These bulky leather gloves are decorated with a white filigree and are chill to the touch. If you grapple a creature with both hands while you are wearing these gloves that creature takes 1d6 cold damage each turn until they are no longer grappled. If they break the grapple they must roll a Constitution saving throw equal to 8 + your proficiency bonus. On a failure they are Restrained by ice until the beginning of their next turn.
This dagger has a blade of pure un-breaking ice on a hilt of cold steel. Its jagged edge is only further accentuated by the shards protruding from it. There are 6 large shards and on each successful attack one lodges itself within the target. For each shard stuck in the target it takes 1d4 cold damage at the start of its turn. The shards can be removed as action but they melt within 10 minutes once detached from the dagger and cannot be re-attached. All expended shards regenerate at dawn.
This spear has an uncommonly large head with a blueish hue and an intricate etching of a winter landscape across it. When thrown it creates a billowing cloud of snowflakes in a 10 foot radius around where it strikes whether it hit its target or not. Any creatures within the radius are blinded until they leave the area or it dissipates. The cloud dissipates at the end of your next turn.
Once per short rest if you successfully hit a creature with the spear you can force that creature to make a Constitution saving throw equal to 12 + your proficiency modifer. On a failure they are restrained for 1 minute as ice freezes them in their tracks. They may repeat this saving throw at the end of each their turns.
Additionally, if driven into the ground as an action it freezes the ground and everything not held or worn within a 15-foot radius, which is treated as rough terrain until the spear is picked up again, and all non-magical fires within the radius are extinguished.
This angular shield is pure white with blue fractals emblazoned along its edges. It is said it was forged from the scales of a white dragon to defend an ancient dwarven city, but has since lost much of its power.
Once per long rest, as an action, you can hold it aloft and speak its command word, casting
This pale armor is frigid to the touch, and even in the warmest weather has a thin layer of frost over it. The wearer must endure wearing the cold plate for an entire hour to attune to it. You have a +1 bonus to AC while wearing this armor. Additionally, you have resistance to cold damage, and are unaffected by temperatures as low as -40. A chilly draft follows you wherever you go and while you are conscious any hostile creature that ends their turn within 5 feet of you takes 1d10 cold damage.
When this light gray parchment scroll is rolled tightly and bent over the knee it quickly stiffens as its color shifts to the look of cast iron. Over the next few seconds it elongates to a 4 foot rod that is as straight as an arrow. The rod is about two fingers wide, and feels like parchment but has all the properties of iron. It weighs 4 pounds and can support up to 400 pounds. The scroll will remain in this form for the next hour. At the end of one hour it will shrink down its previous size but will keep its metalic properties.
This scroll appears to be a summoning spell to anyone who is not familiar with this scroll. If this scroll is activated it crumples itself and begins to inflate until it resembles a paper lantern. It then floats at head height an arms length behind the creature that activated it, casting light out to 15 feet. The scroll remains in this form for the next 8 hours or until it is damaged. When the 8 hours are up or it is damaged it sets alight and burns to ash. If it is put out it continues to dim until the light extinguishes completely and falls to the ground.
When unrolled this rough scroll grows in size and thickness until it is a fingers width thick and big enough around to encircle the creature that activated it. It floats in place where it was unrolled for a moment as purple glyphs fly from thin air as if magnetized to it. As it becomes saturated with glyphs it flies towards the creature that activated it and attempts to attach itself around their torso. If they choose to they can resist with a DC 14 Strength check, or dodge it with a DC 18 Dexterity(Acrobatics) check.
If they fail or are willing it cinches around their abdomen and the glyphs begin circling their body. While wearing the scroll they have advantage on saves against single target spells but incur a -10 penalty to their movement speed. The scroll crumbles to dust after 1 hour, as the glyphs fade away, or if you take Lightning damage.
This simple pocket watch is mesmerizing to a fault. Any creature that checks the time is momentarily hypnotized. They feel slightly disoriented and are unable to read a map or discern cardinal directions for the next minute making it very easy for them to become lost. It’s somehow cheering though, and if a creature takes a bonus action to pull it out of their pocket to check on it they gain an extra spring in their step and +10 movement speed.
When unrolled underwater this scroll quickly re-rolls itself before morphing into to a slender bamboo shoot about 5 feet long. It is hollow, and while very narrow the user will find they can breathe through it perfectly. The scroll will remain in this form for the next hour during which for all intents and purposes it is a length of bamboo. At the end of the hour it will collapse into a soggy sheet of parchment.
This angularly carved crystal vial holds a thin light blue liquid. The crystal vial feels chilled to the touch and when let sit for long periods of time it forms crystals throughout the liquid that quickly dissipate when disturbed again. When it’s poured out of its container or shattered it steams and hisses as it freezes any inanimate object or liquid it touches. As it pools on the ground it forms a 10 foot square patch of smooth ice. Any creature that crosses this patch of ice must make a DC 12 dexterity check or end their turn and fall prone. It begins to melt after 1 minute. If it is consumed, the creature must make a DC 14 constitution check unless they are immune to cold damage. On a failure they take 3d6 cold damage and are Paralyzed for 1 minute, they may repeat this saving throw at the end of each turn. On a success they take half damage and are not paralyzed.
This glass globe has no visible opening on its dark clouded surface, and it is warm to the touch. Its contents appear to be a faintly glowing roiling cloud of flame. When the globe is thrown or smashed it expands violently into a cloud, reaching around corners, from the point where it landed, and all creatures within 15 feet must make a DC 14 Dexterity throw. On a failure they take 3d6 Fire damage. On a success they take half as much.
This vial is extraordinarily tall, almost as long as a man’s forearm. It’s capped with a flat metal stopper etched in a fractal pattern. It has no visible liquid in it yet it feels as though it sloshes, and it produces a dim light out to 5 feet. When opened all creatures in a 20 foot line must make a Dexterity saving throw DC 14 as a bolt of light lashes out creating a small clap of thunder that can be heard from 100 feet away. On a failure they take 4d6 Lightning damage, on a success they take half. If it’s shattered all creatures within a 10 foot radius take 1d6 lightning damage and must make a constitution saving throw DC 14. On a failure they are blinded for 1 minute. They may repeat this saving throw at the end of each turn.
A lime green sludge is contained within this oblong vial stoppered by a glass bauble. It froths and bubbles as if constantly in turmoil even when left alone. When it is poured out slowly onto a flat surface it will chew through up to a foot of solid rock or several inches of metal. When shattered all creatures within a 5 foot radius take 2d6 acid damage and must roll a Dexterity saving throw DC 14. On a failure they take an additional 2d6 acid damage on their next turn.
A fizzing clear liquid fills this small flask the size of two thumbs. If it is consumed the creature that consumed it suffers from the condition Poisoned until their next long rest and must make a Constitution saving throw DC 14 every minute for the next hour. On a failure the creature is paralyzed. On a success if they are paralyzed they are no longer paralyzed. After three successful saves (they do not have to be consecutive) or after 1 hour the effect ends and the creature is no longer paralyzed, however they remain Poisoned.
These calf-length leather boots are slick to the touch and have a light sheen to them. Strangely they never get stuck in the mud or get dirty, everything seems to roll right off of them. While wearing them you have advantage to escape any effect or object that would normally trap your feet and additionally difficult terrain involving mud, or other sticky substances, does not affect you. Be careful while walking on ice though.
This simple leather messenger bag was made by an eccentric sorcerer who was irritated that his component pouch was constantly so disorganized. It has as many or as few pockets as the wearer needs, up to 20 pockets. Each time the pouch is opened the contents are neatly organized even if they were not when it was closed and it has a free pocket for anything you are holding that fits into the bag. It always weighs 5 pounds, empty or full, and can hold up to 20 pounds of goods as long as they fit into the mouth of the satchel.
This satchel appears in every way to be a Satchel of Superior Sorting and functions very similarly, it is a failed experiment by the same sorcerer that created the Sorting Satchel after all. But each time a pocket is created if there are more than 10 pockets total roll 1d20. On a 1 pick a pocket at random and that pocket is emptied into another dimension.
These oblong rocks have been compared to a dragon’s egg because of their appearance. They are only the size of a fist but underneath the cracked rocky surface a red hot core is visible. They are usually found near hot springs, and are a commonplace heirloom passed down from generation to generation in the mountainous regions to protect against the bitter winters. It is inconveniently just a bit too warm to hold and you will take 1 fire damage every turn your skin is in contact with a hearthstone, although it will not start fires. A hearthstone is a boon to the injured and cold, as its aura of warmth has a comfort to it, and every hour you are within 5 feet of the Hearthstone you gain 1 hitpoint. In addition, while its in your backpack or other similarly close place you have advantage against exhaustion checks from cold weather.
This scroll can be challenging to create as it’s much smaller than most, and is meant to be concealed within a hand. Its for those suitors with a magic flair and a bit of extra pocket change that are unable to master the magic arts themselves. When held in a fist and squeezed at arms length from the body it erupts into an eloquent bouquet complete with sparkle effects and gentle leafy sounds. The exact flowers that are created are chosen by the scroll maker. It also has a, possibly too small, arrow pointing in the direction the blossoms will emerge. If it’s not spotted roll a d4. On an even roll the flowers are rightside up, on an odd roll the flowers are upsidedown.
The closest of comrades, and often siblings get these wide banded wrist or ankle tattoos. Creatures who share this tattoo know the general direction of their tattooed partner at all times. Whenever the bonded “brother” is suffering or in danger the other can feel twinges of pain from the tattoo. Additionally, they gain advantage to all checks to find or assist their brother when they are in peril. When a tattooed partner perishes the other feels intense agony throughout their body originating in pulses from the tattoo and loses 10 years of their own life.
This is one of the most graceful magical tattoos, it’s the first name of your loved one in a flowing script directly over the heart. This is a tattoo that is rare to find, as it’s one thing to be in love, and it’s another thing to never love again. If the partners are separated they can know the other is alive from the faint pulse coming from the tattoo. If the partner dies however the tattoo will shrivel and leave a scar where it once was, leaving the surviving partner to never love again. They may find those that they care for but they will never be able to find romance from that moment on.
This tattoo is a circular design, usually in purple or red, on the neck or back of the head. It’s typically shared between blind and visioned siblings. When the tattoo is finished the left eye of each creature hazes over and they are unable to see from it.
Once per short rest either of the tattooed creatures can choose to see through their partner’s eyes as an action. For the next hour or until this effect is ended as an action the creature that activated this effect can see through the eyes of their partner instead of their own. During this time each of the creature’s left eyes are no longer hazed over and become the color of their partner’s eyes.
These tattoos are popular amongst military units. This tribal forearm tattoo allows stupendous synchronization in battle, giving the pair of creatures +1 AC when standing within 10 feet of each other. Their movements almost seem as if they know exactly what the other is going to do next. However without their bonded partner they appear to be missing part of their senses and while farther than 30 feet from the bonded creature they both have disadvantage to Perception checks.
For this tattoo a small design resembling a birthmark is carefully inked on a baby or child and an adult. The child takes on a familial resemblance to the adult as it grows and is generally accepted by others as the progeny of the adult. After one year the strength of the bond deepens and requires magic/divine intervention to reveal or remove. if the child finds out about the mark (by themselves, through magic, or otherwise) after the period it takes to disappear, over the next year the effects of the bond wear off and they shed all familial resemblance to the adopting parent. Additionally, they may even grow to resent the parent for their lie, even if the parent was kind to them.
This odd gift made by a forest dryad appears to be a large cluster of oddly colored grapes. Truly though it is alive, and each day at dawn it grows 2d10 new purple spheres the size of a small marble. While they make look very much like a fruit on closer inspection each sphere is a shiney bulb of wood which is quickly made obvious to anyone who attempts to eat them. All “grapes” that have been plucked off the vine wither and grow mushy by the end of the day, making them useless.
These little wooden spheres are easily plucked off and the bunch can hold up to 50 of them before it stops growing more. As a bonus action a creature can grab a handful of the wooden orbs and scatter them on an adjacent space. Each time you do this it costs 20 grapes. Any creature moving from or through this space must make a DC 10 Dexterity check or fall prone. A creature does not have to make this check if they move at half speed. If you do this twice on the same square any creature moving from or through this square must make the Dexterity check at disadvantage.
When unrolled this scroll slowly lofts into the air just above head height and expands to create a 30 foot by 20 foot floating canvas, casting a lovely patch of shade. It will remain in the location it was opened for the next 10 hours before it sinks to the ground and dissolves into sand.
These 10 inch squares of paper are beautifully flowered on one side and some even gilded. On the other side they are blank except for an intricately inked magic circle. When you find them there are 1d4+1 sheets. When someone begins to fold them they continue folding themselves until they begin to resemble a creature and become animated, although they don’t increase in size and only stand a few inches tall. These little helpers last for the next month, until they are damaged, or become wet. They follow commands from whoever began folding the paper.
With a little practice anyone can learn how to create one of the common forms or possibly even something new. The first time you make one of the common forms you must succeed on a DC 12 Dexterity (Sleight of Hand) check. On a success you create the form you tried to make and never have to make this check again for that form. On a failure roll 1d4. On a 4 you are able to use the paper again. On a 1-3 the magic circle is too damaged to attempt it again.
At the DM’s discretion you can attempt to create a new form with different effects, which may be more difficult or have new rules.
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These white leather gloves are always the perfect fit. A true gentleman never dirties his hands, and these gloves will attune to the wearer as soon as they do something that would have otherwise dirtied their hands with the gloves on. They say beware a gentle man that goes to war. While wearing the gloves if you are above half hit points you cannot take a bonus action, but you can accomplish anything that would normally be a bonus action as an action. However when you drop below half health you are able to take two bonus actions per turn.
The primary ingredient for this deep red potion is supposedly shark blood. Any creature that consumes the viscous fluid from it’s rough wooden cask gains 3d8 temporary hitpoints and a single action surge (see Fighter’s Action Surge) they can use. These each last for one hour, and expire after that time. Any creature that is not a Sahaguin suffers from the Poisoned status the day after they take the stimulant which lasts until they take another long rest.
This light decorative scarf is a pleasant yellow and just large enough to tie around the neck or use as a bandana. They were made popular after a stellar review by a jungle explorer claiming it protected him from a large ape. It is not only a fashionable accessory though, once per short rest if the scarf is placed flat over a solid surface and the command word “banana bandana” is spoken a banana appears as the scarf is lifted. This banana is always ripe, but will go bad by the end of the day if not eaten. Some have tried summoning other things, even just other fruits with the scarves, but none have yet succeeded.
This small golden amulet is about an inch across and resembles an eye half closed over an inlaid ruby. It hangs on three frail chains coming from each corner of the eye. While wearing this amulet when you make an opportunity attack against a creature you may make another opportunity attack before the beginning of your next turn so long as the second attack is not against the same creature.
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These bracers have a layer of angularly carved stone fastened over a pair of leather gloves. While wearing them and touching stone or earth with the gloves you gain several effects. If you are not a spellcaster these effects use your constitution modifier as your spellcasting modifier.
- As a ranged spell attack you can form a small disk of stone or compacted earth and send it flying at a creature you can see within 60 feet. This does bludgeoning damage equal to 1d8 + your spellcasting ability modifier. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.
- You can cast
Mold Earthas an action.
- As an action you can cast either
Earth Tremoror Earth Bind. Once you use this feature you must finish a long rest before you can use it again.
Besides the small holes and scorch marks riddling this bag it looks like an average leather satchel. It appears to have nothing in it but if you reach in without looking you feel several large stones. As a bonus action a creature can reach into the bag and pull out a small fist sized stone that begins smoking. At the end of the creature’s next turn it will shatter with a low crack and a small flash of light. The crack can be heard from 100 feet away and the stone explodes into small fragments dealing 1d10 piercing damage to all creatures within 5 feet. Using the satchel in this way expends 1 charge. This Satchel has 4 charges, and it regains all expended charges each day at dawn . A creature can throw one of the exploding stones as an attack, it counts as an improvised ranged weapon and has a range of 30 feet. If the creature wearing or holding the satchel takes more than 5 fire damage or the satchel takes fire damage directly a stone explodes.
This small vial holds a clear foaming liquid, and has a wand of sorts attached to it by a string. As an action a creature can soak the wand in the liquid and blow on it, when they do so 10 airy crystalline orbs form at the end of the wand and gently float wherever the wind fancies. Using the vial in this way expends a charge. The orbs burst after traveling 100 feet, touching a creature, or bumping into a sharp object. When an orb bursts it deals 1d4 thunder damage to all creatures within 5 feet as a uncannily large concussion emanates from them that can be heard out to 100 feet. The vial is found with a number of uses equal to 2d10 or a number of the DM’s choosing and when all uses are expended it is empty and cannot be used again.
This scroll unrolls into a 1 foot square with a magic circle in the center. When a book, a stack of papers or parchment, or any non-living object with writing (that fits on the scroll) is placed into the magic circle, it activates. Light emits from the lines of the magic circle and the scroll smokes until the object placed on it is enveloped. Once it finishes this process the smoke clears to reveal a scroll replacing the original object, but containing all the written information that was on it. The covering of the scroll depends on the material provided. For instance a hardbound book becomes a scroll within a custom fitted scroll case in the color of the binding. This is useful for making travel versions of books because scrolls created in this way are never more than half the original weight. If a scroll created in this way is brought into an anti-magic field or is dispelled it explodes into the original object(s) it was made out of.
This hardy wine bottle is completely opaque and holds a strong, deep red alcohol but it cannot be poured out, only drunk from. It can be depleted but any liquid poured into the flask is instantly transformed into an equal amount of alcohol and any poison is nullified. Any creature that has drunk from the decanter knows the direction of the nearest alcohol within 10 miles (besides the decanter) for the next hour.
This shield is made from a thin sheet of solid stone, and is etched with radiating lines. While you are touching solid ground you may activate or deactivate the shield as an action by speaking the command word. When activated the shield expands, spiking along the radiating lines to a width of 15 feet, a height of 10 feet, and rooting itself and you into the ground. This provides full cover to all creatures behind the shield (including yourself) and while the shield is active you are not able to be shoved, or moved magically, but you are Restrained until you deactivate the shield.
This needle has a short length of bright red thread attached to it and the smallest of runes around the eye. If you take 1 minute you can repair any single tear or hole in leather or cloth as long as it’s no larger than 3 feet in any dimension, and all the material is still there. If material is missing and you have more available you can use new material to replace it. After an hour the thread melds into the surface and the seam disappears as if it was never there. The thread never seems to run out.
This wand is made of a sturdy oak and each end is seamlessly reinforced with bronze. It has 5 charges and regains 1d4+1 charges each day at dawn. You may choose to spend a charge to cast Mending with a range of 10 feet. For every additional charge spent to cast Mending the size you may mend increases by 1 foot. If you double the charges spent you may cast Mending as an action.
These leather gloves are wrist length and seem to be burned with a delicate, asymmetrical web of right angles. The gloves have 5 charges and while casting a spell if you are wearing the gloves and expend a number of charges equal to the spell slot used you may ignore any verbal or somatic components for the spell. When you expend charges in this way the gloves network of burns glows with energy that varies in color depending on the school of magic. The gloves regain all expended charges each day at dawn.
This tattoo is an interwoven web of right angles, usually stretching from the torso to fingertips. You gain two abilities and you may use one per short rest.
- You cast a spell up to 5th level ignoring verbal and somatic components.
- You cast any 1st level spell or cantrip that would normally be an action or bonus action as a reaction to being attacked, or as an opportunity attack.
The Matador’s Mantle is a gaudy short red cape with gilded edges and intricate stitching. As a bonus action while wearing this cape, you can spend 15 feet of movement to move 5 feet. This movement doesn’t provoke opportunity attacks.
This cloak always seems to be affected by a light breeze and flows behind you constantly. While wearing this cape you have advantage on Charisma checks to appear heroic, royal, or awe-inspiring.
The Gloves of Silence are a pair of white kid leather gloves, and seem to fit as if they were made for you. While wearing these gloves you can spend a short rest bonding with a non-magical weapon you are proficient with. You can be bonded with up to three weapons. As an action you can make a performance check as an attack against the armor class of a target within 5 feet, on a hit you deal the weapon damage of one of your bonded weapons plus your Charisma modifier Psychic damage and create a 5 foot zone of silence centered on yourself that lasts until the beginning of your next turn. You cannot apply expertise on performance checks made in this fashion. If you can make multiple attacks this replaces one of them. Additionally while you are wearing these gloves they have a 1 inch aura of silence over their surface at all times.
The Gloves of Silence are a pair of white kid leather gloves, and seem to fit as if they were made for you. As an action you can make a performance check as an attack against the armor class of a target within 5 feet, on a hit you deal 1d4 plus your Charisma modifier Psychic damage and create a 5 foot zone of silence centered on yourself that lasts until the beginning of your next turn. You cannot apply expertise on performance checks made in this fashion. If you can make multiple attacks this replaces one of them. Additionally while you are wearing these gloves they have a 1 inch aura of silence over their surface at all times.
This wooden chest is one foot on each side and has a simple clasped lid. The Stage of the Mime has 3 charges, and weighs 4 pounds. As an action you can open the chest, expending a charge. When the chest is opened it becomes spectral and unfolds into a small ghostly stage on the ground, creating a 20 foot radius zone of silence, centered on the location the box was opened. This zone of silence lasts 1 minute and while within this zone of silence you have advantage to all performance checks that are not considered an attack. At the end of 1 minute the stage disappears leaving the, no longer spectral, chest in its place. The Stage of the Mime regains 1d4-1 charges each day at dawn.
This cloudy white orb has a scarlet sheen to it and when you stare into its depths you see shadows flickering throughout it. It weighs 3 pounds and is the size of a grapefruit. You can discover the commands for the orb by studying it’s depths for a short rest. When you study the orb it will reveal it’s command words in gnomish script within the shadows. As an attack action, you may speak a command word while holding the orb to do one of the following:
- You absorb a light or thrown weapon you are holding into the orb. If it is already holding 10 such weapons, nothing happens.
- You pull out a weapon of your choice that is stored in orb. If you do not have a free hand to pull it from the orb it falls to the ground.
- You expel a weapon of your choice from the orb and it flies towards a creature. Make a ranged weapon attack with proficiency. This attack’s range is 20/60 and does the same damage as the weapon would normally do.
This overly large shield weighs 15 pounds and is covered in dozens of overlapping sheets of metal across its face. While you have this shield equipped you can activate the shield as a bonus action by uttering the command word. Until the beginning of your next turn you are Restrained as metal plates begin flying off the shield and forcefully forming around your body. Starting at the beginning of your next turn while the shield is activated your AC is 17 + your Dexterity modifier (max 3), including the shield. This counts as wearing medium armor. If you are already wearing armor when you activate the shield the plates begin flying off but are unable to form around your body and return to the shield. The shield deactivates in the same way it activates, and all the plates return to the face of the shield.
This metallic cylinder is about the length of a man’s hand, it has a spike on one end and a button on the other. As an action you can press the button and throw the blast shield up to 30 feet. Or if you are holding the blast shield you can throw the blast shield at your feet as a reaction to any attack or effect that includes you or an adjacent creature. As soon as the spike makes contact it creates a 15 foot sphere, centered on the blast shield, equivalent to Otiluke’s Resilient Sphere that lasts until the end of your next turn. Once the blast shield has been used in this way it cannot be used again until the next dawn.
These heavy metal boots weigh 5 pounds together and appear to be heavily charred. As a bonus action once per short rest you can stomp your foot before jumping to double your jump distance and height and deal 1d4 Force damage to all creatures within 5 feet of you, including yourself. Additionally, while wearing these boots you cannot be knocked prone by falling.
These calf-high metal boots are heavily reinforced and each have two crystal orbs in their soles. While wearing them as a bonus action you can utter the command word inscribed in gnomish on the sole of the right boot, expending a charge to activate the boots. Until the end of your turn you can fly in any direction you choose, up to twice your remaining movement speed. When your turn ends if you are still flying you descend at a rate of 60 feet per round. These boots have 3 charges, and regain one charge each day at dawn.
These leather bracers each have several metal bands running down the forearm and chains wrap around their wrists. When you cast Shield, Shield of Faith, or Sanctuary, you may target an additional creature. Shield can be cast to a range of 15 feet and may be triggered by a creature within range being attacked or targeted by the spell Magic Missile. Each time the bracers are used in this way the chains glow brightly.
While wearing this armor when you cast
This armor has a metal cylinder attached at the nape of the neck, and several tendrils reaching from the canister to the armor’s reinforced pauldrons. As a reaction to taking acid, cold, fire, lightning, or thunder damage, you may activate the armor and gain one charge. While the armor is activated you have resistance to the damage type of the attack until the end of your next turn and gain one additional charge each time you are hit by this damage type for the duration.
As an action you may expend up to 10 charges to force all other creatures within a 10-foot radius to make a Dexterity saving throw, as pure elemental energy is discharged from small holes in the pauldrons. This saving throw has a DC equal to 10 + your proficiency. Each creature takes 1d6 Force damage per charge expended on a failed save, or half as much on a successful one. All unexpended charges are harmlessly vented from the canister each day at dawn.
This short comb appears to be covered in gold. If you comb your hair with it every morning your hair will become lustrously smooth and grow at an inch per day until it touches the ground. Not only is your hair beautiful, it is also surprisingly strong, and once it reaches your waist it can be used as a weapon. As an attack action you can whip your hair at an enemy within 5 feet dealing 1d4 + your Strength modifier Slashing damage on a hit. This counts as an unarmed strike, if you can attack multiple times this replaces one attack. If your hair is longer than 5 feet you can attack enemies within 10 feet and the damage increases to 1d6 + your Strength modifier Slashing damage. If you fail to comb your hair in the morning your hair begins to fall out, starting at the bottom, at a rate of 1 foot each for day you do not comb.
This amulet is a tiny book carved from bloodstone, the title is written in an incomprehensible language. Once per day while wearing the amulet you can activate it and choose any language that you have heard spoken before. While the amulet is active it repeats the literal meaning of everything you say in the language you chose.
This amulet is a tiny book carved from black opal and the title is written in an incomprehensible language. Once per day while wearing the amulet you can activate it and choose any language that you have heard spoken before. While the amulet is active it repeats the literal meaning of everything said, within hearing range, in the chosen language in common.
This necklace has a pendant of jade with the bronze semblance of a tree entwined around it. It has 3 charges and you regain all expended charges each day at dawn. As a bonus action you can expend a charge to enter a tree within 5 feet of you. When you enter the tree you instantly know the location of all other trees of the same kind within 30 feet and, as part of the bonus action used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You can then appear in a spot of your choice within 5 feet of the same tree or a tree of the same type within 30 feet. Both trees must be living and at least the same size as you. You must end your turn outside a tree.
This rawhide necklace has three hands carved from malachite hung between onyx beads. While attuned to this item you are able to cast
This box contains 15 black ivory cards. The deck contains 3 cards each of Spiked Gauntlet, Hand of Death, and Stone Fist as well as 6 Strong Hand cards. You may randomly draw a card as an action or bonus action and throw it into the air, forming a floating disembodied hand depending on the card. Each hand lasts 1 hour, until dismissed as an action, or otherwise specified. When their time runs out or they are dismissed their respective card reappears in the deck. These hands move with you, slowly floating around you waiting for commands, and can move up to 30 feet from you. These hands can manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial, but can not activate magical items. When a hand makes an attack it does so with your proficiency modifier and if applicable, your spellcasting ability.
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This wooden whistle hangs from a thick twine and when blown does not produce the expected high shrill.
As a bonus action you can blow through the whistle, seizing the air and compelling it to create one of the following effects.
- One Medium or smaller creature within 30 feet must succeed on a Strength saving throw or be pushed up to 10 feet away from you.
- You create a small orb of air capable of moving one object that is neither held nor carried within 30 feet and that weighs no more than 15 pounds. The object is pushed up to 20 feet away from you, but is not pushed with enough force to cause damage.
- You blow downwards doubling your high jump and reducing any fall damage taken by half until the start of your next turn.
This crystal orb is filled with water and has no visible opening but is covered in magic runes. If you learn the proper command word from the runes you can speak the command word to allow the water to permeate the orb and create one of two effects.
- The water coalesces around you like a coating of mucus. You are able to breathe as normal but are completely covered with 1 inch barrier of magical water for 1 minute. Fire is unable to pass through the barrier but all other effects and objects are. While the barrier is active you are considered immune to fire damage.
- The water forms a 20 foot square wall that is 1 inch thick, oriented as you choose. This wall remains for 1 minute and fire damage is halved if the fire effect passes through the wall to reach its target. In addition, beings from the plane of fire must make a DC 18 Constitution check to pass through the wall.
When the effect ends the water falls to the ground and loses all magical properties. The orb refills each day at dawn or if it is on the plane of water it refills after 1 hour.
This pebble appears as normal on first inspection. On closer inspection it seems as if it has excruciating detail, each little crevice and crack smaller than normal. Typically 3d6+2 Tiny Boulders are found together in a small leather pouch. As an action you can throw it 30 feet or sling it 60 feet. When the pebble strikes a surface or is crushed it rapidly expands into a large boulder. Each creature within a 5 foot radius must make a DC 15 Dexterity saving throw or take 6d10 bludgeoning damage, half on a successful save.
This 1 inch cube appears to be made of solid gold, yet is hard as diamond, and is unusually heavy even for gold, weighing in at 3 pounds. As an action you can speak the command word to activate it casting
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To attune to this black grape-size seed you must swallow it. Over the course of 1 week a series of wooden growths protrude from your back along your spine. Several of these grow into four limber wooden appendages. As an attack action you can make a melee attack with one of these limbs as if you are proficient, using either your Strength or Dexterity modifier. On a hit it deals 2d6 plus either your Strength or Dexterity modifier Piercing damage. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If you are able to make multiple attacks with the Attack action, this attack replaces one of them. These limbs automatically regrow 1 minute after being seriously damaged or removed, and are each able to hold objects weighing up to 30 pounds. Additionally, you have a climbing speed equal to half your walking speed and are able to move your full speed while prone as long as these legs are free.
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This gnarled wooden staff has a bent branch at its top forming a hoop and contains 4 charges. While holding it you can use an action to expend a number of charges to cause a flurry of clear crystalline orbs to fly from the hoop. The orbs increase in number dramatically for each charge expended and create one 30-foot cone radiating from the staff per charge. Cones created in this way may not overlap. All creatures in the affected area must make a Constitution saving throw. A creature takes 3d6 thunder damage on a failed save, or half on a successful one as the orbs burst and create a violent concussion.
The staff regains 1d4 expended charges daily at dawn. If you expend the staff’s last charge roll a 1d20. On a 1, the staff releases a clap of thunder. All creatures within a 30-foot radius must make a DC 15 Constitution saving throw or take 3d6 thunder damage.
This long cloak is a humble brown, but is covered in long stiff spikes that lay flat. While wearing it if another creature attempts to grapple you they take 1d4 piercing damage and take damage each turn they continue to grapple you if they succeed. Additionally each time you take the disengage action you may sweep the cloak at them, making a melee attack against a creature within 5 feet of you, and dealing 1d8 piercing damage on a hit.
This padded armor is covered in mottled blue cracked carapace. While wearing this armor you have resistance to lightning damage. As an action you can plant your feet and begin channeling electrical energy as if concentrating on a spell. For the next minute electricity crackles from your head to your feet. You can end this effect early as a bonus action, however, if you lose concentration before you stop channeling you take 4d8 lightning damage. Once you have used this feature you can not do so again until you complete a long rest.
While channeling, as an action, you can fire a 1 foot wide 20 foot long line of searing lightning from your mouth. When you fire a beam of lightning each creature in the line must make a Constitution saving throw against your spellcasting DC. If you are not a spellcaster this DC is equal to 8 + your Proficiency + your Constitution modifier. On a failed save, a creature takes 4d8 Lightning damage and on a successful save, it takes half that much damage. Additionally, any creature that grapples you or makes a melee attack targeting you while you are channeling this energy takes 1d4 Lightning damage.
This game set is extremely unique; as you travel the wooden board morphs its wooden and ivory inlays to portray major features in the landscape. It has a small drawer underneath it to hold up to 20 figurines, made from precious stones and bone, and weighs 10 pounds. When you find it has 4 pieces carved from gemstones, 3 pieces made from goblin bone, 2 from human bone, and 1 from ogre bone. These pieces allow you control both friend and foe as you move them across the board in the deadly game of war.
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This leather pouch contains 2d10 small light blue beans that are chill to the touch. As an action you can plant a bean at your feet. The turn after a bean is planted thick spiked vines emitting a cold mist begin growing in a 20-foot square centered on the bean as long as it is not planted in a hot or desert area. This 20-foot square now counts as difficult terrain and any creature who enters or starts their turn in the vines must make a DC 12 Constitution saving throw or take 4d6 cold damage on a failed save, half on a successful one. These vines do not go away unless convinced to hibernate once again by the spell
This small glass sphere the size of a fist is astoundingly heavy, and appears to be mostly full of a thick golden liquid. It weighs 10 pounds and has no visible opening or markings on it.
As an action or bonus action while touching this item you can change the weight of any non-magical object you can touch. When you make an object lighter the sphere gains an equal amount of weight, up to a total of 400 pounds. When you make an object heavier the sphere loses an equal amount of weight, but the object can only gain as much weight as the sphere has to lose.
You can affect up to 5 objects at a time like this, and the effects last for up to 1 hour, or until you dismiss them.
This urn is chipped from a single chunk of obsidian. It has a tightly fitting lid, weighs 4 pounds, and appears to hold up to 1 gallon. It can contain any material or liquid no matter how hot, without cracking or even heating up, as long as it fits within the urn.
While you are attuned with the urn an action you can speak the command word and expend a number of charges to cause the urn to glow with a red light in the facets across its surface, burning all creatures that come near it for the next minute. Any creature (not including you) that ends its turn within 5 feet of the urn must make a Dexterity saving throw. If you are not a caster this uses your Constitution as your casting ability. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. If you thrust the urn at a creature as an attack action that creature must make the saving throw against the sphere’s damage
When you activate the urn with 2 or more charges, the damage increases by 1d6 for every charge above 1. The urn has 5 charges and regains all expended charges each dawn.
This bundle of ancient cloths is meant to be wrapped around the hands, legs, and upper arms to serve as basic protection in a fight. You can put on or take off the wrappings during a long or short rest, and while wearing them in this way each time you successfully hit a creature with an unarmed attack the wrappings unravel slightly and gain one charge. The wrappings can store up to 10 charges as more of the cloth loosens and frays. These charges last until your next short rest as the wrappings slowly repair, weaving themselves back together.
As a bonus action you can expend a number of charges to teleport up to 10 feet per charge expended to an unoccupied space you can see. When you teleport in this way you disappear in a flurry of cloth scraps that dissolve into dust.
This scale is no merchant’s scale. It holds the power of life and death itself in its balance. The base and arms are made of black ivory, and inlaid with pearl. The weighing pans are in the shape of hands cast from pure silver and hung from silver chains.
This scale is found with three ornate alignment weights made to look like figurines. The first is chiseled from stone and covered in black opals, and represents evil. The second is carved from wood and inlaid with diamonds, and represents neutral. The last is shaped from gold and has a single sapphire in its center, and it represents good.
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This leather whip has a long metal handle that crackles with electricity when you aren’t holding it. It can be used like any other whip, but deals Lightning damage instead of Slashing. If you are proficient with whips as an action you can cause one of the following effects.
- The tip of the whip begins to pulse with a bright light. You flick it at a point in the air with a loud pop and all creatures within 5 feet of a point you choose within 10 feet must make a DC 15 Constitution saving throw. On a failure they are Blinded for 1 minute. They can repeat this save at the end of their turn.
- The metal handle crackles and the air around you tingles. You target one Large or smaller creature within 30 feet as the now electrified whip lashes out with surprising range. The targeted creature must succeed a Strength saving throw with a DC equal to 10 + your proficiency or be pulled up to 15 feet in a straight line towards you. The targeted creature takes 1d4 Lightning damage for every 5 feet it is pulled.
This pen does not have a feather and requires no refill from an inkwell. In fact it would only be considered a pen in name and function, most would not recognize it as a pen at all. It appears to be a thin metal rod the length of a man’s hand and decorated with gold inlay. To attune to this pen you must write your true name, not an alias or nickname, 100 times on a piece of parchment or paper using this pen.
While attuned to this pen you may summon it into your hand at any time as an action, and you know the cantrip
This black scimitar and dagger have edges honed to a mirror finish and are connected to each other by a silver chain. You can attack while holding both weapons or, while holding only the scimitar, and swinging the dagger by the chain. While swinging the dagger in this way it is considered to have the property Reach and you attack with it as if dual wielding it with your off hand. If you attack while not holding the dagger and roll a 1 on the attack roll you are automatically hit by the dagger.
If you attack and hit with the scimitar and then on the same turn hit the same creature with the dagger the target creature takes an additional 2d8 necrotic damage. This effect does not apply if the creature is not hit by both weapons or the dagger hits before the scimitar.
This rectangular shield of dark iron has deep grooves in it stained a dull red. As a reaction to being hit by an attack you can activate the shield. When you activate the shield you feel a sharp pang in your hand and forearm and the grooves in the shield glow a sickly red as a dark barrier of magical force surrounds you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and are lightly obscured.
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This wide glass jar weighs 2 pounds and has holes poked in it’s lid. It contains about a dozen beetles of blue and green hues, each the size of two thumbs, and their hoarde they sleep on. When you find the jar it has 2d10 silver pieces in it, 1d10 each of gold and copper pieces, and a selection of shiny rocks and bits lying at the bottom. The beetles will always find their way back to the jar at dusk as long as their hoarde is worth at least 2 gold and covers the bottom of the jar.
If released the beetles will fly off in search of shiny objects to add to their pile. When released at dawn within a town the beetles gather 1d10 silver, 1d4-1 each of gold and copper, and 1d4 shiney rocks and bits throughout the day. For every two hours after dawn they are released they have a -1 to their rolls to return with coins. At the DM’s discretion the coins gathered might decrease or degrade in quality in a poor town.
This rough axe has a series of holes, each trapping a stone bead, behind its cutting edge. These beads shake and rattle each time the axe is swung, making a deep humming sound.
On a critical hit with this weapon a small swarm of beetles fly from the beads and attack all creatures within 5 feet of the target creature, not including you, dealing 2d4 piercing damage to each creature.
While holding this weapon as an action you can make a DC 10 Animal Handling check, on a success a small swarm of beetles emerges that can accomplish any task that Mage Hand could and lasts 1 minute. You can summon up to three swarms in this manner, these swarms are under your control but will not attack.
If you put down or for any reason stop holding this weapon any swarms you currently have summoned attack you for the remainder of the minute, or until you pick up the weapon again, dealing 2d4 piercing damage a round per swarm.
This delicate white teacup is fit for a nobleman, but will not chip or crack. It has been rumored to have been originally found when it was flung through a window, carried from a shipment of china by a violent storm. While you are attuned to the teacup you can gain up to 5 charges that can be used to activate the magic of the teacup.
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As an action while wearing this gray pleated cloak you can wrap it around yourself and choose a type of heavy armor. You immediately appear to be wearing the armor you choose. This armor appears polished as if it is brand new, and with embellishments of your choice. This does not affect your AC and you are not considered to be wearing armor for the sake of any bonuses. This effect lasts until you remove the cloak or dispel it as an action. If a creature touches the armor, or makes a successful Intelligence (Investigation) check DC 15, they are immediately aware of the illusion but otherwise they are convinced so long as they did not see you begin the illusion.
This bone ring has a deep purple inlay, and is set with an onyx. While wearing this ring, every short rest you take you gain 1d6+4 temporary hit points.
As a bonus action you can choose to expend all remaining temporary hit points gained in this way to cast
Additionally, while attuned to the ring you know the cantrip
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This crossbow is made almost entirely of metal and has a rune scorched into the stock. It is twice as heavy as it normally would be, and can not have the property light. You can choose to attack normally with it, or instead, when you make an attack you can choose to imbue the bolt with the aspect of lead.
When imbued with the aspect of lead the bolts do not do any damage, but on a successful hit they explode into a hexagonal prism of metal that appears to pierce through the target. These prisms do not create any holes or surface damage, despite appearing to pass through objects. This prism weighs 15 pounds if it’s from a hand crossbow, 20 pounds from a light crossbow, and 40 pounds from a heavy crossbow. Each prism decreases the target creature’s movement by 5 feet if it is large or smaller, and if the total weight of the prisms is equal to or greater than the weight of the target creature it is considered Restrained.
You can create up to 10 of these prisms, if you attempt to create more than 10 the oldest prism dissolves. The prisms can not be removed from their target, but dissolve after 10 minutes.
This polished gold ring has a thick ivory inlay. As soon as you attune to it it reaches out to you, impressing upon you to put it on the first finger of your dominant hand. It can not speak, but it can communicate to you through ideas, images, and emotions.
Stages of Power. The desire of this ring is to protect other innocent creatures lives. If you earn the trust of the ring by showing your devotion to the protection of creatures around you and going beyond the call of duty to do so it will grant you power. When you attune with it you start at the Ring Stage, and move forward as the ring decides you are trustworthy. However if you betray the trust of the ring, you may move back a stage. Each stage of power has access to all the abilities of the stage before it. As an action you can transform the ring into any stage it allows you to have access to.
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This warhammer has an unusually large head made of blue tinted steel, and weighs 5 pounds.
On a critical hit with this weapon you deal an additional 2d10 radiant damage. If you score a critical hit against an undead creature you gain half of the radiant damage in temporary hit points as the hammer dimly glows.
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This hooded lantern has a cloudy bulb beneath it rather than a fuel canister but otherwise appears as any other lantern when it is lit. However, when it is turned off or runs out of energy wisps of deep black begin to emanate from it. After it has been turned off for 1 minute it begins viciously smoking and creates a 10 foot radius of magical darkness as it devours all the light around it. This magical darkness can not be dispelled but a light spell of level 3 or higher causes it to dissipate for the next hour. For every hour this lantern is turned off it can fuel itself for an equal amount of time, up to 12 hours.
Additionally, while holding the lantern you can focus on another object you are touching and cast
This magical greatsword is unusually broad and has a gap through the width of the blade starting halfway up from the handle. The metal is pocked and dull as if it was never polished, and has no hilt. In place of the hilt it has an unsharpened spike forged from the blade and running parallel with the handle.
As a bonus action you can speak the command word to transform Moonscraper from a greatsword into a shield the shape of a thick crescent moon or back into a greatsword. While holding Moonscraper in shield form with both hands you gain a +3 shield bonus to your AC, but otherwise you can not benefit.
Additionally, while Moonscraper is in shield form you can attempt to shove a creature within 15 feet of you by throwing the shield as an attack action. When thrown in this way the shield returns to you at the end of your turn.
These bolts have mottled heads emblazoned with the tentacled symbol of Panzuriel. If one of these arrows draws blood the symbol on its head glows a deep amber before exploding in a cloud of yellow and black energy. The creature damaged by this arrow must make a DC 17 Constitution saving throw. On a successful save the creature takes an additional 2d8 necrotic damage. On a failed save tentacles of a size proportional to the target creature erupt from the wound and they take an additional 4d8 necrotic damage.
These tentacles remain on the creature for 1 minute unless they are removed with Remove Curse, or Greater Restoration. If the tentacles remain on the creature for the entire duration the target creature incurs one level of exhaustion as they shrivel up. The tentacles have a mind of their own and attempt to restrain up to 3 creatures within 5 feet of the target. The targets of the attempted grapples must beat a DC equal to 14 + the target creature’s Strength modifier or be grappled.
Other types of magical ammunition of this kind exist, such as arrows meant for a bow, though bolts are the most common.
This necklace has an amulet in the shape of a dragon curled around a crystal orb hanging from a thick iron chain. When you attune to it the orb changes color depending on your alignment, unless you already have draconic ancestry. If you have draconic ancestry the orb changes to a color appropriate to your lineage.
While attuned with this necklace as an action you can exhale destructive energy. Your alignment determines the size, shape, and damage type of this effect. When you use your breath weapon creature in the area must make a saving throw, the type of which is determined by your alignment. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much on a successful one.
After you use your breath weapon you can’t use it again until you complete a short or long rest.
Dragonblood. If you have draconic ancestry and already have a breath weapon instead of gaining an additional use based on alignment your breath weapon increases to a 60 foot line, or a 30 foot cone, whichever your ancestry uses, and does an additional 1d6 damage.
|Alignment||Dragon||Damage Type||Breath Weapon|
|Chaotic Evil||Red||Fire||15 ft. cone (Dex. save)|
|Neutral and Lawful Evil||Black||Acid||5 by 30 ft. line (Dex. save)|
|Neutral||White||Cold||15 ft. cone (Con. save)|
|Neutral and Chaotic Good||Copper||Acid||5 by 30 ft. line (Dex. save)|
|Lawful Good||Gold||Fire||15 ft. cone (Dex. save)|
This rotund hammer is made from a gray granite flecked with gold and black. It weighs 6 pounds, has the heavy property, and a short chain attached to its metal handle.
While wielding this hammer you can begin swinging it by the chain to build up momentum as an action. While this hammer is swinging it does an additional 1d8 bludgeoning damage. On a critical failure the hammer loses its momentum and you must begin swinging again.
While wearing this ring you regenerate quickly as long as you have food. When you take a long or short rest if you eat a hot meal during the rest you gain temporary hit points equal to one of your hit dice that last until your next rest and also lose one level of exhaustion. However, whenever you are healed any temporary hit points you gained in this way are destroyed. Additionally, it never takes you longer than 1 hour to regain consciousness.
You find 1d6 (or a number up to 6 determined by your DM) shortswords with dark hilts on a thick bandolier that can be adjusted to fit around the chest or waist. You must spend a short rest with each sword to attune with it, but if you attune with at least one of these swords the remaining swords do not require an attunement slot.
In addition to being able to use each of these swords as a typical shortsword, as an attack action you can throw a sword into the air or at a target creature. If you are able to make multiple attacks this replaces one of them.
If you throw a sword into the air it orbits you at arm’s length for up to 1 hour, waiting for you to command it.
If you throw one of these swords at a creature, or as an attack action command a sword already orbiting you to attack a creature, it flies at the target avoiding cover and obstacles. Target creatures must be visible to you and within 30 feet. If you are able to make multiple attacks this replaces one of them. When you make an attack with these swords in either of these ways make an attack roll with proficiency and your Strength or Intelligence modifier. On a hit it deals 1d6 + your Strength or Intelligence modifier magical Slashing damage.
After an hour, when you dismiss it, or after it attacks a target, any sword still orbiting you will fly to your hand if you have a free hand, return to the bandolier if you are wearing it, or stab itself into the ground at your feet.
Notes: The player can later find more swords if you want to make it increase in power slowly, or even find more than 6. Nothing says they can’t eventually have a dozen of these wraith swords.
This vehicle appears to be a hollowed out tree covered in vines and branches, still alive and growing. It has two seats facing towards the middle of the vehicle where it has a set of three wooden levers. While a creature is sitting in the walker it has half cover, can fasten themselves to the walker as a bonus action, and can control it as an action or bonus action to move up to 30 feet per round. The walker can move up walls and on ceilings, but any creature not fastened in must make a DC 14 Strength check each turn or fall out of the walker. The walker can also float, as if using the spell Water Walk and has a movement speed of 10 feet while doing so.
The walker can carry up to 400 pounds, its speed is halved if the weight exceeds this, and reduced to 0 if it exceeds 600 pounds. It needs to recharge and return to nature though. When it runs out of energy it will refuse to carry any weight and search for the nearest soil it can find to root itself in. It can remain active for up to 16 hours, after which it needs to root in soil or sand for the duration of a long rest. During this time it closes its hollow and looks just like a stout tree approximately 6 feet tall, covered in vines.
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This chainmail is dull and rusted, and has red links of an unknown metal woven throughout it in no discernable pattern. No amount of scrubbing and polishing can clean off the rust that has accumulated.
While wearing this armor when your speed is reduced to 0 a large dark sigil appears beneath your feet and rusty chains fly up from the ground, encircling you and any creature that grapples you or is currently grappling you. While these chains are wrapped around you you have resistance to all Bludgeoning, Piercing, and Slashing damage. Any hostile creature that is trapped by these chains or ends their turn within 5 feet of these chains takes 1d12 Necrotic damage.
Any creature entangled by the chains must make a DC 16 Strength check to escape. These chains return to the ground and the sigil disappears once all creatures trapped by them have escaped or died. The chains also release their targets and return into the ground if exposed to
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This marble bust weighs 4 pounds and depicts a heavily bearded man in a philosophical pose rumored to be Mordenkainen. Its base is covered in runes and appears to be well worn.
While you are holding this bust you can use it as an arcane focus. When you use this item as an arcane focus you gain the following benefits.
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This small jar is made with a thick glass and has several colorful lights that flit about within it, shedding dim light out to 10 feet. You can use this jar of strange lights as an arcane focus. Whenever you cast a spell of first level or higher using the jar as a focus the jar casts
When you find this weapon it has lightning coming off it in tendrils, arcing to almost any object or surface within 5 feet of it. When you get closer you notice that it’s made of a bright blue metal with white streaks running through it. It has a gold handle with a sapphire embed in the hilt.
Until it is attuned with a creature every time you attempt to pick it up you must succeed on a DC 12 Constitution saving throw or take 1d4 lightning damage.
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This hammer is made of a single piece of metal, including the handle, and is hollow even though it weighs the same as any other hammer. It has a hole on each end of the head and when swung makes a sound akin to a muffled warcry.
On a successful hit with this weapon the target creature and all creatures within 5 feet except yourself take thunder damage equal to your proficiency modifier, as it creates a loud gong-like smash.
On a critical failure with this weapon the concussion vibrates through your arms and you take 1d10 thunder damage.
Other weapons of this type exist, such as Roaring Maul of Resonance, and Roaring Flail of Resonance, but warhammers are the most common.
This item is visibly sculpted to look like a humanoid heart. It has a large ruby depressed into its left side. When you attune to this heart a light within the ruby begins softly pulsating in time with your own pulse, and a soft thrumming can be heard coming from within the stone.
While attuned to this item you must fail 5 death saving throws to die instead of 3.
Additionally, once per day as an action you can choose to cast either
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You find an old withered hand, no more than skin drawn taut across bones, and tarnished rings hanging loosely from the fingers. Once per day, as an action, you can rattle the rings on the hand and as you do so the smell of lilies fills the air around you. Choose any number of creatures within 60 feet and those creatures must succeed on a DC 16 Wisdom saving throw or be Charmed.
While a creature is charmed by this item they must move at least 10 feet towards you each turn if they are able to. They may repeat this saving throw at the end of each of their following turns. If they take any damage or succeed the saving throw they are no longer charmed and are immune to this effect for the next week.
Additionally, as an action or bonus action you can touch a charmed creature within 5 feet of you with the hand. If they are currently charmed by this item they take 4d10 necrotic damage and are immune to this effect for the next week.
This is a small stuffed animal appears to be a slightly smushed bear with several patches sewn onto it. If you spend a long rest holding or sleeping with this bear you lose 1d4-1 levels of exhaustion. Additionally, if you hold or sleep with this bear during a long or short rest you gain 1d4 temporary hit points that last until your next rest. You do not gain any benefits if you share the bear during your rest.
This item consists of a metal tube the length and width of a man’s forearm attached to a glassy gray orb in front of a large reinforced wooden stock. The stock has a hole on the back you can open and pour a bag of ball bearings into as an action. It can store up to three bags of ball bearings and weighs 12 pounds regardless of how many ball bearings it has stored. As an attack action you can strike the glassy orb and it will expel a number of ball bearings of your choice, up to 1000 ball bearings (1 bag worth), with a dull thud. Interestingly the ball bearings have increasing velocity proportional to the number of ball bearings expelled.
If you expel 200 or more ball bearings all creatures within a 30 foot cone must make a DC 15 Dexterity saving throw. On a failure the creature takes 1d4+1 bludgeoning damage for every 200 ball bearings expended, or half on a success. Creatures farther than 15 feet from you take no damage on a success.
This hammer has a massive square head made from a gold alloy and its spiked face is well worn. On each side of the hammer’s head there is a small hole that seems to be made to hold a prism or gemstone. The handle is forged from a blue steel and where your hands would rest it is tightly wrapped in cloth. The hammer as a whole weighs 8 pounds and has the property heavy.
Checkered Face. Attacks made with this hammer ignore resistance to bludgeoning damage and grant you advantage on attack rolls against stone objects.
Stunning Wallop. At the beginning of your turn you can choose to bring the hammer down over your head with inhuman force, the hammer seeming to pull itself towards the ground. Make an attack roll against a target within 5 feet as an action. On a successful attack the target takes an additional 2d8 bludgeoning damage. If the target is a creature both you and the creature’s movespeeds are reduced to 0 until the beginning of your next turn.
As best can be described this appears to you to be a hand crossbow, constructed of bone. The skull of a small creature is attached to the end, and the bolts fire from its mouth. The creature’s ribs are splayed down the length of the stock and around a revolving cluster of bone with several bolts within its holes. This crossbow has a range of 30/60, and when you fire it the bolt transmutes into three identical, yet smaller bolts, which strike in rapid succession. On a successful hit you deal 2d4 piercing damage.
Hollowed Chamber. This hand crossbow does not have the loading property, but instead has the reload(5) property. This property allows you to fire 5 bolts before having to reload as a bonus action.
Tracking Critters. Once per short rest as an action you can empty the remainder of the bolts in the repeater. The bolts wind wildly through the air as they seek their targets as the eye sockets of the skull glow red. You may target a number of creatures within a 60 foot cone equal to the number of bolts remaining and make an attack with advantage against each target.
You find what appears to be a 3 foot tall modified barrel. It has 8 knobs around its base each with a slot going up the length. On one side it has two metal handles, the bottom of which has a lever, and a large leather strap. Inside the barrel you can see a canister filling the whole barrel with 8 holes just bigger than your thumb carved into it.
This barrel weighs 30 pounds, and has the property heavy. It can hold and fire up to 8 bolts before you need to reload. It is similar to a light crossbow except it has half the range (40/160 feet) and doesn’t have the loading property. It automatically rotates to the next barrel until it runs out of ammunition. You can reload up to two bolts as an action.
This longbow is made from horn wrapped with sinew, and dyed a deep red. Unlike most bows you must use your Strength modifier instead of your Dexterity modifier for attack and damage rolls with this weapon.
Signature Caelondian Weapon. As an action you can call on the spirits of the Caelondia Breakers as you pull back the string. Strands of light manifest at the tip of the arrow and swirl down the shaft towards your hand and the bow resounds with a crack when you release. The arrow fires forward in flash of light 1 foot wide and 100 feet long before disintegrating. Make a single attack roll against all creatures in the line. The arrow deals 1d10 Radiant damage to the first creature it hits and half as much damage to each additional creature hit.
This straight blade is crafted from a black steel yet it faintly gleams orange in the light. It has grooves etched into the blade visually splitting it into segments and a spike juts from the back of each segment.
Unnatural Speed. At the beginning of your turn if you are holding the machete you can choose to activate it. When you do so you can feel the blade grow cold and as it moves it leaves a spectral image of itself for just a moment. Deal 1 Slashing damage to any creatures you choose within 5 feet of you. Until the end of your turn you have a -5 penalty to all your attack rolls with this weapon, but you can choose to make an Attack action with this weapon as a bonus action.
This small black velvet bag is tightly tied off with a suede strap. It is equivalent to a pouch and can hold the same amount of weight and volume. The first time this bag is opened each day a ray of light streams from the opening in a 15 foot cone. All creatures in this cone must make a DC 12 Constitution saving throw or be blinded until the end of their next turn. This beam of light counts as a third level light spell for dispelling darkness.
While the bag is open it emits dim light out to 15 feet.
This small rolled up bundle of fabrics is more than it appears. When you unroll it you find it has magic symbols stitched into the outer hem and is precisely 1 foot square.
This scroll, when placed over a break or tear in an object as an action, immediately begins unraveling at the hems if the break or tear is completely covered by the cloth. At the beginning of your next turn the now unraveling cloth melds into the surface, casting
Notes: Could be made in bigger sizes. It is exponentially more valuable the larger it is.
This rough keyring has 8 keys on it, 3 of which appear to be copies of the same key. From a distance no one would really attach any significance to them, they are just slightly eccentric keys. While you are attuned to and carrying this ring of keys you gain an effect for each key. If you are not a spellcaster the keys use your Constitution modifier as your spellcasting modifier.
1. The first has a thick, almost spherical head, and 3 spikes protruding downward from it, the longest of which is the shaft of the key. This key allows you to cast
2. The second is flat and glimmers with an orange tint. The cuts in its shaft are violently spiky, and stick out farther than most keys. This key allows you to cast
3. The third key is stout and has a bit on both sides of the shaft. It feels warm when you hold it in your hand. This key allows you to cast
4. The fourth key has a crooked shaft that you could swear that the pattern of the curves in the shaft changes when you aren’t looking. This key allows you to cast
5. The fifth key has a rough texture and 10 holes drilled through its head and shaft. When you take fire damage as a reaction you can have the key take up to 10 fire damage in your stead, before resistances are applied, and store the damage taken. You can not use this reaction again until the energy stored is expended. When you cast a spell or cantrip from this keyring you can choose to expendexpend the stored damage before the DM announces the result of the attack or save, adding it to the damage taken by the first creature hit, if any.
6-8. The last three keys all are shaped the same, but they are larger than the others, and cracked. Flickering light can be seen flowing through the cracks in the keys. Each key has a single charge of
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This scroll unrolls into a single large piece of paper, with one side blank and the other covered in runes. When you put the blank side over an object or paper with writing on it and rub the runes the runes fade, and when turned over the blank side will be a perfect copy of all writing that the scroll was covering, as if it was scribed with black ink.
This piece is an artful combination of steel and wood that looks like it has had better days. A long dented metal barrel flairs from the gouged wooden stock. Each time you pull the trigger a muffled boom and an orange glow erupts from the barrel. The musket has the following properties: ammunition (range 30/60), loading, two-handed and it weighs 8 pounds. To load the musket you can jam a handful of ammo or rocks down the muzzle. This consumes 50 ball bearings, 10 sling ammo, or (if your DM allows it) a handful of rocks or debris.
On a successful hit this weapon does 1d12 + your Dexterity modifier bludgeoning damage to the target. You do not have disadvantage in close combat while making ranged attacks with this weapon.
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This so called hammer is a nearly perfect sphere, 1 foot across, made out of red granite. It has a thick brass band around it that is heavily dented and a single heavy brass chain attached to the band at each end, forming a loop. This small boulder weighs a full 80 pounds.
Once per short rest as an action you can begin swinging the hammer around you, building up speed until it is moving fast enough and you are able to let go. When you let go it begins orbiting you of its own accord. While the hammer is orbiting you it maintains a distance of 5 feet and moves with you. Any creature that ends their turn within 5 feet of you must make a Dexterity saving throw equal to 8 + your proficiency + your Strength modifier. On a failure the creature takes 1d10 + your Strength modifier bludgeoning damage.
As an action while the hammer is orbiting you you can manipulate its speed and trajectory to make an attack against all creatures that are 5 feet away, or all creatures that are 10 feet away. Make a single melee attack roll with proficiency against all affected creatures AC. On a successful hit you deal 3d10 + your Strength modifier Bludgeoning damage. On a critical failure, or after 1 hour, the hammer falls from its orbit.
This small crossbow has several modifications to the channel and string that make it almost impossible to fire a regular crossbow bolt. You will find however, that it is deadly accurate while firing chalk. When you fire a piece of chalk at a target with this weapon on a successful hit it does 1 + your Dexterity modifier bludgeoning damage, and on contact pulverizes into a fine 5 foot cloud. Any creatures within the cloud must make a DC 14 Constitution saving throw or be Blinded until the end of your next turn as chalk gets in their eyes.
Roots gnarl over your knuckles as you put on these living gauntlets. Dull green leaves are growing out of its gray bark alongside the knots and spines.
While you are wearing these gauntlets your unarmed attacks deal 1d4 Bludgeoning damage. Additionally, on a critical hit with these gauntlets you deal an additional 2d4 Poison damage. If you know Druidic you can verbally command these gauntlets to change their form as an action. When you do so you can change the damage type you deal with unarmed strikes while wearing these gauntlets to bludgeoning, slashing, or piercing.
This leather glove has armored knuckle joints and looks as if it would come up to your elbow. When you turn it over it clearly has the visage of an eye tooled into its palm.
While wearing the gauntlet, as an action once per short rest you can open your palm in front of you and activate the gauntlet. When you do so the eye appears to snap open and survey the space in front of it. The air in front of the eye quivers in a 1 foot wide and 15 feet long beam. Any hostile creature within 5 feet of this beam takes 1d4+1 Force damage as an ethereal dart manifests from the beam and passes through cover and armor to strike them. If the beam intersects with a creature the first creature it intersects with must make a DC 15 Wisdom saving throw or take 3d6 Psychic damage.
Additionally, once per long rest you can mentally activate the gauntlet. For the next 10 minutes if you are within 120 feet of the gauntlet you have Truesight to a range of 5 feet originating from the gauntlet and you are able to see everything within that radius as if you were there. During this time if you target a creature with the spell Scrying the target creature makes their saving throw with disadvantage.
This quarterstaff still has its bark on it except for where a long oriental dragon twists around it, carefully carved, sanded, and oiled to a sheen.
As an action you can attempt to shove a large or smaller creature within 30 feet of you with a swipe of this weapon. As you do so they feel a strong warm wind suddenly buffet them. If you succeed they are pushed 10 feet directly away from you by the gust. You can choose to make this shove with disadvantage to slide them 5 feet in a direction of your choice instead.
Additionally, once per long rest as an action you can cast the spell
Other polearm variations of this type exist, such as a glaive or halberd, though all variations have the same dragon carved into their shaft.
This round metal shield is very thick and has an orb embedded within its center surrounded by reinforcing bands. There is a slot on the back of the shield, through which you can clearly see that the shield is hollow.
If you insert a light thrown weapon into the slot the orb begins to glow and a distinct whirring noise can be heard from the shield. While the orb is glowing as an action you can point your shield arm at a target and speak the command word inscribed under the slot in gnomish. When you do so the weapon you put into the shield is expelled as if it melds directly through the metal with a range of 80/320. Make a ranged attack against the target, if you have proficiency with shields you have proficiency with this attack. On a successful hit you deal 2d6 damage of the weapon’s damage type.
After one minute or if you insert another weapon into the slot during this time the weapon(s) shatter and the orb and whirring die down.
This greatsword has a blade of folded steel that shimmers in the light and a hilt adorned with pearl inlays. When you attune to it you feel a faint presence touch your mind and you hear a whisper through your thoughts. The sword can telepathically communicate with anyone touching it, but it seems far away and is barely audible. It asks you for souls, it does not care of what or whom, to be sent to the ethereal plane. Or in simpler terms, for you to kill.
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This pendant is a pale blue sapphire set into a wide silver base etched with the fractal patterns of morning frost. It hangs from a thin silver chain with no magical properties. This pendant has 4 charges, and regains 1d4 expended charges each dawn.
As a bonus action you can expend 1 charge, or as a reaction to being hit by a ranged weapon attack you can expend 2 charges, to activate the Pendant. When you activate the pendant it grows bitterly cold and bolts of ice dart from its center at incoming missiles. Each time you are hit by a ranged weapon attack from a creature you can see, including the triggering attack, the damage is reduced by 1d10 + your Dexterity modifier until the end of your next turn. If you reduce the damage of a missile to 0 it drops from the air at your feet, frozen in a chunk of ice.
This pendant is a deep purple amethyst set into a wide black metal base etched with ever expanding ripples. It hangs from a small chain with a gap in the back where the clasp would be yet holds together despite the missing clasp. When you pull it over your head the gap expands and then retracts to fit the pendant snugly against your neck. This pendant has 4 charges, and regains 1d4 expended charges each dawn.
As a bonus action you can expend a charge to activate the pendant and create an invisible barrier of force particles around you. The first attack that hits you before the end of your next turn is reduced by 2d10 + your Constitution modifier, expending the barrier. If you reduce the damage of this attack to 0 it is reflected back and the target of the attack becomes the creature or object that attacked you.
While this barrier is active you take no damage from
This pendant is a garnet set into a wide bronze base devoid of any marking. It is warm to the touch and hangs from a similarly plain bronze chain. This pendant has 8 charges, and regains 2d4 expended charges each dawn.
As a bonus action you can activate the Pendant and it will softly flicker. Until the beginning of your next turn any time a creature you can see within 15 feet of you, including yourself, is hit by a ranged weapon attack you can choose to expend a charge to reduce the damage of the attack by 1d8 + your Dexterity modifier by blasting the missile with a searing bolt of flame from the pendant. If you reduce the damage of a missile to 0 it burns to ash before it reaches the target creature.
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. Any previous sheets of parchment you have created in this manner are destroyed when you create new sheets unless they have sufficient information on them to be considered valuable artistically or intellectually.
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.
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This simple round metal shield is rimmed with a band of clear crystal that is hard as iron.
While attuned to this shield you have proficiency with Intelligence saving throws if you did not before. This shield has 3 charges that recharge on a long or short rest. While you are wielding this shield at the end of another creature’s turn you can choose to expend a number of charges to activate it.
Force of Mind. You expend 1 charge to target a creature within 30 feet and make an Intelligence check contested by the target’s Wisdom or Intelligence check (the target chooses the ability to use). If you win the contest, you knock the target prone and push it 10 feet away from you.
Mental Grasp. You expend 2 charges to instantly cast
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 a collective saving throw against any of the meteors that explode, taking 2d6 Fire damage per meteor on a failed save, or half on a successful one.
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 hearing disadvantage imposed by the helmet, but you can only hear as if you are in the sensor’s space.
A creature that can see the sensor (such as a creature benefiting from See Invisibility or truesight) sees a bulbous fleshy ear about the size of your palm.
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.
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 dismount. However it will abruptly convulse into a mist if it takes any fire damage, is reduced to 0 hitpoints, enters into an environment of extreme cold, or extreme heat.
The steed uses the statistics for a warhorse, except it has a speed of 80 feet, and a swimming speed of 40 feet. You can ride it as any other well trained mount and it will do its best to avoid taking damage until you give it a command. When the steed is destroyed or reaches the end of its time it returns to the vial if it is open and will not form again for 1d4 days. If the vial is not open it will wait until the next dawn to attempt to return to the bottle before leaving for the plane of water.
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 hit you can draw power from the pool to deal additional Necrotic damage to that creature equal to the number of points expended, up to the maximum amount remaining in your pool.
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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 in combat they both take 1d4 Psychic damage.
If they are within 15 feet of each other either of the two cuffed creatures can whip the ghostly chain between them as an action. Any creatures hostile towards the cuffed creatures that are directly inbetween them must make a DC 16 Constitution saving throw. On a failure, the creature takes 1d10 Force damage and is Restrained until the end of their next turn. On a success, the creature takes half as much damage and is not Restrained.
If either of the cuffed creatures falls unconscious or takes off their cuff the chain suddenly snaps out of the Ethereal plane at the feet of the other creature and the other creature takes 2d6 Slashing damage. If they are farther apart than 15 feet the other creature takes an additional 2d6 Slashing damage.
This face mask is pure white with pewter trim around its edges. It is sculpted into what could be called a bird head with an unusually short beak, also covered in pewter, but with delicate filigree.
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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 black leather belt has a large brass buckle and blood stains deeply ingrained in it.
Once per long rest as an action, or at the same time you enter a rage if you have the Rage feature, you can activate the belt. As you do so the buckle begins bleeding as if it is alive, and your vision tints red. For the next minute you have disadvantage on all Intelligence checks and ability checks that rely on sight. Additionally, for the next minute each time you take damage unless the damage was dealt to your temporary hit points the belt gains 1 charge, up to 10 charges.
At the beginning of your turn you gain a number of temporary hit points that last 1 hour equal to the charges in the belt. At the end of the minute all charges in the belt are expended and you gain 1 level of exhaustion.
As you pick it up you realize this simple light gray robe was obviously made for a brother who was more than just a clergyman. Underneath it is a chain shirt carefully woven into the fabric.
When you take the Help action you can expend a charge to activate the robe. When the robe is activated, up to five creatures of your choice that you can see within 60 feet are bathed in a soft light and gain advantage to their first attack roll or ability check before the end of their next turn. At the end of their next turn the light fades away. This robe has 4 charges and regains 1d4 expended charges each day at dawn.
This wide gold circlet is set with a single cloudy aquamarine and is etched with a pattern resembling a brick wall.
This circlet has 4 charges, and regains 1d4 charges each day at dawn. When you must make a Wisdom, Charisma, or Intelligence saving throw you can choose to expend a charge to gain advantage on that saving throw. If you expend a charge in this way while incapacitated you automatically succeed the saving throw, as the effect meets with an impenetrable wall within your mind.
Additionally, when you attune to this item you may pick a mental saving throw, either Wisdom, Charisma, or Intelligence, and are proficient in saving throws using the chosen ability until you un-attune to the circlet.
This simple leather pouch has several charred humanoid bones in it and a small dusting of ashes. There is no smell of smoke though, so you know these must be quite old.
When attuned to this bag of bones no matter how far you are from them if you are incapacitated a ghostly figure rises from your body. This is not your soul, and you do not know whose it is. While you are incapacitated once per turn you can mentally command the wandering soul to deal 1d8 necrotic damage to the closest creature you do not recognize as an ally within 30 feet. You do not know what or who that creature is, only if it is a creature you already know and if you consider them an ally or not.
If a creature makes a melee attack against you while you are incapacitated they must make a DC 10 Wisdom saving throw or become Frightened of you for the next minute or until they are farther than 30 feet from you as their mind is bombarded by the wandering soul. Additionally, while incapacitated you can telepathically reach out to a humanoid corpse that still has its mind and is within 30 feet and determine the answer to a single yes or no question if the creature knew the answer to your question in life. You can do this once per turn and can ask up to three questions of a single corpse before the information in its mind dulls.
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This wooden abacus has fortune telling symbols painted across its beads. It sometimes seems to have a mind of its own, and it will lock up for a brief moment before the beads spin then stop with several symbols facing upwards before moving as normal again. Once per short rest as an action you can ask the abacus what the chance of an action happening is.
You can ask it about a course of action or the chance of death for one creature you can see.
When you ask it about an action you are about to take the abacus casts Augury, ignoring components and casting time, revealing the answer it uncovers with the symbols on the beads. When Augury is cast in this way there is no cumulative chance to get a random reading.
When you ask it about the chance of death the beads begin roiling and rapidly moving back and forth, revealing a number of skull symbols. Roll a d100 and the creature you asked the abacus about takes psychic damage equal to the roll - 50. If this is a negative number they take no damage.
This bullseye lantern’s glass pane is frosted over but it still emits a strong blue light in a 60-foot cone and dim light for an additional 60 feet. This light can’t be turned off nor does it require fuel but instead of the lantern emitting heat it instead has a chilled aura as if a cool autumn breeze is constantly blowing about it.
Any Ooze or Shapeshifter that begins or ends its turn within the bright light of this lantern takes 1 cold damage.
This wand has a 2 inch glass ball at the end of it that can be used much like a magnifying glass.
As an action you can tap the ball on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) to create a small hole the same diameter as the ball itself up to 6 feet deep. This lasts up to 1 minute or until you make another such hole and creates no instability in a structure around it. When the hole disappears any objects or creatures that may have managed to fit into it are ejected in a space nearest to the surface the hole was created on.
This armor has a plate of silver embedded in the middle of it’s chest. Its polished enough you can almost see your reflection in it, and you aren’t positive how it’s affixed to the armor.
While you are wearing this armor if you are struck with a critical hit and it does not knock you unconscious you turn Invisible as if affected by the spell Invisibility until the end of your next turn or until you attack or cast a spell. Additionally, after each long or short rest while wearing this armor you gain +5 to Dexterity(Stealth) checks and initiative rolls for the next hour or until you make an attack or cast a spell.
These bracers have alternating bands of silver and pearl underneath the plain leather exterior that lay flat against your skin. The bands of silver have fine barbs that poke through the bracers to make several rows of spikes.
Once per long or short rest as bonus action you can begin concentrating on the bracers as if you are concentrating on a spell. As you do so bubbles of energy grow from the spikes and coalesce into a barrier around you before fading.
For the next 10 minutes while you maintain concentration any bludgeoning, piercing, or slashing damage you take is reduced by your Intelligence modifier.
As an action you can focus this barrier to another creature you can see within 30 feet. If you end your turn out of sight or farther than 30 feet away from the creature the barrier returns to you. While you are focusing the barrier around another creature you do not gain any benefit from it but must maintain concentration.
These bracers have a layer of leather to give them their flexibility but the bands of silver underneath the leather are apparent, not to mention the plates of silver with pearl inlays along the back of the bracers. Extending backwards from the wrist area of each bracer is a single silver spine.
Once per long or short rest as a bonus action you can begin concentrating on the bracers as if you are concentrating on a spell. As you do so large translucent bubbles project from the spines and coalesce into a sphere around you. For the next 10 minutes while you maintain concentration any damage you, or any other creature you consider friendly within 15 feet of you, take is reduced by your Intelligence modifier. This effect does not apply to psychic damage.
This light leather bag is attached to an inverted wooden funnel with a cork stopper where its drawstring would be. The bag can hold 20 sling bullets which just barely fit through the funnel’s opening.
As an action you can uncork the bag and focus on it, choosing a target you can see that is within 120 feet of you. On your next turn if your target is still visible and in range as an action you can guide a sling bullet out of the funnel, sending it darting around cover to its target and dealing 1d4+1 magical bludgeoning damage.
When you spend an action in this way you can also choose a new target. You can reload the pouch, either placing 1 sling bullet through the funnel as an action or bonus action, or by spending 1 minute to reload all expended bullets.
This rod stands about 5 feet tall and is aptly named. It appears to be a young sparse tree that had all its leaves shaken off before being cast in metal.
While you are holding this rod if you take lightning damage the damage is reduced by 1d12 once per round.
As an action you can drive this rod into the ground. Once per round while the rod is in the ground if a creature within 120 feet of the Ironwood Sapling takes lightning damage that damage is reduced by 2d12 as the lightning arcs to the tree, sapping some of it’s power. When this happens all creatures within 10 feet of the rod take 1d8 thunder damage as a small concussive wave emits from the sapling.
This mahogany cane is tipped with corkwood and thin red leather covers its gracefully curved handle.
If you attune to this cane it can be used as a spellcasting focus. It contains 6 charges, and recovers 1d6 expended charges at dawn.
As an action you may tap the cane twice on the ground and expend a number of charges up to the maximum remaining charges. You gain Blindsight for 10 minutes for each charge expended in this way. This blindsight applies as long as you are holding the cane, if you are not holding it you do not benefit from its effects.
Alternatively, as an action you can expend 3 charges and draw a 1 foot square in the air. The air shimmers and then a tear in space appears and a deep purple fog rolls out from it. This one-way rift lasts for 1 minute and can not physically be interacted with in any way or moved after it has been created. However, you see things as if you have Truesight while viewing them through this window.
You might second guess calling this weapon a flail when comparing its bulk to any other. Its spherical head is attached to a reinforced ash pole about 4 feet long. The head is made out of a material you have never felt before, it is pitch black and gives slightly to the touch. When you hit things with it it rebounds slightly as if bouncing despite its solid impact. It weighs 8 pounds, has the properties Heavy, and Two-handed, and deals 1d12 bludgeoning damage.
As an action you can make an attack with reach. If this attack is successful you may use the rebound of the strike to make another attack with reach against a different target within 5 feet of the original target as a bonus action.
These three silver bands are simple yet elegant, similar but subtly different, and sized to fit different fingers. Vines and leaves etched into both the inside and outside. When they are not being worn by another creature you can call the name of any number of the rings you are attuned to to activate them as an action. They can be attuned to separately by different creatures or as a single item by one creature. Budo activates the smallest of the rings, Vignes activates the middle one, and the largest’s name is Reben.
When activated each ring expands to a large metal chakram, perfectly smooth except for their etchings, and razor sharp. These chakram have the properties thrown (range 30/90), finesse, and deal 1d6 slashing damage. Additionally, as part of your attack action you can call a ring by name and it will return to your hand.
This metal rod is about 4 feet long and straight most of the way down before telescoping to a small metal foot. It has two handles welded to the top that look like they were hacked off of a teapot, and two folding flaps attached just before the shaft begins tapering.
When you press down on the rod the tapering section resists but eventually collapses in on itself as if it has a complex spring mechanism underneath it. As a bonus action you can unfold the flaps and stand on them, one foot on each side of the rod, and as you do so you begin to bounce slightly.
Whenever you jump while riding the jumping stick you add 1d6 to your jump height or length. If this roll is lower than your dexterity modifier you can instead use your dexterity modifier. While riding the jumping stick if you enter rough terrain or fail a dexterity saving throw you automatically fall prone. However, enemies have disadvantage on attacks of opportunity against you.
This deck of playing cards has a charred purple color almost as if it was put through a dying process. The stranger part of them though is that they all have 1 or more holes punched straight through them.
After studying the cards for a long or short rest you figure out that the holes correspond to how strong the magic of the card is. Each numbered card has a number of holes punched in it equal to half its value rounded down. Face cards all have 5 holes, but aces are different. They only have a single hole, and its much larger than any of the other cards’ holes.
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This dagger has a hilt of wrought iron, with a black opal set in its guard. The blade is chipped from obsidian, but obviously magically hardened.
If you are standing in dim light or darkness as an action you can make a thrown attack with this dagger against any creature you can see that is also in dim light or darkness as if they are within 20 feet of you.
If you have a free hand you can summon this dagger as a bonus action while standing in darkness.
Once per day as an action you can create a cloud of magical darkness, as if you cast
This black chunk of obsidian is a rough spherical shape with no sharp edges. As you look into its murky center you can see an almost infinitely receding sea of gold, white, and blue flecks of color. When you hold it you can swear you can hear how silent it is.
This item has 3 charges. While holding it, you can use an action to expend a number of its charges to create a sphere of swirling emptiness at a point within 120 feet of you. The radius of the sphere is equal to the number charges expended x 10. Space itself begins to warp within the area and each creature within the sphere must make a DC 14 Strength saving throw; a creature can choose to fail this saving throw if it wishes. On a failed save they are pulled to an unoccupied space nearest to the center of the vortex. On a successful save they take 2d8 force damage and are not moved.
This item regains all of its expended charges after a long or short rest.
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This amulet has a compass rose etched into its golden surface. It is stained and tarnished, and at the southern point of the compass rose a spike the length of a finger extends straight down.
As a bonus action you can plunge the spike into yourself. You take 1d4 Piercing damage, and gain charges equal to the damage taken, as the blood flows against gravity into the compass rose and seeps into the etching. The amulet can hold up to 12 charges and loses all stored charges at dawn.
As an action you can expend a number of charges to teleport creatures you can see within 30 feet to another unoccupied space you can see within 30 feet. For each creature teleported you must expend 1 charge for every 10 feet you move them. If the creature is unwilling they must make a Constitution saving throw with a DC equal to 10 + the total charges expended this turn or be teleported against their will.
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This warhammer is quite obviously made for a giant, although you have a suspicion they would call this a light hammer. The head of it is over 2 feet long and of substantial thickness. When stood on its head the iron knob at the end of its blue handle comes up to the shoulders of an average human. Judging by the crude markings and runes that could represent wind and sky chiseled into its face you can assume it’s the hammer of either a storm or cloud giant.
For its massive size it swings through the air with surprising ease, likely some form of magic to make it a more effective throwing hammer for someone of the intended size. It feels as if it weighs about 24 pounds although without the magic it probably weighs far more.
This hammer has the properties Heavy, Reach, and Two-handed. All creatures of size Large or Medium have disadvantage on their attack rolls with this hammer, and Small or smaller creatures can’t attack with it at all. On a hit this hammer does 3d8 bludgeoning damage, and on a critical hit it you can roll the damage dice three times instead of twice.
Hidden Property. If the magic on the hammer is dispelled or it enters the area of an anti-magic field the hammer instantly becomes 160 pounds and completely un-wieldable by a creature smaller than Huge until the magic is restored or it is removed from the anti-magic field.
This amulet is a single large turquoise set in silver. It doesn’t have a chain but it has a hole where it would usually hang from one.
While you are attuned to this amulet the area within 5 feet of the stone is always clearly visible to you unless you are blinded. When in any effect that is more than lightly obscuring a pale blue-green light, that is visible only to you, radiates out to 5 feet from the amulet. This light does not destroy magical darkness but you are able to clearly see within its radius no matter what.
Additionally, Whenever any Invisible creature is within 120 feet the amulet faintly pulsates. If the Invisible creature is within 5 feet of the amulet they are bathed in the pale blue-green light. When a creature is in this light they do not gain any of the benefits of Invisibility against you.
This delicate pink flower is carefully preserved with magic and will not wilt or break yet preserves its natural beauty.
While you are visibly wearing this flower you are blessed by Eldath, the goddess of peace and protection. This flower holds up to 10 charges and regains 1 charge each long rest.
As an action once per long rest you can call on the blessing of Eldath to cast the spell
Additionally, you may activate the Blossom by making a prayer to Eldath. When activated the center of the blossom glows with a faint yellow and pink. For the next hour you may cast any of the following spells as an action and ignoring component costs, expending a number of charges depending on the spell cast. While activated you can also cast
This singed oaken staff has a forked tongue of metal on each end and a hand grip made of padded leather. This staff holds 5 charges and regains 1d4 expended charges each dawn.
As an action you can activate the staff, and sparks can be seen flickering between the forks. As you activate the staff a panel of electricity crackles into existence at a point within 60 feet of your choosing. The writhing section of living lightning appears in any orientation you choose. It can be free floating or resting on a solid surface. It is 5-foot by 5-foot and seems to have almost no thickness. When you activate the staff you can choose to expend a number of charges. The first charge you expend changes the original panel of lightning to a 10-foot square panel, and each additional charge creates an additional 10-foot panel. You can place these panels as you wish but each panel must be contiguous with another panel.
If any creature attempts to move through or make a melee attack through any of these panels, or if any of these panels cuts through a creature’s space when it appears, the creature must make a Strength saving throw or be pushed 15 feet away from the panel and take 1d6 Lightning and 2d6 Force damage. On a successful saving throw they are not pushed and only take 1d6 Lightning damage. If you are not a caster you use your Constitution modifier as your casting ability for these saving throws.
The head of this club is made from polished metal and its handle is carved from green granite. When you swing it the metal crackles with energy.
This club deals Lightning damage instead of Bludgeoning damage. Additionally, on a successful attack the target creature is Stunned until the beginning of their next turn.
This warhammer is more stockily built than most and the sides of its blocky head are covered in silver inlays. As you attune to it you feel a weight come upon you as if you have taken on a great responsibility.
Once per short rest as an action you can slam the hammer to the ground and it begins eminating a crushing aura. For the next minute or until you pick up the hammer, whichever comes first, all creatures within 60 feet of the hammer must make a Strength saving throw at the beginning of each turn equal to 8 + your proficiency + your Charisma modifier. You can choose a number of creatures up to your Charisma modifier to automatically succeed this saving throw. On a failure every foot of movement costs 1 extra foot until the beginning of their next turn and if the creature is an Aberration, Fiend, or Undead they also fall Prone. If a creature that is already Prone fails this saving throw they become Restrained until they are no longer in the aura.
Curse. While attuned to this item you constantly feel a heavy burden on your mind and shoulders, and your movement speed is reduced by 5 feet. If you remove this curse you hear whispered in your mind “those who are not willing to bear the burden are not worthy to wield me”, the attunement immediately breaks, and you can never attune to the hammer again.
This odd contraption is composited of a small crystal orb set within a larger metal semi-sphere. As a bonus action you can press the button recessed into the metal sphere to activate it. The turn after it has been activated the orb levitates until it is 20 feet in the air, or as high as the above terrain will allow, and begins spinning as it glows a soft orange. Each turn it will make a ranged spell attack against the nearest creature it can see within range. It has a +5 spell attack modifier, a range of 30 feet for every 5 feet it is above the ground, and on a hit it deals 2d6 fire damage. After 10 minutes, or firing 10 times, it stops glowing, falls to the ground, and can not be activated again until the next dawn.
This looks like a simple red cloak but the size suggested it was made for a child. Inside the hood however is a magic circle sewn into the lining in vivid blue thread. The circle is divided into 8 segments, the last of which looks to be sewn with a different pattern. This cloak holds 8 charges, each represented by a segment within the hood of the cloak.
Each short rest the cloak regains up to 1 charge, and each long rest the cloak regains up to 7 charges.
Over The River
As a bonus action you can expend a charge to cast Misty Step, but instead of a silvery mist you are surrounded by a small flurry of autumn leaves and a babbling brook can be briefly heard.
Through The Woods
As an action if you are in wild unsettled territory, you can expend all 8 charges and choose a plane of existence (you may specify a target in general terms, such as the City of Brass on the Elemental Place of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination at the DMs discretion). Alternatively, if you know the sigil sequence of a teleportation circle on another place of existence, you can choose that circle.
As you pick a location a small tree with red leaves and pale smooth bark shoots from the ground, rapidly encasing you before you disappear from sight within its foliage. The tree remains where you once were, forever growing in the plane you left.
Curse. This cloak is only able to regain the 8th charge by killing a creature to protect an innocent in danger and dripping the cloak with its blood. It can not recover the last charge by resting.
This tall brass rod is etched with an abstract circular design that seems to be devoid of any pattern and has a 4 foot section of a curled, shriveled, Aboleth tentacle affixed to its top. The tentacle is a dark sickly green, and it’s so tough you aren’t sure you could pierce it.
While you are attuned to this tentacle you can breathe underwater and have a +5 on any Intelligence (Religion) checks, and +5 on Intelligence (History) checks to recall things about religions or gods.
Once per short rest as an action if you slice your hand or wrist and drip your own blood onto the tentacle as you hold the rod the tentacle rejuvenates, and expands down the rod engulfing your arm. For the next minute you can not use that arm as it is encased in a giant tentacle. However you may make melee attacks with proficiency with the tentacle. It has a reach of 10 feet and deals 2d6 bludgeoning damage on a hit.
After the minute is up the tentacle shrivels once again, receding back up the rod, and releasing your arm, now covered in slime. Until the next day your arm remains a pale green tint where the tentacle covered it and the cut you made to awaken the tentacle refuses to close, even in response to magical healing.
While the tentacle is engulfing your arm you may use an action to focus your gaze and force all creatures in a 30 foot cone to make a Wisdom saving throw DC 14 or take 1d6 psychic damage.
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, and will slowly orbit you, hilt upwards, for the next minute or until they shatter.
You can have up to 6 swords orbiting you, and while you have swords orbiting you you can make a melee spell attack (using your Intelligence as your spellcasting ability if you are not a spellcaster) against any creature you can see within 60 feet of you as an Attack action. If you are able to make multiple attacks with the Attack action, this attack replaces one of them.
On a hit you deal 1d8 + your Intelligence modifier Radiant damage as the sword seems to pass right through the creature. If you are proficient in religion you can also add your proficiency to this damage.
On a miss the sword shatters.
The halo will float above your head even in an antimagic field, despite its effects being nullified. Additionally, if you are ever separated from the halo you can summon it back to your head as a bonus action unless it is blocked by an antimagic field or a ward against magical travel such as Forbiddance.
Curse.If you are ever more than 15 feet from the halo you take 1 psychic damage per minute as your eyes begin to swim and your head inexplicably aches. If you are on a different plane from the halo you are also blinded until you are once again on the same plane as it.
The only way to unattune from the halo apart from a Wish spell or act of a deity is to commit a horribly evil act. When you unattune in this way from the halo the previously white light coming from it glows a dark red, and the silver dulls. The blackened halo falls to the ground, all magic properties lost and its diamond cracked. If you have proficiency with Religion you lose your proficiency in it and take 4d10 psychic damage as the knowledge is sloughed from your memory.
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 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 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
If there are more than 6 creatures attuned to the tapestry the symbols emblazoned around its edge begin to slowly glow and its abilities are activated.
While attuned to the tapestry a creature can communicate with any other attuned creature even if they do not share a common language. Additionally, the cantrip Message can be used between attuned creatures regardless of distance as long as they are on the same plane as each other.
Any creature that is attuned to the tapestry can teleport to an empty space within 60 feet of it, as long as it is on the same plane of existence, by picturing the symbol on it in their mind and maintaining concentration as if concentrating on a spell for 1 minute. After a creature uses this feature they are unable to use it again for 1d4 days.
Ring of Detection
Any creature attuned to the tapestry can on focus on the symbol on the tapestry as if concentrating on a spell. While concentrating like this they can find the location of any creature that is attuned to the tapestry and within 10 miles by speaking their name. Additionally, they can sense if there are any creatures that are not attuned and within 1000 feet but do not know their location.
If a creature who is attuned to the tapestry spends 1 hour casting a ritual while focusing on the symbol on the tapestry they are able to forcefully recall all attuned creatures. All creatures not within sight of the tapestry and within the same plane are teleported to an empty space within sight of the tapestry. If there are no more empty spaces the creatures that did not fit are not teleported. This feature can even recall the bodies of creatures (or what is left of them) if the soul is willing to be recalled, attuned to the tapestry within the last year, and was still attuned to the tapestry at the time of death. Once used this feature cannot be used again for 1d4 months.
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 to hit with this weapon. However, for every minute the weapon is active you must make another DC 14 Wisdom saving throw, and the damage you take increases by 1d12.
Each time you make a Wisdom saving throw against this weapon’s effect you may choose to try to break free from it. On a success you take no damage and the weapon is deactivated. On a failure you are unable to clear the voices from your head and you take damage as normal.
Curse. When you attune to this weapon you make a binding pact with an ancient one. If you die while attuned to this weapon or go unconscious while the weapon is activated your soul will be trapped within the weapon as one of the many voices, and just as all the other souls, you can not be released until a favor for the ancient one has been completed by another person. If you un-attune with this weapon before completing a favor for the ancient one you are certain you will suffer great misfortune.
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 and move the point where the bolt strikes that many squares in a random direction from the targetted location. Any creatures within 20 feet of that point must make a DC 16 Constitution saving throw as the bolt lands with an immense boom. On a failure they take 5d6 Thunder damage and are Deafened for 1 minute. On a success they take half as much damage and are not Deafened.
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 Constitution saving throw equal to 8 + the remaining hit points. On a failure they are Stunned for 1 turn and are Blinded for the next minute as their eyes and mind are overwhelmed with a burning sensation and pure light. At the end of each of its turns, it can make another Constitution saving throw. If it succeeds, the effect ends.
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 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.
These thick leather gloves go all the way up your forearms and cinch tightly above the elbow. The back of the hand is covered in a white filigree that gently spirals all the way up the glove and the palms are chill to the touch.While wearing these gloves you have resistance to Cold damage and even when Restrained, or Grappled by a creature Large or smaller, your movement speed can not drop below 10.
If you grapple a creature with both hands while you are wearing these gloves that creature takes 2d6 Cold damage each turn until they are no longer grappled. If they break the grapple they must roll a Constitution saving throw equal to 10 + your proficiency bonus. On a failure they are Restrained by ice until the beginning of their next turn.
As an action once per short rest you can activate the gloves and small particles of snow begin to swirl around you until suddenly the gloves turn into large gauntlets of blue ice. For the next minute your gauntlets are frozen solid but do not inhibit movement. While your gauntlets are frozen you can not be shoved or pushed magically and any enemy creature that ends their turn within 5 feet of you takes 2d6 Cold damage. Additionally, when you make an unarmed attack you can choose to deal Cold damage instead of Bludgeoning.
These short purple gloves are tipped in silver and are made from a light flexible material that seems extraordinarily difficult to tear.
While you are wearing these gloves if you make a successful unarmed attack against a magic caster they do not have to make a Concentration check until the end of your turn. At the end of your turn they feel a sudden drain of magic power and must make a Constitution saving throw with a DC equal to the total unarmed damage you dealt to the caster during your turn. If they fail this saving throw any spell they were concentrating on immediately ends, and they are unable to cast any spells until the end of their next turn.
Additionally, once per day you can activate the gloves as an action and in a violent purple flash an Antimagic Field appears around you, as if you cast the spell, that lasts until the beginning of your next turn.
This light iron helm is painted in a quickly fading green and has small ivory wings jutting from each side.
Once per short rest as an action you can activate the helm and the wings begin beating until they almost blur and a faint hum can be heard.
When you activate the helmet you can immediately move up to 60 feet in a straight line. As the wind buffets your face you realize you are not teleporting, but actually running to the spot you envision in your mind.
While moving in this way you do not provoke attacks of opportunity and you are able to move across liquids.
The wings keep beating for a while after you activate the helmet, slowly winding down over time. For the next 10 minutes as a reaction on any creature’s turn you can gain 1 level of exhaustion to repeat the 60 foot movement. Exhaustion gained this way lasts until your next short rest.
This mahogany grinder has a simple oak inlay and is smooth from use. When the handle is turned new well ground fresh spices come out as you would expect, but it seems like it’s never the same spice twice.
This grinder has 3 charges and it regains all charges on a short rest.
You can turn the handle of the grinder either clockwise or counterclockwise, expending a charge each time you do so. When the handle is turned roll 1d10 to determine the spice that is ground. Clockwise, and the spices nicely fall from the grinder with no special effects. Counter-clockwise and after a small delay large shards of spices spew from the mouth of grinder up to 15 feet away affecting anything they hit in strange ways. You can make an ranged attack against a creature within range and on a hit the spice effect takes place. If you have multiple attacks this replaces one of them.
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This small censer is made from a deep green soapstone mottled with white and carved with vines of morning glory. Inside the same burlap sack in which it was found is a large selection of dried aromatics. When these aromatics are burned in the censor they magically reappear within the burlap pouch the next morning.
If you burn these aromatics during a long or short rest at the end of the rest all creatures who rested within 60 feet of the censor receives a magical effect, depending on what was burned. A creature can receive a number of magical effects equal to their Constitution modifier (minimum of 1) per day in this way. After a creature receives the maximum number of magical effects the aroma given off by the censor becomes repulsive and has no beneficial effect for the remainder of the day. All censor effects gained in this way expire at dawn.
- Pine Needles. The next 2d4 times you take 10 or less Piercing damage you instead take half damage as the attack bounces off your skin.
- Orange Blossoms. You lose 1 level of exhaustion as a feeling of energy fills your body.
- Forget-me-nots. This subtle scent calms your mind. The next Intelligence or Wisdom check or saving throw you make has advantage. In addition, until that time anyone who tries to read your mind only sees a grassy field of forget-me-nots.
- Dried Mint Leaves. As a sense of mental alertness surrounds you you gain +5 to all initiative rolls, and when you make a high jump can jump 5 feet higher than usual.
- Hickory Wood Shavings. Your eyes sting in the wispy smoke, however, you are now able to see through magical darkness as if it is not even there.
- Crushed Cinnamon Bark. A bold scent overtakes your senses. You gain advantage on Fear saving throws and are able to nearly ignore any phobias you already have.
This appears to be a wooden gauntlet made from gnarled oak and a tough brown fabric. Each of the solid wooden slabs fastened to the back of the gauntlet has a different rune on it and on its front it has a circular hole cut from the palm. This gauntlet holds 5 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 change and press your hand against the tree to draw a weapon or 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 the weapon differs slightly depending on the type of tree you pull it from but it does not affect its function in any meaningful way.
On a critical failure with any weapon created this way, or after 1 day without being submerged in water, it splinters into pieces.
If you spend an action to return a weapon created this way (that has not splintered) to any tree within arms reach, the gauntlet regains an expended charge.
You see a bonsai tree within a simple glass enclosure. It has a well shaped clay dish and cork around its lip, sealing off the glass tube over the small tree. Despite the tree being completely enclosed you can see an obvious breeze swirling around the glass. When you pull the glass off there is a small burst of air and the breeze dissipates.
Each day the tree sheds a single leaf. This leaf does not wither no matter how long it dances along in the breeze within the bottle. Any leaf that is plucked from the tree has no special properties.
If one of these leaves is crushed or ripped
If more than three of these leaves are crushed or ripped
If there is ever more than 10 leaves in one place, or the bonsai container is opened when there is more than 10 leaves,
Timeless. On a successful DC 14 Nature check you estimate that this bonsai must be hundreds of years old, and is in excellent condition, yet you see no signs of it needing to be watered. You reason that it must somehow subsist on sunlight alone within its glass enclosure.
This scroll has runes all along its outside edge and no way that you can discern to activate it. However, if this scroll is damaged by any melee weapon it will begin burning and the sound of crumpling paper can be heard. At the beginning of your next turn it will suddenly harden into a copy of the weapon that damaged it. This copy lasts 1 hour before it once again bursts into flames and then turns to ash. If the weapon is magical it will not copy any of its magical abilities but will perfectly mimic its appearance and basic properties.
This scroll is flecked with what looks like pieces of metal and springs open as if it wants to be flat instead of rolled up. You can see a clear outline of a hand within its runes. As an action you can unroll this scroll and place your hand in the outline. When you do so it hardens and becomes magically fixed in place. Until the scroll becomes wet or burns it doesn’t move, even if it is defying gravity. It can hold up to 100 pounds of weight. More weight causes the scroll to shatter. If it does not become wet, burn, or shatter, it will remain in place for the next month before becoming mundane parchment.
This scroll is sealed with white wax that shimmers in the light and has the crest of a lightning bolt. When the seal is broken a tiny cloud the size of a fist appears 5 feet directly above the scroll. This cloud grows until it is 5 feet wide before beginning to rain. It rains 1d4 gallons of water over the course of 1 minute. This water is perfectly clear and could even be described as glittering. After 1 minute a single lightning bolt strikes the ground from the tiny cloud before it dissipates, and any creature within 5 feet of that point must make a DC 12 Dexterity saving throw or take 1d10 Lightning damage.
This scroll has radiating lines originating from the edges of the parchment and a bold red border. When activated and then re-rolled for the next hour when any creature speaks through the scroll their voice is up to four times as loud. The tighter the scroll is rolled the quieter the sound.
Each of the bucklers from this set has two spines, one on either side that slope to a razor sharp tip, giving it the shape of an eye. The main body of the bucklers has a hammered finish while the spines are both polished perfectly smooth. As you initially inspect the bucklers you can not find any way to wear them. There are no straps or handholds, simply an engraved name on the back of each buckler.
While you are are attuned to these bucklers and within 120 feet of them you can gesture or call to one or both of them as an action. When you do so they will fly to you if able, going around obstacles and creatures, before snapping into place on your forearms. They float several inches off your arm, moving with you as if they are attached.
They can not be moved from your arm unless you allow it. When you brush one or both of them off as a bonus action they will fall to the ground.
While wearing these bucklers you can not wield a shield but you gain +1 to your AC. Additionally, you can make melee attacks with proficiency using these bucklers as if they are a Light Finesse weapon and they deal 1d6 Piercing damage.
This rough semi-translucent crystal is nearly the size of a man’s head and quite difficult to see into but appears to have an ever-changing light show within its core. When you find it it has four smaller but almost identical crystals nearby.
All five of these crystals have hammered gold bands around them with large elemental runes chiseled into them. You can identify Fire, Cold, Acid, and Lightning runes on every crystal.
The main crystal holds 20 charges and regains up to 3d6 expended charges each day at dawn. The child crystals hold no charges, and instead consume charges from the main crystal.
While you are attuned to this item as a bonus action you may select a damage type from the runes. The selected type determines the type of all child crystals.
Any creature holding a child crystal, and within 120 feet of the main crystal, may expend a charge and envision striking a target they can see within 120 feet as a bonus action. When they do so a small shimmer flies through the air from the main crystal to the activated child crystal and a magic bolt streams towards the envisioned target dealing 1d4 damage of the selected element.
When a creature activates a child crystal as a reaction you may choose a number of charges to expend and fire that many additional bolts from their crystal at the target.
While holding the main crystal you roughly know where each child crystal is at all times as long as it is on the same plane of existance as you.
If this large seed wasn’t covered in intricate carvings of leaves you might think that it was just another fruit pit someone threw out.
As you attune with this item it slowly begins to sprout as its held in your hands, sending out a small shoot and several leaves. When the attunement is completed the young sprout wraps itself around the seed, mimicking the etchings on it’s side.
As a bonus action if the seed is touching you you can command it to activate. When you do so the seed will spring to life, covering you in armoring vines over the next turn. You can don the armor in this way once per short rest.
While wearing this armor you have an AC equal to 13 + your Dexterity modifier and if you know Druidic you can speak to the vines, gaining a climbing and crawling speed equal to your walking speed as the vines assist you. You can choose to doff the armor as a bonus action and it will shrivel up and fall off by the end of your next turn, the seed returning to its dormant state.
From the jutting angles and rough texture of this snow white plate armor you can tell its obviously crafted from some form of chitin. The underside of each piece of plate is a spectacular orange and flares of color are visible through the chinks of the armor.
This plate armor is relatively light and its joints are notably flexible. It weighs 40 pounds and is considered medium armor for all proficiencies and class features. While attuned to and wearing this armor you are immune to the effects of extreme cold climates.
As an action you can expend a charge and when you do so the armor shudders slightly and all joints visibly tighten as you feel a sudden surge of heat. For the next minute any Fire damage you take is reduced by 10. This armor has 3 charges and regains 1 expended charge each day at dawn.
If you are ever swallowed while wearing this armor the creature that swallowed you must immediately make a DC 15 Constitution saving throw. On a failure it regurgitates all swallowed creatures. On a success it instead makes all Constitution saving throws to keep you contained in its stomach with disadvantage.
This javelin is heavily weathered and is carved out of a single piece of what seems to be solid stone but is strangely light to be made of such a dense material.
It has 3 charges and regains all expended charges each day at dawn.
While you are on solid ground as a bonus action you can reach a free hand to the floor and speak its command word. When you do so if the javelin is on the same plane as you it disintegrates and rises out of the ground to meet your hand.
Additionally, if you hit a creature with this weapon you can choose to expend a charge. When you do so the creature must make a DC 16 Constitution saving throw or be Restrained for the next minute as a coating of stone creeps up from the ground and covers their legs. The creature may, as an action, attempt a DC 16 Strength saving throw to break free.
The object you see before you is best described as an ever-undulating ball of liquid mercury with a red glow deep inside its core. It seethes as your hand gets closer to it.
This item has 6 charges and regains all expended charges at dawn.
As an action you can command the orb of molten metal to transform into any simple or martial weapon of your choice, When you do so it rapidly bubbles and cools before floating into your hand. If it is already transformed you can command it to transform in your hand as a bonus action.
The metal of any weapon it forms into is always made of a dark iron, and the wood of ebony. Large claws are carved into their handles, and a ruby is always embedded into them somewhere. If the weapon it transforms into has the ammunition property each time you attack with it a piece of ammunition made of black iron materializes and then disappears again after it strikes. These weapons always count as magical for overcoming resistances. When not stored in a container the orb floats right beside you just above waist height. If it is not at your side you can summon it to you as an action and as you do so command it to transform.
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This black cloak has a hint of blue with silvered threads dashing through it. When in motion it appears as if the threads are electrical energy crackling off the fabric. Inside the hood a silver insignia of Talos has been carefully stitched. This cloak has 12 charges and regains all charges at dawn.
While wearing this cloak you know the cantrip
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This glass amulet is not polished as a glass bottle would be but is instead appears unfinished and crude. Beneath the rough surface you can see the flickering of a blazing fire and feel its warmth against your skin.
This amulet has 5 charges and regains all expended charges at dawn.
While wearing this amulet you have resistance to Cold damage and are not affected by extreme cold conditions. Additionally, you are immune to any magical fire that you create.
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This crystal circlet is a deep aqua crested with white and in its center is set a gold symbol of Umberlee.
When you attune to this item 6 spheres of water, each 3 feet across, manifest as if drawing the water from the air itself before shrinking to the size of a fist and orbiting your head.
This item has 6 charges, represented by the orbs of water, and regains all expended charges at dawn. If you are not a caster all magical effects of this item use your Wisdom modifier as your spellcasting ability.
While you are attuned to this item you are able to breathe underwater as if it was dry land and have a swimming speed equal to your movement speed.
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When you find this chainmail it appears to have a thin film over it and noticeably is trimmed with white fox fur. When you touch the armor it is immediately obvious that the film is frost as the metal is as cold as ice.
This item has 5 charges and regains all expended charges at dawn.
While you are attuned to this armor you have resistance to Cold damage and are impervious to extreme weather, both cold and hot.
Additionally, you know the
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This amulet is three golden eyes hung on a set of three connected chains. A large eye, half closed over a ruby, and two smaller eyes just above it on either side. While wearing this amulet when you make an opportunity attack against a creature you may make up to two additional opportunity attacks before the beginning of your next turn so long as you do not make more than one attack against any creature. Additionally, as a bonus action you can activate the amulet and the two small eyes snap open. When you do so you gain Truesight out to a range of 30 feet for the next 10 minutes. During this time you can not suffer from the condition Blinded but the condition is not removed. This feature can not be used again until the next dawn.
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This halberd’s angular head is made from a glistening bronze, and its handle is a highly polished light ash.
Once per short rest as an action you can sweep the halberd around you to create a 30-foot-radius sphere of thick whirling sand centered on you.
The 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 15. 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 quarterstaff is made from a pale wood and a segmented serpent is carved along its length with its head at the top of the staff. Its eyes are set with large turquoise and several smaller stones stud its back.
This item can hold 10 charges and regains 1d10 expended charges each day at dawn if you are not underground when the sun rises.
As a bonus action you tap the staff on the ground and the eyes shine a cold blue as if
While the serpent’s eyes are glowing you can choose to expend a charge as an action. When you do so the whole staff crackles with energy and the turquoise stones shine brightly before a searing blue beam erupts in a 1-foot-wide 60-foot-long line from the snake’s mouth. Each creature in the line must make a Constitution saving throw DC 17. On a failed save, the creature takes 3d8 Fire damage, 3d8 Lightning damage, and is Blinded until your next turn. On a successful save it takes half as much damage and is not Blinded. Additionally, this effect dispels any darkness in its area that was created by a spell.
Once per week as an action you can expend all remaining charges to create a massive mote of brilliant blue light. All the stones on the staff suddenly pulse and a 10 foot sphere of crackling light coalesces 100 feet above your head. This mote sheds bright light in a 250-foot-radius and dim light out for an additional 100 feet for the next 10 minutes before fading out with a roar. This effect dispels any darkness in its area that was created by a spell. Any creature in this radius that looks directly at the light must make a Constitution saving throw DC 17 or be blinded for the next minute. A creature blinded by this effect may make another Constitution saving throw at the end of each of its turns and on a success is no longer blinded.
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This ebony shield is completely smooth and has no adornment on its face; however on its back is an intricate circle of runes etched in a deep purple. When you make a saving throw against an effect or spell that deals Necrotic damage while wearing this shield you may make the save with advantage. Additionally, if you die while attuned with this shield you can not be raised as an undead.
This ebony shield appears completely smooth but if you run your hand over its face you can feel a large motif of a skull. It has studs of gold around its edge and on the back is an intricate circle of runes etched in a deep purple.
When you make a saving throw against an effect or spell that deals Necrotic damage while wearing this shield you may make the save with advantage. If you succeed on this saving throw you take no damage from the effect. Additionally, if you die while attuned with this shield you can not be raised as an undead.
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.
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.
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 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.
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 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 set of deep black and purple plate armor has some spiderwebs in it but otherwise is in pristine condition. This item has three 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 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 (Swarm of Insects MM338, Wasp variant) in the nearest spaces. These bees attack anyone hostile towards the creature currently holding the bottle for the next hour before returning to mundane water droplets and falling from the sky.
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 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 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 well-crafted hide armor is a deep red, but does not appear to be dyed, 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.
2019-06-28 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.