This silvered sword has a broad blade that glints yellow in the sun. It’s golden hand-and-a-half hilt has an exorbitantly large diamond as the pommel.
Undead’s Bane
This sword deals Radiant damage instead of Slashing damage to any undead creature. Additionally, when you take the Dodge action until the beginning of your next turn you have resistance to Necrotic damage.
Heaven’s Fury
While wielding this sword you can command a fraction of the might contained in the armories of the Upper Planes. Once per day as an action you can swing the sword down at point you can see. When you do so a crack like thunder can be heard as a hail of massive 20 foot swords crash into the ground in a 30 foot radius around the point you chose. These swords fly from the heavens, piercing through almost any object in their path before disappearing in a flash.
Any creature in the area must make a DC 14 Dexterity saving throw. If you are proficient in Religion you add your proficiency to this DC. On a failure the creature takes 3d12 Piercing damage and 3d12 Radiant damage. Celestial creatures automatically succeed this saving throw.
Angelic Properties
This sword can not rust or shatter, and you can summon this sword to you as a bonus action if you have a free hand unless it is blocked by an antimagic field or a ward against magical travel such as
Curse. If you knowingly attack an innocent creature the sword will immediately streak with black, lose all magic ability, and its diamond will shatter. Additionally, you take 1 fire damage as a symbol is branded into your forehead.
If you unattune with this sword it will begin floating, before, with a clap like thunder, it soars into the sky and returns to the Upper Planes.

A dark-purple heart steadily beats inside this small hardwood chest. All creatures within 60 feet of the box can hear a quiet heartbeat, and feel the rhythmic thump deep within them.
Mortal’s Fragility
As an action you can point at a creature you can see within 60 feet and force them to make a DC 12 Constitution saving throw as they feel a tremor in their heart. On a failure they take 3d6 Necrotic damage and their hit point maximum is reduced by an amount equal to the damage dealt. On a success they take half as much damage and their hit points are not reduced. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature with no heart automatically succeeds this saving throw.
Immortal’s Resistance
If you are killed while attuned with this heart you are brought back to life at the next dawn as if by the spell
Curse. Each time you use the feature Mortal’s Fragility if you have a heart and are not undead you must also make the saving throw against taking necrotic damage, though your hit point maximum is not reduced.
Additionally, if you are resurrected by the Immortal’s Resistance feature you are now considered undead and have the Sunlight Sensitivity feature: while in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

This staff has a cluster of eyeballs attached to it which have been preserved using
Unrelenting Gaze
As an action you can activate this staff, causing the eyes to open. When you do so choose an outlined undead within 120 feet of you, or a creature you can see within 60 feet of you. The target creature must make a DC 16 Wisdom saving throw. On a failed saving throw it takes 3d8 psychic damage and is Frightened of you until the end of its next turn. If the creature is an undead it is Stunned until the end of its next turn instead of Frightened. On a successful saving throw the creature is not affected.
These robes are rumored to have once been soaked in the blood of an undead, or whatever fluid was left in their body that could be called blood. While wearing them whenever you cast a spell from the school of Necromancy you gain 1d4 temporary hit points per spell level that last for 10 minutes.
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 choose to expend a charge to cast
Averter of Evil
When you make a successful attack with this weapon against an undead or fiend you instantly destroy it if its challenge rating is 2 or lower. If it is not destroyed it takes an additional 2d6 Radiant damage.
This ebony shield appears completely smooth but if you run your hand over its face you can feel a large motif of a skull. It has studs of gold around its edge and on the back is an intricate circle of runes etched in a deep purple.
When you make a saving throw against an effect or spell that deals Necrotic damage while wearing this shield you may make the save with advantage. If you succeed on this saving throw you take no damage from the effect. Additionally, if you die while attuned with this shield you can not be raised as an undead.
When you find this chainmail it appears to have a thin film over it and is trimmed with white fox fur. When you touch the armor it is immediately obvious that the film is frost as the metal is as cold as ice.
This item has 5 charges and regains all expended charges each day at dawn.
While you are attuned to this armor you have resistance to Cold damage and are impervious to extreme weather, both cold and hot. Additionally, you know the
Numbing Aura
All terrain around you in a 10 foot radius ices over with a magical frost and is considered difficult terrain for creatures other than you. The radius of frost moves with you but does not damage any plants or objects that it freezes. Additionally, any enemy creature that ends their turn on this ice can not take reactions until their next turn.
Permafrost
At the beginning of your turn you may choose to expend a charge to gain 1d4+1 temporary hit points at the beginning of each turn for the next 10 minutes as the armor slowly builds up its layer of frost.
Arctic Snap
As an action you may expend 2 charges as you snap your fingers to freeze the enemies around you. All enemy creatures within 30 feet of you must make a Constitution saving throw. On a failure they take 3d8 Cold damage and are Restrained for the next minute as ice races from your feet to clutch at their legs. On a success they take half as much damage and are not Restrained. A creature who is Restrained by this effect can repeat the saving throw at the end of each of its turns. If you are not a spellcaster you use your Constitution modifier as your spellcasting ability for this effect.
This crystal circlet is a deep aqua crested with white and in its center is set a gold symbol.
When you attune to this item 6 spheres of water, each 3 feet across, manifest as if drawing the water from the air itself before shrinking to the size of a fist and orbiting your head.
This item has 6 charges, represented by the orbs of water, and regains all expended charges at dawn.
If you are not a caster all magical effects of this item use your Wisdom as your spellcasting ability. While you are attuned to this item you are able to breathe underwater as if it was dry land and have a swimming speed equal to your movement speed.
Ebb and Flow
While attuned to this item you know the cantrip
Tides of Battle
As an action you can expend a charge to fire a sphere of water at the ground. When it strikes the ground a wave of water splashes out in an area up to 30 feet long, 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 Bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames within its area and within 30 feet of it.
Sphere of Influence
As an Attack action if you still have at least one charge remaining you may make a ranged spell attack against a target you can see within 30 feet. If you are able to make multiple attacks with the attack action this replaces one of them. When you do so one of the spheres of water orbiting you suddenly expands and flies towards the target before returning to its previous place and size. On a hit you deal 3d8 magical Bludgeoning damage.
This glass amulet is not polished as a glass bottle would be but is instead appears unfinished and crude. Beneath the rough surface you can see the flickering of a blazing fire and feel its warmth against your skin.
This amulet has 6 charges and regains all expended charges at dawn.
If you are not a caster all magical effects of this item use your Constitution as your spellcasting ability.
While wearing this amulet you have resistance to Cold damage and are not affected by extreme cold conditions. Additionally, you are immune to any magical fire that you create.
Undying Flames
While attuned to this amulet you know the
You can cast these cantrips as bonus actions, they do not require concentration, and their duration is considered indefinite. They last until you dispel them, you fall unconscious, or you cast them again.
Searing Aura
As a bonus action you can expend a charge to call upon the flames within the amulet and the air around you begins to shimmer with a sweltering heat. For the next minute any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d8 Fire damage.
Immolating Burst
As an action you can reach out your hand and expend a charge to cause a fiery outburst. The flames within the amulet pulse and a line of fire 5 feet wide and 30 feet long flares from your palm. Each creature in the line must make a Dexterity saving throw. A creature takes 5d8 Fire damage on a failed save, or half as much on a successful one.
This black cloak has a hint of blue with silvered threads dashing through it. When in motion it appears as if the threads are electrical energy crackling off the fabric. Inside the hood a silver insignia of Talos has been carefully stitched. This cloak has 12 charges and regains all charges at dawn.
While wearing this cloak you know the cantrip
Winds of Change
As an action you can expend a number of charges to create a vortex of howling winds. When you do so choose one 5 foot space within 120 feet for each charge. Large or smaller creatures within 15 feet of a target space, but not in a target space, must make a Strength saving throw or be pushed 10 feet away from the nearest targeted space.
Energizing Presence
All allies within 10 feet, including yourself, are affected by the energy pulsing around you and have a +5 bonus to initiative.
Additionally, as a reaction you can expend a charge to grant one creature you can see advantage on Dexterity or Strength saving throws until the end of their next turn.
Lightning Mastery
When you cast a spell that deals Lightning damage the air around you tingles with energy. You may choose a number of enemy creatures up to the level of the spell slot expended within 30 feet of you. Each target creature takes 1d4+1 Lightning damage as tendrils of electricity reach out from your robe.
The object you see before you is best described as an ever-undulating ball of liquid mercury with a red glow deep inside its core. The closer your hand gets the more it seethes.
This item has 6 charges and regains all expended charges at dawn.
As an action you can command the orb to transform into any simple or martial weapon of your choice, When you do so it rapidly bubbles and cools before floating into your hand. If it is already transformed you can command it to transform in your hand, or back into it’s orb form, as a bonus action.
Any metal it transforms into is a dark iron, and any wood is ebony. Every weapon has large claws are carved into the handle, and a ruby is embedded into it somewhere. If the weapon it transforms into has the ammunition property each time you attack with it a piece of ammunition made of black iron materializes and then disappears again after it strikes. These weapons always count as magical for overcoming resistances. When not stored in a container the orb floats right beside you just above waist height. If it is not at your side you can summon it to you, and command it to transform, as an action.
Flash of Wrath
When you hit a creature with this item you may expend a charge to create three bolts of crackling black energy that leap from the creature to as many as three other creatures within 30 feet of the first. A creature can be targeted by only one of the bolts. Each target, including the first creature, must make a Dexterity saving throw DC 15. A creature takes 8d6 Lightning damage on a failed save, or half as much damage on a successful one.
Overwhelming Charisma
As an action you may expend 2 charges to shout a command in Infernal. When you do so choose a number of creatures up to your Charisma modifier (minimum 1) within 60 feet to make a Wisdom Saving throw with a DC equal to 14 plus your Charisma modifier (minimum 14). On a failure a creature falls prone and spends their next turn groveling.