Prismatic Lenses
Made by a crazy person, the wearer of the glasses got to see shapes and colors of different drugs. But then someone came by, took it and made it more usable (wearer can still see shapes and colors)
As a bonus action while wearing these spectacles, you can change the active lenses to red, orange, yellow, green, blue, or purple. When you cast a spell of 1st level or higher that deals acid, cold, fire, lightning, poison, or psychic damage, the damage type is changed to one of the following types based on the active lens color: red: fire, orange: acid, yellow: lightning, green: poison, blue: cold, purple: psychic.
Additionally, you gain a passive trait depending on the active lens as well:
Red. Each time you hit a creature with a spell that deals fire damage, you can deal 1d12 extra fire damage to one of the targeted creatures.
Orange. Each time you hit a creature with a spell that deals acid damage, you can impose a -2 penalty to the AC of one of the targeted creatures. This penalty does not stack with itself and it lasts until the creature takes a long rest or you impose this effect on another creature.
Yellow. Your movement speed increases by 20 feet and your jumping distance is doubled.
Green. You have advantage on Constitution saving throws.
Blue. Ice collates around you; your AC increases by 2.
Purple. As an action you can touch a willing creature to inhabit its mental space. While occupying their mind, your body disappears and you cannot be targeted by attacks or spells. Creatures with telepathy, or the ability to detect thoughts may know of your presence. If the creature whose mind you occupy takes psychic damage, you take it as well. The host creature has advantage on saving throws to resist being charmed while you are occupying their mind. You can communicate telepathically with the host creature, and you perceive the world using their senses. The only action you can take while in this state is to end the effect and reconstitute yourself in an unoccupied space within 5 feet of the creature. If you are knocked unconscious or the host dies, the effect ends and you reconstitute in an unoccupied space within 5 feet of the creature.