Greater Mental Barrier Bracers wondrous, very rare (requires attunement by a Creature with at least 15 Intelligence)

These bracers have a layer of leather to give them their flexibility but the bands of silver underneath the leather are apparent, not to mention the plates of silver with pearl inlays along the back of the bracers. Extending backwards from the wrist area of each bracer is a single silver spine.

Once per long or short rest as a bonus action you can begin concentrating on the bracers as if you are concentrating on a spell. As you do so large translucent bubbles project from the spines and coalesce into a sphere around you. For the next 10 minutes while you maintain concentration any damage you, or any other creature you consider friendly within 15 feet of you, take is reduced by your Intelligence modifier. This effect does not apply to psychic damage.

Reynier's Cold light wondrous, uncommon

This bullseye lantern’s glass pane is frosted over but it still emits a strong blue light in a 60-foot cone and dim light for an additional 60 feet. This light can’t be turned off nor does it require fuel but instead of the lantern emitting heat it instead has a chilled aura as if a cool autumn breeze is constantly blowing about it.

Any Ooze or Shapeshifter that begins or ends its turn within the bright light of this lantern takes 1 cold damage.

Pamsprei's Peephole wand, uncommon

This wand has a 2 inch glass ball at the end of it that can be used much like a magnifying glass.

As an action you can tap the ball on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) to create a small hole the same diameter as the ball itself up to 6 feet deep. This lasts up to 1 minute or until you make another such hole and creates no instability in a structure around it. When the hole disappears any objects or creatures that may have managed to fit into it are ejected in a space nearest to the surface the hole was created on.

Armor of Vanishing armor, rare

This armor has a plate of silver embedded in the middle of it’s chest. Its polished enough you can almost see your reflection in it, and you aren’t positive how it’s affixed to the armor.

While you are wearing this armor if you are struck with a critical hit and it does not knock you unconscious you turn Invisible as if affected by the spell Invisibility until the end of your next turn or until you attack or cast a spell. Additionally, after each long or short rest while wearing this armor you gain +5 to Dexterity(Stealth) checks and initiative rolls for the next hour or until you make an attack or cast a spell.

Abacus of Probability wondrous, very rare (requires attunement)

This wooden abacus has fortune telling symbols painted across its beads. It sometimes seems to have a mind of its own, and it will lock up for a brief moment before the beads spin then stop with several symbols facing upwards before moving as normal again. Once per short rest as an action you can ask the abacus what the chance of an action happening is.

You can ask it about a course of action or the chance of death for one creature you can see.

When you ask it about an action you are about to take the abacus casts Augury, ignoring components and casting time, revealing the answer it uncovers with the symbols on the beads. When Augury is cast in this way there is no cumulative chance to get a random reading.

When you ask it about the chance of death the beads begin roiling and rapidly...

Bones of a Wandering Soul wondrous, rare (requires attunement)

This simple leather pouch has several charred humanoid bones in it and a small dusting of ashes. There is no smell of smoke though, so you know these must be quite old.

When attuned to this bag of bones no matter how far you are from them if you are incapacitated a ghostly figure rises from your body. This is not your soul, and you do not know whose it is. While you are incapacitated once per turn you can mentally command the wandering soul to deal 1d8 necrotic damage to the closest creature you do not recognize as an ally within 30 feet. You do not know what or who that creature is, only if it is a creature you already know and if you consider them an ally or not.

If a creature makes a melee attack against you while you are incapacitated they must make a DC...

Circlet of Mental Fortitude wondrous, very rare (requires attunement)

This wide gold circlet is set with a single cloudy aquamarine and is etched with a pattern resembling a brick wall.

This circlet has 4 charges, and regains 1d4 charges each day at dawn. When you must make a Wisdom, Charisma, or Intelligence saving throw you can choose to expend a charge to gain advantage on that saving throw. If you expend a charge in this way while incapacitated you automatically succeed the saving throw, as the effect meets with an impenetrable wall within your mind.

Additionally, when you attune to this item you may pick a mental saving throw, either Wisdom, Charisma, or Intelligence, and are proficient in saving throws using the chosen ability until you un-attune to the circlet.

Robe of the Brotherhood armor, rare (requires attunement by a creature proficient with religion)

As you pick it up you realize this simple light gray robe was obviously made for a brother who was more than just a clergyman. Underneath it is a chain shirt carefully woven into the fabric.

When you take the Help action you can expend a charge to activate the robe. When the robe is activated, up to five creatures of your choice that you can see within 60 feet are bathed in a soft light and gain advantage to their first attack roll or ability check before the end of their next turn. At the end of their next turn the light fades away. This robe has 4 charges and regains 1d4 expended charges each day at dawn.

Berserker Belt wondrous, rare (requires attunement)

This black leather belt has a large brass buckle and blood stains deeply ingrained in it.

Once per long rest as an action, or at the same time you enter a rage if you have the Rage feature, you can activate the belt. As you do so the buckle begins bleeding as if it is alive, and your vision tints red. For the next minute you have disadvantage on all Intelligence checks and ability checks that rely on sight. Additionally, for the next minute each time you take damage unless the damage was dealt to your temporary hit points the belt gains 1 charge, up to 10 charges.

At the beginning of your turn you gain a number of temporary hit points that last 1 hour equal to the charges in the belt. At the end of the minute all charges in the belt are expended and you gain 1...

Phantom Mask of Manipulation wondrous, rare (requires attunement)

This face mask is pure white with pewter trim around its edges. It is sculpted into what could be called a bird head with an unusually short beak, also covered in pewter, but with delicate filigree.