This warhammer has an unusually large head made of blue tinted steel, and weighs 5 pounds.
On a critical hit with this weapon you deal an additional 2d10 radiant damage. If you score a critical hit against an undead creature you gain half of the radiant damage in temporary hit points as the hammer dimly glows.
Curse. On a critical failure with this weapon all creatures within 5 feet of the hammer, including yourself, must make a DC 15 constitution saving throw or take 2d10 necrotic damage as the hammer hums loudly and crackles with dark energy.
Additionally, while attuned to this hammer you take half healing from spells of 2nd level or lower.

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.
Judging by the materials used this warpick was made to last several lifetimes. It’s head is made of pure adamantine and it’s handle is carved from ancient zurkhwood. It has 4 charges and regains 1 expended charge each day at dawn.
Whenever you hit a hard object, such as metal or stone, with this warpick the hit is a critical hit. Additionally, you score a critical hit against armored creatures on a roll of 19 or 20.
Piercing Tip
As an action, you can focus on the warpick and strike an object made of stone or ice, expending a charge. As the pick cleaves through it pulverizes up to a 5-foot cube of material.
This blade has a blue finish to it’s cutting edge, and to any creature on the Ethereal Plane it appears glaringly bright.
While holding this weapon you are able to perceive creatures on the Ethereal Plane as a faint blue specter of their true appearance.
Additionally, this weapon can affect creatures on the Ethereal Plane, such as ghosts. When you make an attack against a creature on the Ethereal Plane using this weapon you score a critical hit on a roll of 18 or higher.

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 bag of coarse powder is made from the bones of an immensely strong undead, and it dries out your skin when you come into direct contact with it. As an action you can spread a handful of this powder over an adjacent square and for the next year, or until purposefully dispersed by another creature, undead with a CR of 3 or lower can not willingly come within 10 feet of the powdered space. The bag holds four handfuls of bone powder.
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.
You find a roughly-hewn branch with a cork stopper in one end. Inside is a yellowed parchment with a song written on it in druidic.
You are able to sing this ballad perfectly so long as you are able to read it, almost as if you have always known it. If you sing the entire song during a long or short rest, and are in an area suitable for growing plants, vines and saplings begin to spring from the ground with the tallest tendrils stretching to meet your hands like flowers stretch towards the sun.
You may choose one piece of the plants to help you before they stop growing.
Leaves. You take three small shoots with a leaf on them. You can sing a portion of the ballad while placing one of these leaves over a wound as an action. When you do so it will heal the creature for 1d4 hit points before becoming non-magical.
Young tendrils. You take several young tendrils and they wind themselves together into a whip. On a successful hit with this whip you can choose to sing a portion of the ballad as a bonus action. When you do so the tendrils spring to life wrapping around the creature and any terrain nearby before becoming non-magical. The target creature is Restrained and must make a DC 13 Strength check at the end of each of its turns to free itself.
Mature vine. You take a single mature vine, around 15 feet in length when uncurled. As an action if you begin to sing a portion of the ballad it will slowly writhe and begin to grow once again. It can grasp onto any stationary object of your choice within 15 feet or any inanimate object of your choice it is touching. After it latches on it becomes a non-magical vine 50 feet long and is strong enough to hold up to 500 pounds.
This appears to be a wooden gauntlet made from gnarled oak and a tough brown fabric. Each of the solid wooden slabs fastened to the back of the gauntlet has a different rune on it and on its front it has a circular hole cut from the palm. This gauntlet holds 5 charges and regains 1 expended charge each morning at dawn.
If you are within arm’s reach of a tree as an action you can expend a change and press your hand against the tree to draw a weapon or ammunition from it. This can be any weapon you are proficient with or 1d4 pieces of ammunition for any weapon you are proficient with. The look and feel of the weapon differs slightly depending on the type of tree you pull it from but it does not affect its function in any meaningful way.
On a critical failure with any weapon created this way, or after 1 day without being submerged in water, it splinters into pieces.
If you spend an action to return a weapon created this way (that has not splintered) to any tree within arms reach, the gauntlet regains an expended charge.