Weapons & Armor Ares' Sword Weapon (Longsword)

Ares, God of War & Strife +3 Weapon, This weapon holds 14 charges and regains 2d6+2 charges at dawn, you can expend a charge to increase the range of this weapon to 30ft for an attack and deal an extra 3d6 necrotic damage if it hits. Sif's Sword Weapon (Shortsword)

Sif, Goddess of War +3 Weapon, Has 2 charges that recharges at dawn. You can expend a charge to use your reaction to absorb any damage that hits you until your next turn. After you used the charge you can use the action on your next turn to send out this absorbed energy in a 60ft radius dealing nd8 force damage to targets of your choice with n being each 8 damage that was absorbed. Tyr's Sword Weapon (Longsword)

Tyr, God of Courage & Strategy +3 Weapon, has 3 charges, cannot use the charges back to back; there must be at least 2 rounds between uses. Recharges at dawn. Use a charge to gain advantage for every check, attack, and save for your next two turns regardless if you have disadvantage or not. Osiris' Sickle Weapon (Sickle)

Osiris, God of the Afterlife +3 Weapon, does an extra 1d8 necrotic damage per hit. Has 3 charges. You may use 1 charge as an action to target an enemy and rip out their soul, you deal 5d10 necrotic damage and heal for a fourth of that. The target must then beat a CON save of 14 or become frightened for their next turn. The charges recharge at dawn or you gain 1 charge if the targeted enemy dies before the end of the round. Bastet's Whip Weapon (Whip)

Bastet, Godess of Cats & Vengeance +3 weapon, when the wielder hits with an attack using this weapon they create a laceration on the enemy, for each laceration on an enemy, they are damaged by an extra 1d6 piercing damage. Allows the user to transform into a black cat at will, use the PHB Cat - pg. 305 for stats. Anubis' Sickle Weapon (Sickle)

Anubis, God of Judgement & Death +3 weapon, You can use a bonus action to activate Judgement (lasts 1 minute), which causes silence to surround you in a 5 foot radius as no sound can be made in this radius. All attacks deal an extra 2d6 necrotic damage and you can regain half of the damage back as hitpoints or temporary hitpoints. When you for roll damage during Judgement, you can treat any result on the damage die as the number of charges this weapon has. This weapon can store up to 6 charges and activating Judgement sets the number of charges to 0, you gain a charge if you end your turn with one or more enemies under the effect of Judgement or if a creature dies under the effect of Judgement. Once this item has 6 charges stored, you can use Judgement and each creature within 30 ft of you must make a DC 15 INT save or take 5d6 psychic damage and 5d6 necrotic damage and become frightened for a turn. On a save the creature takes half damage and isn't frightened. Forseti's Halberd Weapon (Halberd)

Forseti, God of Justice & Law +3 Weapon, deals an extra 2d8 radiant damage and has a extra 5ft reach for a total of 15ft as radiant energy extends the range of this weapon. Wielder can use his action for a radiating light attack dealing 6d8, hitting every enemy within a 15ft radius of the wielder, WIS save of 18. On a success the user takes half damage, on a fail the user takes the weapon damage, one time use every short/long rest. Sobek's Battleaxe Weapon (Greataxe)

Sobek, God of Rivers & Power +3 weapon, crits on a 19 or 20. When you crit, you inflict a wound on who you crited, every turn it must make a constitution saving throw of 10 + you strength modifier + you proficiency bonus, if it fails it takes 1d6 bleeding, on a successful one you take no damage and the wound is gone. If you're strength is above 17 you can wield this weapon with 1 hand. Thor's Hammer Weapon (Light Hammer)

Thor, God of Storms & Thunder +3 weapon, your Strength score increases by 4 and can exceed 20. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature, but your allies, within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.

Daghdha's Club Weapon (Greatclub)

Daghdha, god of Weather & Crops +3 weapon. This weapon has 3 charges, regain all 3 charges at dawn. When an attack is made, you made expend a charge and the target must make a STR save (DC 22) or be stunned for 1 round. Creatures can only be affected once by this effect. Poseidon's Trident Weapon (Trident)

Poseidon, God of the Sea +3 weapon. This weapon has 3 charges, you can expend a charge when you hit a creature and you can recharge this weapon by putting it in water, can only gain 1 charge a round when in combat. If a charge is used the target must succeed on a DEX saving throw of 20 or have an extra 6d6 cold damage as water from the trident strikes them, on a success they take half damage. When throwing this weapon, the weapon doesn't actually leave your hands; instead water shoots out of it so the weapon stays in your hand. Still follows the normal properties of a trident being thrown aside from staying in your hand. Artemis' Bow Weapon (Longbow)

Artemis, Goddess of Hunting +3 weapon, attacks deal an additional 1d6 elemental damage based on the season selected. The wielder also gains the ability to fire four special shots, one for each of the unique seasons. This ability can only be used twice per long rest. Autumn: When in this form the bonus elemental damage is changes to Psychic. When the wielder hits with an attack the can declare a Harvest shot. The target takes no damage, and is instead healed for 4d8 + the users Wisdom modifier. Winter: When in this form the bonus elemental damage is changes to cold. When the wielder hits with an attack they can declare a Ice shot. The target immediately takes 3d8 cold damage before a slick dark ice covers the ground in a 20-foot square centered on a point within range and turns it into difficult terrain for the duration. When the ice appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. Spring: When in this form the bonus elemental damage is changes to lightning. When the wielder hits with an attack they can declare a Bramble Shot. The target takes an additional 3d8 piercing damage, and they must make a DC 15 Strength saving throw or become restrained by the sprouting vines and branches that immediately grow from the arrow. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Summer: When in this form the bonus elemental damage is changes to fire. When the wielder hits with an attack they can declare a Scorching Shot. A line of roaring flame streaks out behind your arrow, detonating on contact and hitting each creature in a 20 foot radius. Each must make a DC 15 Dexterity saving throw or take 5d8 fire damage on a failed save, or half as much damage on a successful one. Uller's Bow Weapon (Shortbow/Longbow)

Uller, God of Hunting & Winter You have a +3 bonus to your attack and damage rolls with this magic weapon. Fangbrand When you land an attack with this bow, the next ranged attack made against the same target with this bow is made at advantage. Hunger of the Wilds When you land a killing blow with this weapon, you gain 3d6 temporary hit points. Hunter's Fury When you land an attack with this weapon, your next attack with this weapon will deal an additional 2d6 points of piercing damage. Skadi's Bow Weapon (Longbow)

Skadi, Goddess of Winter +3 bow, roll an additional 1d10 cold damage for attacks. This weapon has 3 charges and they recharge at dawn. When you shoot an arrow you can expend a charge to do an extra 2d10 cold damage and cause the enemies within a 10ft radius from the arrow to make a DEX save of 17 otherwise have their speed reduced by half for 2 rounds. Morrigan's Spear Wondrous Item

Goddess of War & Warriors +1 weapon. This spear deals an extra 1d6 piercing damage when being used with 1 hand and then deals an extra 1d8 with two hands. This weapon has 5 charges that recharge at dawn. When you hit an enemy you may expend a charge to deal an extra 1d12 piercing damage and gain an extra 5ft. on the attack, the extra piercing damage is turned into temporary HP that lasts for an hour.

Math Mathonwy's Staff Weapon (Staff)

Math Mathowny, God of Magic This staff has 2 charges, and you cannot use the charges back to back; there must be at least 2 turns between uses. The charges recharge at dawn. Use a charge as a free action to activate the staff to cause all spells to be at 4 levels above the spell level, for this round and the next 2 rounds. An example is if you cast magic missiles at a 7th level while this staff is activated then the magic missile spell is "level 11" meaning you shoot 13 total missles. If the spell isn't affected by beign casted at a higher level than the powers off the staff have no affect on that spell. Athena's Aegis Armor (Shield)

Athena, God of Wisdom & Civilization +3 Shield, in addition to the shield's normal bonus to AC. Speaking the command word as a bonus action causes the shield to protect you without you holding it, freeing up both of your hands. Remains active for 1 minute or until you cancel this effect. Odin's Armor Armor (??)

Odin, God of Knowledge & War +3 armor, Full Plate and has the adamantium and mithral properties. Also gain 6 constitution, allowing you to go over 20 and you get advantage on CON saves. Hades' Helmet Armor (Helmet)

Hades, God of the Underworld You are immune to necrotic damage, and resistant to psychic damage. Advantage on charm and frightened saves. This helmet has 3 charges that recharge daily at dawn and you can use a charge to cast Arms of Hadar at 9th level, instead the save value is a flat STR 20.

Wondrous Items that are worn Hercules' Hide Armor (Hide)

Hercules, God of Strength & Adventure +3 Armor, but counts as you being unarmored. Can't wear other armor with this. Brings your strength to 24. Advantage on STR checks and on intimidation. Freya's Wings Wondrous Item

Freya, Goddess of Fertility & Love These wings grant a fly speed of 90ft and a +1 to AC. This weapon has 2 charges and they recharge each dawn. Loki's Cloak Wondrous Item

Loki, God of Thieves & Trickery As a free action you can cause the cloak to turn you truly invisible, you cannot be detected by any magic, and throwing something on you (i.e flour) will just go through you. You can be hit by aoe spells if they would hit you normally but you gain advantage at dodging the spells and a success causes you to take no damage and a fail causes you to take half. During your time invisible you can have one attack guarenteed to be a crit. You can also crit with and 18-20 while invisible. This effect lasts 2 rounds. You can use this once every short rest. Nike's Head Wreath Wondrous Item

Nike, Goddess of Victory Has 4 charges that recharge after each dawn. After an enemy is hit with one of your attacks, you can expend a charge as a free action to cause the enemy struck with the attack to be vunerable to all damage until the end of your next turn. This effect can not be used on the same enemy more than once. Hermes' Boots Wondrous Item

Hermes, God of Travel & Commerce These boots have 3 charges and they all recharge at dawn. Expending a charge causes you to gain 3x your movespeed and you do not provoke attacks of opportunity, this effect lasts for 18 seconds. While under the effects of a charge you can do one dash attack, allowing you to dash in a line for the distance of your current movement speed, you get an attack roll on every enemy that is within 5ft of this line. Aphrodite's Necklace Wondrous Item

Aphrodite, Goddess of Love & Beauty Every ally within 30ft gets a +2 to saving throws and ability checks. Can cast charm person with the save being at disadvantage and charm monster normally once per short rest. Thoth's Book Wondrous Item

Thoth, God of Knowledge & Wisdom You immediately know all languages when you have this book. You can copy spells into this book without cost and nearly instantly. The book itself provides a +3 to spell DC and spell attack. Rituals only take 1/4 the time to cast. Hera's Feather Fan Wondrous Item

Hera, Goddess of Marriage & Intrigue Use your Feather Fan to tether an enemy to a spot you choose. The chosen enemy cannot move further than 5ft from that spot for 2 of its turns. Free action. Only 1 enemy can be affected at a time. Hecate's Candle Wondrous Item

Hecate, Goddess of Magic & the Moon This candle is always lit very faintly, you may speak the command word to create a magical light which illuminates a 30ft radius around the candle. This weapon has 2 charges and regains them at dawn. When you spend a charge as an action, smoke starts to gather around the candle in a 40ft radius. Enemies in the smoke must make a CON save of 17 or be poisoned. No matter what they take 1d12 necrotic damage and 1d12 poison. At the end of targets turn they may make another save to end the poison and take half damage from the smoke, otherwise full damage from the smoke. The smoke lasts for 3 rounds.

Wondrous Items Orb of Arawn Wondrous item

Arawn, God of Life & Death An orb that requires people chosen by the user to make a CON save of 16, if they get within 30ft of this orb. If they fail the save they take 4d6 force damage a round as their blood gets drained from their body. Each enemy affected by this effect grants the user 1d12 hitpoints after damage is taken by an enemy. This happens until they can beat the save, each turn the save gets harder by 1 until they pass it. If you beat the save you are safe from the effect for another 3 rounds. Imhotep's Pyramid Wondrous Item

Imhotep, God of Crafts & Medicine Think of anything and it will spawn in your hands or infront of you depending on what it is. Some things may not be possible to create or take a longer time than an action. Up to DM's discretion. Can't spawn magic items. Silavnus' Acorn Wondrous Item

Silvanus, God of Nature & Forests Has 1 charge that is regained at dawn. Use your action and a charge to summon a Treant that you control. The summoned Treant does not get the Animate Trees ability. Ths acorn also increases your wisdom by 2. If you die, you are then re-incarnated as a treant and when the treant dies or you decide to end the transformation, you are then revived, this property may only happen three times before it it can no longer be used to revive you. Tyche's Ball of Fortune Wondrous Item

Tyche, Goddess of Fortune Has 1 charge that recharges every dawn. As a bonus action render ALL God Items within 2 miles powerless and cancel all current effects for 1d3+1 turns. Zeus' Lightning Bolt Wondrous Item

Zeus, God of the Sky & Thunder A Lightning Bolt that manifested itself into a rod that's able to be held. The Rod can cast Call Lightning, Chain Lightning, and Lightning Bolt 2 times each at 9th level. These casts recharge at dawn. Re-Horakty's Disk Wondrous Item

Re-Horakty, God of the Sun Able to cast Sunbeam and Sunburst twice per long rest, except both do 13d6 damage. Thoth's Book Wondrous Item

Thoth, God of Knowledge & Wisdom You immediately know all languages when you have this book. You can copy spells into this book without cost and nearly instantly. The book itself provides a +3 to spell DC and spell attack. Rituals only take 1/4 the time to cast. Hera's Feather Fan Wondrous Item

Hera, Goddess of Marriage & Intrigue Use your Feather Fan to tether an enemy to a spot you choose. The chosen enemy cannot move further than 5ft from that spot for 2 of its turns. Free action. Only 1 enemy can be affected at a time. Hecate's Candle Wondrous Item

Hecate, Goddess of Magic & the Moon This candle is always lit very faintly, you may speak the command word to create a magical light which illuminates a 30ft radius around the candle. This weapon has 2 charges and regains them at dawn. When you spend a charge as an action, smoke starts to gather around the candle in a 40ft radius. Enemies in the smoke must make a CON save of 17 or be poisoned. No matter what they take 1d12 necrotic damage and 1d12 poison. At the end of targets turn they may make another save to end the poison and take half damage from the smoke, otherwise full damage from the smoke. The smoke lasts for 3 rounds.

Undecided Chronos' Pendant Wondrous Item

Chronos, God of Time Something with timestop Geb's Orb Wondrous Item

Geb, God of Earth something with earth spells/earth elemental Dionysis' Wand Weapon (Wand)

Dionysis, God of Mirth & Wine Bes' Bracers Wondrous Item

Bes, Goddess of Luck & Music Apollo's Lyre Wondrous Item

Apollo, God of Light, Music, & Healing Apep's Statue Wondrous Item

Apep, God of Evil, Snakes, & Fire Nuada's Hand Wondrous Item

God of War & Warriors Goibhniu's Hammer Weapon (Hammer)

God of Smiths & Healing Diancecht's Mistletoe Branch Wondrous Item

God of Medicine & Healing Demeter's Crystal Wondrous Item

Goddess of Agriculture Oghma's Scroll Wondrous Item

God of Speech & Writing

Has some flavor text Pan's Flute Wondrous Item

Pan, God of Nature & Wilderness The flute is completely made of wood and etched across the tubes is a scene of Pan himself surronding himself with trees and different woodland creatures. The cloth that keeps the tubes together is created from the fur of a great beast and on the side is a beautifully colored feather of a majestic bird. The sounds of this flute are beautifully played when a person who is proficient in flutes plays it. When the flute is being played, it has different melodies that correspond with a certain spell. The flute sas 7 charges and recharges 1d6+1 charges at dawn. You expend the charges to cast there spells: Animal Friendship (2 Charges), Speak With Animals (2 charges), Locate Animals or Plants (3 Charges), or Animal Messenger (3 Charges). You also may expend all 7 charges to cast Conjure Animals. Pan's Flute V2 (stronger) Wondrous Item

Pan, God of Nature & Wilderness The flute sas 31 charges and recharges 5d6+1 charges at dawn. You expend the charges to cast there spells: Animal Friendship (2 Charges), Speak With Animals (1 charges), Locate Animals or Plants (3 Charges), Animal Messenger at 9th level (3 Charges), Conjure Animals at 9th level (10 Charges), Conjure Woodland Beings at 8th level (14 charges) or Animal Shapes (25 charges). You also may expend 7 charges to cause all animals in a 30ft radius to circle around you and you are able to talk to them. Only one concentration spell can be active at a time, but it is the flute that is maintaining concentration, so unless the flute gets hit it will last the for the full duration.