Neesha's Staff of Building
Requires Attunement
This staff was said to once belong to Saint Neesha of Quartz. This ornate staff is made of black ash with gold finial inlaid. It has what appears to be a solid spiral of quartz embedded into one end.
The staff can be wielded as a magical quarterstaff that grants +1 bonus to attack and damage rolls made with it.
While holding this staff, you can use an action to create a lightweight block within 5 feet of you, that lasts for up to 1 minute, after which it dissolves. The block is a 5ft cube that weighs 30 pounds that is opaque and light red. You may dismiss the block as an action. If the space is not large enough to contain the block, the block does not appear. Attempting to summon more than 3 blocks will immediately dissolve the first block. A block that dissolves does not trigger the dismissal effect. The block may be picked up, moved, or thrown, and can act as 3/4 cover. The block has 5 hitpoints and dissolves if destroyed in this manner.
Upon dismissal, the block explodes, sending shockwaves up to 30 feet in a straight line, emanating from each face of the cube. These shockwaves cause 1d4 force damage to whomever they collide with, and dissipate upon collision. They may be avoided with a DC 14 dexterity check.
Etun's Returning Chakram
Requires Attunement
This thin, circular, open crescent about a foot and a half in diameter has the outer perimeter sharpened to a razor thin edge. It was said to be used by Saint Etun of Iolite. Its blade is made of an incredibly durable material that seems to never dull. Inscribed on its surface are ancient runes surrounding polished gems embedded into the material.
The chakram can be wielded as a martial, finesse 1d6 slashing weapon that grants +1 bonus to attack and damage rolls when used as a melee weapon. It has the thrown property, and has a range of 60 feet.
When thrown, the wielder chooses 5 targets (objects, locations or creatures) within range of the wielder that they can see. A target can be chosen multiple times. A gust of wind wraps itself around the wielder's arm and the chakram, to guide the chakram to its intended targets, ricocheting off these targets in the order specified. The chakram always returns to its wielder after every throw.
Each target, if it is a creature, must make a dexterity saving throw of DC 14, taking 1 force damage if it fails.
If a target is an object that is 5 pounds or lighter and is neither worn nor carried, the object returns with the chakram.
If the target is an object that can be interacted with by hitting or pulling, such as a button or lever, the chakram activates the object.
Kitun's Ring of Immense Strength
Requires Attunement
This ring has an iridescent, unworked blue stone set in a thick, sturdy band of rough gold, but don't let appearances deceive you. This ring was made by Saint Kitun of Opal and houses his strength.
When worn, your carrying capacity (including maximum load and lift) is quadrupled. You also gain advantage on strength checks.
Piri's Gloves of Convection
Requires Attunement
These red leather gloves have a surface that appears almost like boiling lava. They were made by Saint Piri of Agate.
These gloves allow the wearer to spend an action to superheat or supercool an inanimate object within 30 feet of them that is neither worn nor carried, or can be used on a surface or liquid no larger than 5ft in any direction. This can be creating a platform of stone on lava or ice on water. Once per long rest, as a reaction, the wearer may also negate incoming Fire or Cold damage.
Lioteh's Sparkling Cape
Requires Attunement
This cape appears at first glance to be made of a fine golden mesh that couldn't possibly hold up over time, but it's stronger than it appears. It was made by Saint Lioteh of Heliodor.
While wearing this cape, you can use an action to touch the clasp to activate or deactivate it. While active, it projects an illusion that makes you nearly invisible, causing any creature to have disadvantage on attack rolls against you. In addition, while it is active, you have advantage on stealth checks. If you take damage, these properties cease to function until the start of your next turn. These properties are suppressed while you are incapacitated, restrained, or otherwise incapable of moving.
The cape has a maximum of 3 charges, and regains 1d3 expended charges daily at dawn. As an action, you may expend any number of charges, and become invulnerable to non-magical damage for a number of rounds equal to the number of charges expended.
Nomiri's Boots of Momentum
Requires Attunement
These thick, vivid green leather boots were made by Saint Nomiri of Malachite. They seem to be incredibly well made, and feel extremely light when worn, and once laced almost feel like you could run forever.
You may spend your action to move twice your movement speed in a straight line. Moveable objects along this line are knocked out of the way 5 feet perpendicularly.
When you reach a creature along this line, they may choose to leap out of the way by making a Dexterity Save, with the DC equal to 12 plus your proficiency bonus, or they may choose to make an attack of opportunity. If they hit you, your charge stops. If they miss their attack, or fail to make the save, they are pushed 5 feet away perpendicular to you, are dealt damage equivalent to the melee weapon you are wielding (or your Unarmed damage if you are not wielding a melee weapon), and are knocked prone.
If your charge is obstructed by an immovable object such as a wall, and you have not yet moved the entire distance, you are knocked back 5 feet from the object, and are knocked prone.
If you have not used all of your Movement on this turn, you may choose to continue running in a straight line, and the effects remain until you take an action to do something other than activate the boots, or decide to move in a different direction.