Bottle of Sudden Twilight wondrous, rare

This long glass vial is filled with a constantly shifting smoke. As its roiling within the vial you see wisps of sunset hues slowly winding through the smog.
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. All natural light within a 10 mile radius is reduced to dim light for the next hour as an appearance of twilight settles over the land. For each additional minute the vial is open another charge is expended and the duration increases by 1 hour. If there are no remaining charges the duration does not increase.

Anti-Sorcery Sphere wondrous, legendary (requires attunement)

Designed in an attempt to destroy magic itself, this black sphere looks benign compared to its aspirations. It’s a small 6-inch sphere covered in criss-crossing etchings, and it has a light sheen to it. It is completely immune to all damage, magic or otherwise.
This item has 6 charges and regains 1d6 expended charges each day at dawn. While you are attuned with this item as a reaction to a creature within 60 feet of you casting a spell you can expend a charge to cast Counterspell with a spellcasting ability of +10.

Additionally, as an action you can expend a charge to open the sphere. When you do so it fractures along the etched lines revealing a neon orange core swirling with yellow. For the next minute an antimagic field surrounds the orb as if created by the spell Antimagic Field. During this time the sphere is not...

Thundering Chime wondrous, uncommon (requires attunement)

This cloudy white crystal rod has meticulously placed holes bored through it. 
If struck it makes a hollow thud, but when this crystal is within the area of an effect that deals Thunder damage it activates, reverberating with an eerie echo. The triggering effect is duplicated with the crystal at its center and the affected area is considered an extension of the original.
While attuned to this item you automatically succeed on saving throws for any effect that triggers this crystal.

Eaglewood Bow weapon, rare

This bow is made from a finely treated wood of a red hue. It has several eagle feathers hanging from a sinew, and if you look closely there are runes of speed and flight penned in white ink along its graceful edge.
This bow has 4 charges and regains 1d4 expended charges each day at dawn. Additionally, it’s normal range is increased by 50 feet and its long range by 200 feet.
As an action you can expend a charge to activate this bow by running your fingers across the runes. The next attack made within 1 minute can target any creature you can see as if it is within the weapon’s normal range and as you fire you can hear the scream of an eagle.

Greater Deathsbane Shield armor, very rare (requires attunement)

This ebony shield appears completely smooth but if you run your hand over its face you can feel a large design 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.

Deathsbane Shield armor, uncommon (requires attunement)

This ebony shield is completely smooth and has no adornment on its face; however on its 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. Additionally, if you die while attuned with this shield you can not be raised as an undead.

Sun Serpent weapon, very rare (requires attunement)

This quarterstaff is made from a pale wood and a segmented serpent is carved along its length with its head at the top of the staff. Its eyes are set with large turquoise and several smaller stones stud its back.
This item can hold 10 charges and regains 1d10 expended charges each day at dawn if you are not underground when the sun rises.
As a bonus action you tap the staff on the ground and the eyes shine a cold blue as if Light was cast on them. You can tap the staff on the ground again to end this effect.

While the serpent’s eyes are glowing you can choose to expend a charge as an action. When you do so the whole staff crackles with energy and the turquoise stones shine brightly before a searing blue beam erupts in a 1-foot-wide 60-foot-long line from...

Desert's Reach weapon, rare (requires attunement)

This halberd’s angular head is made from a glistening bronze, and its handle is a highly polished light ash.

Once per short rest as an action you can sweep the halberd around you to create a 30-foot-radius sphere of thick whirling sand centered on you.
The cloud of sand spreads around corners, and its area is heavily obscured for all creatures except you. The cloud lingers in the air for the next minute or until a strong wind disperses it.
Each creature, except yourself, that is completely within the cloud at the start of its turn must make a Constitution saving throw DC 15. On a failed save, the creature spends its action that turn coughing and can not speak. This save is made with disadvantage if you are in a desert or an area that is primarily sand, however, creatures that don’t need to breathe automatically succeed...

Thrym’s Frigid Armament armor, very rare (requires attunement)

When you find this chainmail it appears to have a thin film over it and noticeably 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 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 Frostbite cantrip if you did not already.
You use your Constitution modifier as your spellcasting ability for all magical effects of this item if you are not a spellcaster.

Circlet of The Tide wondrous, very rare (requires attunement)

This crystal circlet is a deep aqua crested with white and in its center is set a gold symbol of Umberlee.
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 modifier 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.