This dark gray heathered cloak is unusually stiff, even more so than the starched capes of nobles, and on closer inspection you surmise that it has a tight weave of wires of varying thicknesses throughout it. It weighs about 6 pounds and will not tear.
While wearing this cloak as a bonus action you can pull it over you to shield yourself. Until the beginning of your next turn you have resistance to piercing and slashing damage but are considered Restrained by the stiff material.
This instrument has graceful blue markings stained onto it radiating from a single diamond embedded in its surface.
Once per short rest as an action you can begin a lilting melody that changes with the rhythm of the battle. For the next 10 minutes as long as you maintain concentration you can use the Help action as an action or bonus action to assist any creature within 30 feet of you with an attack or ability check.
Additionally, while you are concentrating on this song as an action you can invigorate a creature with the sound of your music, granting them 1d8 + your Charisma modifier temporary hit points that last until the beginning of your next turn.
You could almost call it a pair of handcuffs except the length of chain between each cuff is easily over 10 feet long. The metal chain is surprisingly thin for its length and each link has two barbs protruding from either side.
When two creatures each put on one of the cuffs the chain between them slowly fades until it is completely incorporeal and no longer visible unless you are on the Ethereal plane. While in this state it has no physical bounds and the creatures can move freely. However, when one of the cuffed creatures enters into combat a 5-foot ghostly length of chain appears from both cuffs that is drawn taut towards the other creature. Neither creature can take off the cuffs while the ghostly chains are pulling at them. If either creature ends their turn farther than 15 feet from the other while one of them is...
This glove has a cuff that extends down the length of your forearm and is stitched from a dark-brown yet supple leather. The tips and pads of its fingers as well as the palm are reinforced with a thin black leather. It has a very short silver claw extending out from the tip of the thumb that covers the first knuckle as well as small silver plates covering the back of each finger. To attune to this item you must wear it when you are attuning.
While attuned to this glove you gain a pool of arcane energy that replenishes when you take a long rest. You have 25 points in this pool. If your wisdom modifier is positive you gain a bonus to this pool equal to your Wisdom modifier x 5. As an action, you can make an unarmed attack against a creature within 5 feet. On a...
Within this fist sized vial is a bright aquamarine water, clear as crystal, that refracts light that passes through it. When poured out onto the ground it reaches from the ground to form tentacles that whip into a Large four legged creature. This creature has the body of a horse but at the end of its graceful neck is the head of a sea creature. It is the same color as the water within the vial but is now mostly opaque, and has a dark mane. It is equipped with a saddle, bit, and bridle, especially made for its physique and all out of white leather. Any of this equipment dissolves into a puddle of water if carried more than 10 feet from the steed.
The steed will remain for the next 10 hours and slowly dissolve into a puddle over the course of 1 minute allowing the rider to...
This necklace has simply carved wooden beads strung on a thick rawhide strap. Each bead seems to have a different depiction of an animal etched into it.
As an action any beast wearing this necklace and capable of doing so can howl, shriek, or otherwise make an audible verbal noise, activating the necklace and causing an odd chord to ring through their cry. Each creature within 5 feet of the beast when it activates the necklace is strangely compelled to attack it. If it uses the attack action on its next turn and does not attack the beast or include it in an attack it takes 1d4 Psychic damage.
This helmet has large semi-spheres that cup over your ears. These metal earmuffs are lined with wool and quite cozy.
Even while not attuned to the helmet, while you are wearing it you have disadvantage to any checks that involve hearing. However, you are immune to being Deafened and you gain advantage to saving throws against taking Thunder damage.
When you are attuned, as an action you can focus your hearing in another location. When you do this you create an invisible sensor within 1 mile in a location familiar to you (a place you have visited or seen before), or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place until you dismiss it and can’t be attacked or otherwise interacted with.
When you do this you can hear without the...
This helm appears to be made of heavily pocked and dented bronze but its walls are incredibly thick. After further inspection you realize that this helm is actually carved from metallic rock which would explain why it’s so heavy.
As an action while wearing this helm you can create 1d4+1 tiny meteors in your space. They float in the air and orbit you tightly for the next minute. As a bonus action you can expend a meteor, sending it streaking toward a point you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a DC 14 Dexterity saving throw, taking 2d6 Fire damage on a failed save.
After a meteor has been orbiting you for 1 minute it will spontaneously explode. You must make...
This sword is splotched over with black and blue stains and feels extremely light. It has a scabbard covered in old parchments and weathered runes.
As an action you can transform the sword into an ink pen or back into a shortsword and when you do so specific runes across the scabbard glow softly. Once per day an action you can activate the sword by running your hand across the runes on the scabbard. Inky black tendrils curl out from the scabbard creating a copy of a set of runes on the surface of the blade. For the next 10 minutes when you hit a creature with this weapon that creature has disadvantage on the first attack roll it makes before the end of its next turn.
Additionally, once per short rest you can create 1d4 sheets of parchment as an action and yet another section of runes glow softly....
This ring is set with three black opals in an ornately shaped silver band.
Once per short rest at the end of a hostile creature’s turn you can teleport to an unoccupied space up to 60 feet away in a puff of purple smoke. You can then make a melee attack with advantage against a creature within reach. Additionally, once per day at the end of a hostile creature’s turn you can take the attack action as if it is your turn.