Itmes Of The Elemental Planes Ring Of the Mephits Ring, uncommon (requires attunement) This worn iron ring carries six small engravings on the inside, depicting strange symbols that makes no sense to you. But while holding it for any long period of time, you swear that you can hear a light chuckle every now and then. While attuned to this ring you are immune to poison and can 1/day use the ring to summon 1d4 Mephit(s). The type of Mephit is decided by rolling 1d6, where each number on the dice corrosponds to a type of Mephit. The summoned Mephit(s) are loyal to you for the next 12 hours or until killed. Mephit summon table: Dice Side Type Of Mephit Number 1 Dust Mephit Number 2 Ice Mephit Number 3 Magma Mephit Number 4 Mud Mephit Number 5 Smoke Mephit Number 6 Steam Mephit Helm Of The Efreeti Lord Wondrous item, very rare (requires attunement) This helmet was once owned by a prestigious and powerful Efreet in the City of Brass. How it was taken from them is not known, but it is your fortune as it still carries power from the plane it was forged in. The copper helmet has brass lining running along the brim that forms a pattern along the sides resembling flames. When attuned you can at will make the helmet light up with flames, creating bright light 30ft around you and dim light for an additional 30ft. You also have resistance to fire damage and can speak Primordial. The helmet has 6 charges. It regains 1d4+2 expended charges daily at dawn. These charges can be used to cast either a 3rd-level fireball spell (save DC 15) for 2 charges, or a 4rd-level fire shield for 1 charge.











All images are made by me and can be found on my tumblr https://artcrowdk.tumblr.com/ Spear of the Pegasi Weapon (spear) , very rare (requires attunement by a creature of neutral , lawful neutral or chaotic neutral alignment) Carved in beautiful white marble and inlayed with silver, this beautiful spear is tiped by what looks to be the horn of some creature unfamiliar to you. What you do know is that while holding it you feel the need to soar though the skies, unfeathered by your lack of wings. While attuned you gain +2 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. 1/day per spell You can cast the 7rd-level spell Whirlwind (save DC 15) Or you can cast Fly as a 3rd-level spell. When you score a critical hit with this weapon you can choose to move 15ft in any direction and not incur an attack of opportunity from any enemies during this movement. This effect can only happen once per turn and can only be used when you score the critical hit. Gauntlets Of Smoke Wondrous item, rare (requires attunement) The grey tinted leather that these gauntles are made of seems to always be crumbling to smoke at the edges yet it never seems to be disappearing. And small flickers of flame can sometimes also be seen falling and jumping from the fingers of the wielder. 2/day you can cast the spell Burning Hands as a 1st level spell While wearing the guantles you can also spend a bonus action to create a shield of smoke around you, while this shield is up you can reduce the damage of the next physical attack on you by 1d10. This shield can be used a number a times a day equal to your Intelligence modifier (minimum of 1).

Belt Of The Marid Wondrous item, very rare (requires attunement) A magnificent woven belt made of azure and seafoam colored fabrics, with small gems cut to look like seashells sit on the front of the belt. Prehaps this belt was made as a gift to a powerful Marid or maybe it was created by a clergy from one of the gods that shows affinity to the oceans. Whatever the case its clear that the belt holds power from the plame of water. When you are attuned to this belt you gain a +2 to AC and can move freely under water as if affected by the freedom of movement spell and you can also breath underwater. The Belt has 4 charges, it regains 1d4+1 expended charges daily. These charges can be used to cast either a 3rd-level Tidal Wave spell (save DC 15) for 3 charges, or a 4rd-level Water Wall for 1 charge. Amulet of Ooze Wondrous item, very rare (requires attunement) If it was not for the benefits that this item gives its wielder, no one would likely use it. Between golden chains that always seems to be more slippery then they should, sits a green almost crystal-like gem that you swear moves a little every now and then. When attuned to the amulet your skin turns a sligt green, while also giving you immunity to acid damage. When a enemy tries to hit you with a non-magical weapon made of metal and rolls a natural 1, they have to roll on a d20. On a 5 or lower the weapon dissolves at the end of thier next turn. 1/day You can also polymorph for one hour into a Gelatinous cube as described in the Monster Manual pg. 242 Shield Of Cryonax Armor(shield), legendary (requires attunement by a creature of non-good alignment) A beautiful mirror of perfect ice decorates the front of this shield, hiding the strange intelect that seems to live within the item. You gain a +3 to AC while attuned to this magic item, it also has the following properties. Cold Revenge. Whenever someone hits you with a physical weapon while attuned to the shield, you can use a reaction to have the shield send out shards of ice aginst the opponent that hit you. The shards do 2d6 of magical cold damage. This ability can only be used on one enemy per turn. Servents Of The Cold. (1/day) You can from the icey surface of the shield summon an Yeti as described in the Monster Manual pg. 305 This Yeti will serve you until death or until 10 minutes have passed, after which it will disappear. Sentience. The shield is a sentient, lawful evil item with an intelligence of 18 , a wisdom of 10 , and a Charisma of 16. It has hearing and darkvision out to a range of 60ft. The weapon can understand Common and Primordial, it can communicate with its wielder telepathically. Its voice is slow and cold. While you are attuned to it, the Shield can understand every language you know. Personality. The shield is not one to speak when there is no need for it, rarely will it speak unless spoken to and even then it never seems like it has much to say. If however asked for its purpose or why it was created, a feeling of pride can be felt from an otherwise unemotional item. As it tells how it was created to help Prince Cryonax in spreding the cold to all planes. The shield will encourage the user to cold and desolated places, while also hating spending any long period of time in a warm enviroment. If the shield spends more the 4 straight days in a enviroment above 27 °C (80 °F) a conflict between it and its wielder occurs at the next dusk.

Armor Of The Earthlord Armor (plate) , very rare (requires attunement) It is clear to all that this piece of armor is a work of brilliance and a master. However only a dwarf could truely appriciated the worksmanship, as they would be able to feel the dozens of metals that have been fused and forged together seemingly unaturaly so to create this armor. Multiple small gems can also be seen with a closer look, likely making some wonder why anyone would waste such riches on armor. When attuned you gain a +2 bonus to AC and are immune to the prone condition. Can 2/day call the surrounding earth to invegorate you givng you temporary hit points equal to your level plus constitution modifier. The armor has 6 charges. It regains 1d4+2 expended charges daily at dawn. These charges can be used to cast either Earthquake as a 8rd-level spell (save DC 15) for 4 charges, or a 3rd-level Wall Of Sand for 1 charge. Axe Of The Flow Weapon (handaxe) rare (requires attunement) This axe seems to have many small rivers of lava running though it, however any attempt to touch them ends in nothing more then a uncomftorble heat to your finger tips. But even with this the axe seems more sturdy then any weapon you have seen. While attuned you gain +1 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Any time that you hit an enemy with this weapon you do an additional 1d6 of fire damage. When you use the axe as a thrown weapon it transforms into lava. If this attack hits an enemy you increase the extra fire damage to 2d6. The axe will also return to your hand after each thrown attack. Boots Of The Dustdevils Wondrous item, rare (requires attunement) Beautifully engraved, these brown and dark grey leather boots leaves visible clouds of dust behind you as you walk around in them. While attuned to these boots you are no longer slowed down by non-magical difficult terrain. 2/day you can also cast the 3rd-level spell Slow (save DC 14) Bow Of The Ashlands Weapon (longbow) , very rare (requires attunement) This grey longbow seems to be made entirely out of hardend ash, as small flicks of it hovers and falls of it constantly. A slight heat can be felt too while holding it, and while aiming it you feel like your looking into the remaing ash from a bonefire. While attuned you gain +2 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. While attuned to this weapon you have resistance to fire damage. You also never feel uncomfortable in cold weather and rain has a lesser effect on you. When this bow is used and no arrows are equipped the bow will conjure arrows made of pure fire and ash, dealing 1d6 fire damage and 1d6 force damage. 1/day You can fire an arrow from the bow that creates a 30ft globe of swirling ash, any invisible creature that starts, enters or moves though the globe is visible for that turn. Ring Of The Dry Ring, uncommon (requires attunement) This ring seems to be made of hardened and crystallized salt, that has formed into beautiful opaque white crystals of many shapes and sizes. While attuned to this item you no longer need to liquid to survive. Curse. This ring is cursed, a fact that is only revealed when the Identify spell is cast on it or you are attuned to it. Attuning to the ring curses you, and until you are targeted by a remove curse spell or similar magic any attempt to remove the ring fails. While attuned any liquid you touch will crystallize into salt, and you will slowly look dryer untill your skin looks tight on your bones.

Ring Of Want Ring, rare (requires attunement) Whomever made this ring seemingly did not understand or know the words exaggerated or over the top. As many small crystals and gems completely fill and line all the surfaces of the ring. 1/Day You can turn 10kg of stone into 50 gold pieces worth of gems. Curse. This ring is cursed, a fact that is only revealed when the Identify spell is cast on it or you are attuned to it. Attuning to the ring curses you, and until you are targeted by a remove curse spell or similar magic any attempt to remove the ring fails. You are alos filled with an insatiable greed always wanting more. Bag Of Infinity Wondrous item, very rare A silk black bag with silver inlayings forming motifs of stars, moons and suns. Roughly 2 feet in diameter at the mouth and 4 feet deep. This bag could be mistaken by some as a bag of devouring, however most would see it for what it is, something much more dangerous. This bag is an extradimensional space that is modeled after the Quasi-Elemental Plane of Vacuum. This means that any item put into it is forever lost to that plane. Any creature put into the bag will technically not die in the bag, instead they will be taken to the plane where thier survivl is up to them. If the bag stays open for more then 10 minuttes at a time, a creature can come through the bag. The DM rolls a d10 on the following table to decided the creature(s) that come out. Dice Side Creature(s) 1. Reroll, if it lands on this again summon one Alhoon 2. 2d4 Cloakers 3. One Displacer Beast 4. 1d6 Grell 5. 1d8 Harpy 7. One Nothic 8. Two Invisible Stalkers 9. 1d4 Phase Spiders 10. A previous person traped in the bag These creature are not necessarily hostile towards you, as they could be thankful for being freed from the sapce, this is up to DM discretion. Globe Of Steam Wondrous item, very rare This glass globe is 10 inches in Diameter and has iron fittings around it. On the inside you can see swirls of steam and water moving around within the globe. You can remove one of the fittings and active one of the follwing abilities, once one have been used the globe needs 24 hours to recharge the steam inside. Beam: The content within the globe releases in a 30ft long concentrated beam of hot steam. A creature caught in the beam must make a dexterity save (DC 14) or take 8d8 fire damage on a failed save, or half on a successful one. This also puts out any non-magical fires. Spray: The content within the globe releases in a 60ft cone spray of hot steam. Any creature caught in the cone most make a dexterity save (DC 14) or take 6d6 fire damage on a failed save, or half on a successful one. The steam also puts out any non-magical fires. Spout: The content within the globe releases in a spout of steam towards the sky, any creature within 90ft must make a dexterity save (DC 14) as steam falls from the sky around you and take 4d4 fire damage on a failed save, or half on a successful one. The steam also puts out any non-magical fires.