Band of Prisms

Wondrous item, Very Rare (requires attunement)

This ancient ring swirls with many vibrant colors, creating a vivid, almost hypnotizing spectrum.

While attuned to this item, you gain +1 to your AC and are resistant to a type of damage at random, which changes each day. roll a d8 daily to determine which one. In addition, you can choose to become immune to that type for up to 10 minutes that day. In addition, any weapon you are using deals an extra weapon die of that type.

Roll Element Type 1 Cold 2 Radiant 3 Necrotic 4 Fire 5 Acid 6 Force 7 Lightning 8 Poison

Blackguard

Greatsword, Legendary (requires attunement)

This weapon appears to have a flow of lava coursing through it, and is warm to the touch. This weapon counts as cold weather gear for the purpose of surviving in an environment of extreme cold. You and everything you are wearing is unharmed by temperatures as low as -50 degrees Fahrenheit

You have a +2 bonus to attack rolls with this weapon. When you hit a creature with an attack, each consecutive hit on that enemy before the end of the following turn deals an additional 1d6 fire damage. This extra damage cannot exceed 4d6. If you hit a different creature, you lose the bonus on the first one.

Shield of Storms

Shield, Legendary (requires attunement)

It is said that this magical shield was forged from the very storms themselves, their power used to achieve revenge. While holding this shield, in addition to the normal benefits of a shield, you gain a +2 bonus to AC, and you gain resistance to lightning and thunder damage.

Additionally, this shield holds 6 charges, which fully recover daily at dawn.

Rage Blast. As an action, you may expend 1 charge to cast the thunderwave spell at 1st level with a save DC of 17. Additionally you can spend another charge to increase the spell level by 1, up to 3rd level.

Electrical Discharge. As a reaction, you may expend 3 charges to negate lightning, thunder, or cold damage targeting you and force a target within 10 feet of you to make a DC 18 Constitution saving throw. On a failed save the target takes the damage you negated and is stunned until the end of their next turn. On a successful save, the target takes half as much damage and isn't stunned.

Mock armor

Clothing, Uncommon

Used for disguise, this thin leather clothing is enchanted to look like metal plate armor. A DC 20 Investigation check can identify it as fake. This clothing does not prevent spellcasting and does not give any bonus to AC.