A Madman's Lance Weapon (lance), rare (requires attunement) Attacks with this lance are made with advantage, as long as the target is within 5 ft. of a creature that is hostile to you. When you hit with an attack using this weapon, you deal 1d6 additional piercing damage for each opportunity attack made against you that turn.

A Pack of Knacks Wondrous item, uncommon A colored leather pouch containing 1d6 pre-rolled cigarettes. Smoking a cigarette from this pack takes 1 minute, and doing so confers an effect based on the color of the pouch. Blue. For the next 24 hours, you do not require sleep. To gain the benefits of a long rest you need only spend 4 hours doing light activity. Brown. For the next 24 hours, you can smell the presence of magic, be it an individual capable of casting spells, recent or active spellcasting, or the presence of spells such as glyph of warding, alarm, or hallow. Orange. You can tell if you hear a lie, for the next hour. Red. You can accurately recall anything you see or hear within the next 24 hours. Violet. For the next 24 hours, you can communicate telepathically with another creature, as long as they are on the same plane of existence as you. The creature must have shared the cigarette with you.

Gloves of a Priviledged Man Wondrous item, very rare (requires attunement by a spellcaster) A pair of pristine white gloves with intricate runes of various colors stitched into the fabric. These gloves fit themselves snuggly to the wearer's hands, fitting almost like a second skin. While attuned to, and wearing, these gloves, you may ignore any verbal components of spells you cast, and they may be used as an arcane focus. Additionally, you have 6 sorcery points that you may use to create spell slots as if you had the sorcerer's Flexible Casting feature. You regain expended points when you finish a long rest. If you already have a pool of sorcery points, you may count these sorcery points as a part of your main pool. Also, you know one Metamagic option from the sorcerer's Metamagic feature. You may choose a different Metamagic option, after a long rest.

Hrusch Weapon (rifle), legendary (requires attunement) A rifle once gifted to a heroic marksman by a group of legendary gnomish craftsmen. You have a +3 bonus to attack and damage rolls with this weapon, and attacks with it deal an additional 1d8 piercing damage. Attacks with this weapon score a criticaI hit on a roll of 18-20. If you score a critical hit with this weapon, you may choose to apply one of the following effects to the target: The target has disadvantage on attacks until the end of their next turn.

The target drops one object of your choice that it is holding.

The target is pushed 10 ft. away.

The target is knocked prone.

Magebreaker Wondrous item, legendary (requires attunement) A pitch black glove with intricate runes stitched into the fabric. While attuned to this glove, you have advantage on saving throws against spells and other magical effects. Additionally, you may ignore any verbal components of spells you cast, and this glove may be used as an arcane focus. This glove has 15 charges, and regains all expended charges daily at dawn. Spells. You may expend 1 or more charges to cast the following spells, requiring no material components: antimagic field (8 charges), counterspell (3 charges), dispell magic (3 charges). You may cast these spells even while under the influence of an effect that suppresses magic, such as a beholder's antimagic cone, and these spells can't be affected by counterspell.

Redstripe Weapon (any ammunition), legendary A piece of ammunition that bears a bright red stripe. Any attack made using this ammunition ignores any effects caused by spells or other magical effects that grant any damage resistance or immunity, give temporary hit points, or increase the targets AC. Attacks with this ammunition also deal an additional 2d12 force damage, plus 1d12 for each level of spell slot the target is capable of casting. This ammo also ignores the effects of the spells forcecage, otiluke's resilient sphere, prismatic wall, wall of force, and wind wall When you hit with an attack made with this ammunition, and the target is able to cast at least one spell, for the next minute they must make a concentration check (DC 20) whenever they attempt to cast a spell. On a failure, the spell fails, and the spell slot is expended.