Chain of the Abyss armor, rare (requires attunement)

This chainmail is dull and rusted, and has red links of an unknown metal woven throughout it in no discernable pattern. No amount of scrubbing and polishing can clean off the rust that has accumulated.

While wearing this armor when your speed is reduced to 0 a large dark sigil appears beneath your feet and rusty chains fly up from the ground, encircling you and any creature that grapples you or is currently grappling you. While these chains are wrapped around you you have resistance to all Bludgeoning, Piercing, and Slashing damage. Any hostile creature that is trapped by these chains or ends their turn within 5 feet of these chains takes 1d12 Necrotic damage. Any creature entangled by the chains must make a DC 16 Strength check to escape. These chains return to the ground and the sigil disappears once all creatures trapped by them have escaped or died....

Plate of the Protector armor, rare (requires attunement by a Cleric or Paladin)

While wearing this armor when you cast Protection from Energy, Protection from Evil and Good, or Protection from Poison you may target an additional creature.

Bandolier of the Blade Wraith weapon, very rare (requires attunement)

You find 1d6 (or a number up to 6 determined by your DM) shortswords with dark hilts on a thick bandolier that can be adjusted to fit around the chest or waist. You must spend a short rest with each sword to attune with it, but if you attune with at least one of these swords the remaining swords do not require an attunement slot.

In addition to being able to use each of these swords as a typical shortsword, as an attack action you can throw a sword into the air or at a target creature. If you are able to make multiple attacks this replaces one of them.
If you throw a sword into the air it orbits you at arm’s length for up to 1 hour, waiting for you to command it.

If you throw one of these swords at a creature, or as an...

Ring of Rapid Regeneration ring, uncommon

While wearing this ring you regenerate quickly as long as you have food. When you take a long or short rest if you eat a hot meal during the rest you gain temporary hit points equal to one of your hit dice that last until your next rest and also lose one level of exhaustion. However, whenever you are healed any temporary hit points you gained in this way are destroyed. Additionally, it never takes you longer than 1 hour to regain consciousness.

Necklace of Draconic Ancestry wondrous, very rare (requires attunement)

This necklace has an amulet in the shape of a dragon curled around a crystal orb hanging from a thick iron chain. When you attune to it the orb changes color depending on your alignment, unless you already have draconic ancestry. If you have draconic ancestry the orb changes to a color appropriate to your lineage.

While attuned with this necklace as an action you can exhale destructive energy. Your alignment determines the size, shape, and damage type of this effect. When you use your breath weapon creature in the area must make a saving throw, the type of which is determined by your alignment. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much on a successful one.

After you use your breath weapon you can’t use it again until...

Granite Orbiting Hammer weapon, rare (requires attunement)

This rotund hammer is made from a gray granite flecked with gold and black. It weighs 6 pounds, has the heavy property, and a short chain attached to its metal handle.

While wielding this hammer you can begin swinging it by the chain to build up momentum as an action. While this hammer is swinging it does an additional 1d8 bludgeoning damage. On a critical failure the hammer loses its momentum and you must begin swinging again.

Binding Bolts of the Kraken weapon, very rare

These bolts have mottled heads emblazoned with the tentacled symbol of Panzuriel. If one of these arrows draws blood the symbol on its head glows a deep amber before exploding in a cloud of yellow and black energy. The creature damaged by this arrow must make a DC 17 Constitution saving throw. On a successful save the creature takes an additional 2d8 necrotic damage. On a failed save tentacles of a size proportional to the target creature erupt from the wound and they take an additional 4d8 necrotic damage.

These tentacles remain on the creature for 1 minute unless they are removed with Remove Curse, or Greater Restoration. If the tentacles remain on the creature for the entire duration the target creature incurs one level of exhaustion as they shrivel up. The tentacles have a mind of their own and attempt to restrain up to 3 creatures within 5 feet...

Moonscraper weapon, uncommon (requires attunement)

This magical greatsword is unusually broad and has a gap through the width of the blade starting halfway up from the handle. The metal is pocked and dull as if it was never polished, and has no hilt. In place of the hilt it has an unsharpened spike forged from the blade and running parallel with the handle.

As a bonus action you can speak the command word to transform Moonscraper from a greatsword into a shield the shape of a thick crescent moon or back into a greatsword. While holding Moonscraper in shield form with both hands you gain a +3 shield bonus to your AC, but otherwise you can not benefit.
Additionally, while Moonscraper is in shield form you can attempt to shove a creature within 15 feet of you by throwing the shield as an attack action. When thrown in this way the shield returns to...

Lantern of Light Manipulation wondrous, common

This hooded lantern has a cloudy bulb beneath it rather than a fuel canister but otherwise appears as any other lantern when it is lit. However, when it is turned off or runs out of energy wisps of deep black begin to emanate from it. After it has been turned off for 1 minute it begins viciously smoking and creates a 10 foot radius of magical darkness as it devours all the light around it. This magical darkness can not be dispelled but a light spell of level 3 or higher causes it to dissipate for the next hour. For every hour this lantern is turned off it can fuel itself for an equal amount of time, up to 12 hours. Additionally, while holding the lantern you can focus on another object you are touching and cast Light as a bonus action. The lantern appears to extinguish but is considered to...

Corrupted Hammer of Life weapon, rare (requires attunement)

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.