Plate Armor of the Spider armor, very rare (requires attunement)

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.

Arachnid Manipulation

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 Command (DC 18) as a bonus action against any such creatures without expending a spell slot. If affected they will try to act in a way that is beneficial to you.

Spider Summoner

As an action you can expend a charge to simultaneously cast Web and Conjure Animals at a point within range. Conjure Animals can either summon 4 Swarm of Spiders (MM 338) or 1 Ettercap (MM 131) when used in this way. Additionally, webs created by this effect do not expire and must be destroyed to be...

Amulet of Nebu wondrous, very rare (requires attunement by a cleric or paladin)

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...

Apollo's Blessed Hide Armor armor, very rare (requires attunement)

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 Conjure Volley, Swift Quiver, or Mass Cure Wounds as an action. 

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.

Gungnir weapon, legendary (requires attunement)

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...

Thread of Theseus wondrous, very rare (requires attunement)

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...

Golden Bow of Apollo weapon, very rare (requires attunement)

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...

Book of Thoth wondrous, legendary (requires attunement)

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 Speak with Animals and Speak with Plants. Additionally, you have proficiency with all Wisdom checks and saving throws. As an action once per day you can cast either True Seeing (with a duration of 10 minutes), or Contact Other Plane, ignoring components.

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...

Tears of Ra potion, rare

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.

Brazier of Eternal Night wondrous, legendary

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.

Bottle of Sudden Dusk wondrous, very rare

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.