Moonlight bow (Longbow)
A magnificent bow made from a white ash grown in a sacred grove and its
string encrusted by moondust, that glow white under the moonlight.
This bow functions as a normal Longbow except under the light of the moon.
When so illuminated it turns shot arrows into arrows of light, dealing
1d10 piercing damage as radiant (but destroying the projectile).
--Shield of battle tyranny (Shield, requires attunement)
This Heavy Shield is covered with silver studs that represents a victorious
hero. From certain angles, the hero seems to be horrified. Inside the shield
is engraved the following sentence in Dwarvish: The secret to win every
battle is to keep pushing forward, never retreat.
The shield has 3 charges, which are used to fuel the spells within it. When
you block a melee attack with this shield, you can use your bonus action to
cast one of the following spells from the shield :
1 charge : cast Heroism (lvl1) on yourself
3 charges : cast Fear (lvl3) on yourself
The shield regains 1d4-1 charge at the end of your first battle of the day.
If you retreat from a fight and take damage, roll a d20. On 1, the shield
breaks and release its magic, dealing for 1d6 bludgeoning damage per
remaining charge to everyone within 10 feet.
--Sword of blood fury (Scimitar)
A bristling scimitar whose blade is marbled with red veins. It looks thirsty.
Whenever you deal damage to a living creature with that sword, you
take charges necrotic damage (minimum 1) and the scimitar gain
one charge (maximum 6), then your foe takes charges*d4 necrotic damage.
If you kill a creature with the scimitar, it roars and consume every charge:
you gain one HP and one temporary HP for each charge.
When you attack with the blade at maximum charges, roll a d20. On a 1,
make a DC charges*2 CON saving throw to resist the drain. If you fail, you
permanently lose one health point and the blade permanently gains one
maximum charge. You get one level of exhaustion until your next short rest.
Charges make the blade drip blood, and dries up at dawn.
--Sylvan Branch (Quarterstaff, requires attunement)
found here, seasoned to my taste
A crooked branch from a tree. The leaves stay ever green. A small vine
wraps its way up the staff.
The staff has 5 charges, which are used to fuel the spells within it. With the
staff in hand, you can use your action to cast one of the following spells from
the staff if the spell is on your class's spell list:
1 charge : Entrangle
3 charges : Plant Growth
The staff regains 1d4 expended charges each day at sunrise. If you expend
the staff's last charge, roll a d20. On a 1 the staff withers and functions as a
normal quarterstaff.
--Thorn whip (Whip)
A bramble colored whip with a dark green handle. On closer inspection, you
can notice folded thorns on the whip.
This whip functions as a normal whip until you succeed a critical strike using
it. If you do, the thorns get out for 1d4 rounds, dealing 1d6 additional
piercing damage. If you do so, it turns into a Thorn Whip (as described in
the spell of the same name) for 1d4 rounds.
--Ever Burning gem (artifact)
A gem with an inner power source that makes it so hot and bright that
anything that touches it catch fire or melt. Except forged Adamantine items
and the most powerful magical items.
Any living creature that touches it suffers 5d10+10 fire damage and must
succeed a DC 20 CON saving throw to avoid catching fire.
If put into a large amount of water (river, lake), the gem slowly cools down
until it can be held by hand (takes 1 day). As soon as it leaves that large
amount of water, its temperature quickly rise to reach its initial point after a
minute.
--Ring of King Boretti (unique ring, requires attunement)
This ring is made of mithral and holds a single black gem. It used to belong
to the Lich King Boretti, who was the greatest necromancer known before
his undead armies were defeated.
While wearing the ring, you gain access to any necromancy spell as if they
were in the list of spells of your class. One of your spell slot of each level is
replaced by a slot one level higher dedicated to necromancy spells.
Whenever you cast a spell using this slot, you suffer an amount of necrotic
damage (non resisted) equal to the level of that spell.
On losing attunement with the ring, you forget every necromancy spell
learned through it and suffer an amount of psychic damage proportional to
how much you used it.
MJ only:
Each health point sacrificed by the PC to use the ring is stored as a charge in
the ring, and gradually gives access to necromantic properties. If he loses
attunement with the ring, every charge is lost and he takes psychic
damage).
10 charges (1d4 damage): +1 to necromancy spells DC
50 charges (3d6 damage): you gain resist (charges/50) to necrotic
damage
100 charges (5d8 damage): undead creatures dont attack you unless
you damage them
250 charges (7d10 damage): leech 10% of the damage you deal with
necrotic spells
500 charges (9d12 damage): each day at twilight, make a WIS saving
throw (DC charges/25) : on failure, you are compelled to cast Create
undead using your highest suitable spell slot available
1000 charges (20d12 damage): any undead creature within charges
meters must succeed a WIS saving throw (DC (charges/100)+CHA mod) or
be compelled to obey your orders for a day. You turn into a Lich.