blue orbits you dust and leaves faintly pulse as you walk by. When a large or smaller creature hit you with a melee attack they are automatically pushed 5 feet away from you and can not move closer until the beginning of their next turn unless they succeed a DC 12 Strength saving throw.
This light oaken staff is stripped of its bark and has gentle grooves winding up and around it. While you are attuned to this staff you can attune to up to three Ioun Stones without using attunement slots. Additionally, while attuned to this staff when you toss an Ioun stone into the air the stone orbits the staff at a distance of 3-12 inches, instead of your head.
If you make a successful melee attack against an Ioun Stone using this staff and you are attuned to less than three Iuon Stones the stone immediately attunes to you instead, otherwise it falls to the ground unattuned.
This massive crossbow has a modified firing mechanism which makes it challenging to use but capable of firing extremely long distances. If you take an action to set it up the range of this crossbow becomes 250/1000 but it must be set up again if you move. This crossbow has 3 charges and it regains all expended charges each day at dawn.
If you currently know the location of a creature due to the effect of divination magic making an attack at long range against that creature no longer imposes disadvantage. Additionally, attacks against that creature ignore half cover and three-quarters cover.
As an action you can activate the crossbow, expending a charge. When you do so you can target any point you can see, or divine, within range. A streak of brilliant purple light screams from the mouth of the crossbow towards the target. Roll 1d4-1...
This weapon is tarnished and dingy, as if it has been exposed to the elements for far too long, but is not rusted. You can not find its sheath anywhere and its handle is bare metal with no wrapping.
You can activate this weapon as a bonus action. As you activate it you hear a cacophony of jumbled whispers and the weapon seems to almost guide itself towards its target, leaving a sickly blue trail behind it. While it is activated you have a +1 bonus to attack rolls made with this weapon.
After it has been activated for one minute you must make a DC 14 Wisdom saving throw. On a failure you take 1d12 Psychic damage as the voices crowd your mind and your vision flashes white. On a success you take half as much damage. For every minute the weapon is activated you gain an additional +1...
This large forest green tapestry has a symbol stretching across its length switched in gilded thread. Its accented with white and red and all along its hem is a complicated mantra of magical symbols and signs.
To attune to it a creature must be touching the tapestry for at least 1 minute of the hour attunement and for the rest of the duration must study and memorize the symbol depicted on it. This item can be attuned to by any number of creatures but the creatures must renew their attunement each year.
Even when attuned, a creature can not know the tapestry’s abilities unless they are told by another creature, if they successfully decode the mantra around its edges, or if they cast
This smooth sphere of silver is embedded with a large number of amber stones and has a pinpoint hole at the very bottom. This amulet holds 4 charges and regains 1d4 expended charges each dawn.
As an action you can hold this amulet above your head and shine a light into the hole, activating the amulet and expending a charge. For the next minute the amber stones emit piercing threads of light and while you hold this amulet above your head any undead that end their turn within 15 feet of you take 1d8 radiant damage.
This sword is made from a well weathered wood, but its hilt and handle are yet covered with bark, and carefully molded. It flexes, but doesn’t splinter, and it’s edge is as sharp as steel. Any damage that has been done to the sword is repaired at dawn as long as the blade has been dipped in water within the last day and the handle is still intact.
As an action you can drive the blade into the ground if it is earth or sand. As you do so grasping vines and weeds sprout from the ground and a few leaves grow from the hilt of the sword. The sword casts
This large silver hoop is nearly 3 feet in diameter, several inches tall, yet delicately thin. All along its length is a groove, and at the front it is notched from the top and bottom down to the groove where a large diamond is set.
When you attune with this item the groove and diamond begin to glow a soft white, and it floats of its own accord to just a foot over your head, remaining there as closely as possible. While attuned to this halo you are resistant to Radiant damage and have advantage on religion checks.
While the halo floats above your head you can call on a portion of the might in the armories of the Upper Planes. As an action you can raise your hand to the sky, pulling down 1d6 shining yellow translucent swords. They fly to your side with a flourish,...
This short, dull metallic rod has a note tied around it with string. The note claims that it was crafted to contain the holy light of “the ancient god of some clerics I am pals with. They live on a mountain so you know it’s legit” and is signed with Reynier’s signature. It is partially hollow on one end and has a button on the other.
This rod contains 5 charges and regains 1d4+1 charges each dawn. When you press the button a 6 inch beam of light flashes from the hollow of the rod out to 30 feet before quickly flickering out. The first creature hit by this beam regains 2d8 hit points as they are bathed in the warm light. If there are hit points left over after the creature has reached maximum hit points or the creature is already at maximum hit points they must make a...