This property of the armor can’t be used again until the next dawn. Suppress one or more of its activated properties. The broom stops hovering when you land. A weapon must be held. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened.
Onyx Dog (Rare). The light is sunlight. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. As an action, you can speak the gem’s command word and expend 1 charge. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. The boat can hold up to four Medium creatures comfortably. If you expend the wand’s last charge, roll a d20. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. These crystal lenses fit over the eyes. Every other creature in the area must make a DC 17 Dexterity saving throw. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. This black or dark blue robe is embroidered with small white or silver stars. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. Thunderclap. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). While holding it, you have a +2 bonus to spell attack rolls. Silver Raven (Uncommon). You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear boots. Fortitude (Very Rare). Magic items are gleaned from the hoards of conquered monsters or discovered in long‑lost vaults.
The creature is friendly to you and your companions.
Wondrous item, legendary (requires attunement by a creature of evil alignment). Comet.
On a failed save, the creature takes lightning damage based on the number of spheres you created. A wind of at least 10 miles per hour disperses the swarm and ends the effect. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. At the end of each of your turns, you can repeat the saving throw. The staff has 10 charges. A good creature takes 8d6 necrotic damage upon touching the talisman. It understands your languages and obeys your spoken commands. Ball Lightning. The gate then closes.
Wondrous item, very rare (requires attunement).
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