In addition, whilst wielding this weapon, when determining how far you can jump you can use Dexterity instead of Strength.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack with this weapon, you can use Dexterity instead of Strengh for attack and damage rolls.

In addition as a bonus action, you can target one creature within 30 feet, this turn you gain advantage on your next weapon attack roll made with this weapon against that target. Once you use this ability you can't use it again until you finish a short or long rest.

You gain a +1 bonus to attack and damage rolls made with this magic weapon and attacks made with this weapon score a critical hit on a role of 19 or 20.

In addition, Dragons have disadvantage on saving throws against being charmed by bard spells you cast using this weapon as a spellcasting focus. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

You gain a +1 bonus to attack and damage rolls made with this weapon as well as a +1 to your spell attack rolls and to the saving throw DC's of your bard spells cast using this weapon as a spellcasting focus.

A finely crafted Flute with a bladed edge fasioned from dragon scale. This weapon is both a short sword and a flute.

When you hit a fiendish or undead creature with this weapon, its base damage becomes 4d4 Radiant damage.

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you attack with this weapon, you can use your Intelligence modifier, instead of Strengh or Dexterity, for attack and damage rolls. In addition, you can use this magic weapon as a spellcasting focus.

When you attune to this weapon, you immediatly become proficient with it if you werent already so. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Whilst wielding this shield you gain +1 to AC and attacks made with this shield have a +1 bonus to attack and damage rolls, this shield is treated as a magical weapon for the purpos of overcoming Resistance and immunity to nonmagical attacks and damage.

In addition, immidiatly after you make a ranged attack with this shield, you can have the shield rebound back to your possesion and reequiped, this occurs whether you successfully hit the target or not.

Whilst Attuned to this shield, You can both draw and equip it as a single object interaction, unequiping it requires no action and you are able to make weapon attacks with it as if it were a melee weapon With the thrown weapon property; range of (20/60). Attacks made with this shield deal deals 1d6 bludgeoning damage.

Bottle of Alefire

Wounderous Item, Rare

A magical glass bottle that refills everyday at dawn with a magical dwarven ale. As an action you can drink the ale, when doing so you must make a constitution saving throw, DC15. on a failed save you gain the poisoned condition for one hour.

After consuming the ale, for one minute you can use an action to burp fire in a 15 foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. You must drink the entire bottle to gain this effect.

Catherine Wheel Hatchet

Weapon, Rare. (Requires Atunement, Handaxe)

Activating the Catherine Wheel Hatchet requires a bonus action, when activated it gains the following abilities.

• The Catherine Wheel Hatchet Ignites and it Radiates a bright light in a 20-foot radius and dim light for an additional 20 feet.

• On a successful hit, The Catherine Wheel Hatchet deals an additional 1d6 fire damage.

• its thrown weapon range increment is increased, and becomes (30/120).

• When you aren't wielding The Catherine Wheel Hatchet you can as a Bonus Action, have it eviserate into a plume of smoke and reapear in your hand.

Ring of Solar Flare

Ring, Rare.

A platinum ring that carrys the sigil of an eclipsing sun.

When you are the target of melee attack you can activate this ring as a reaction. every creature in a 15 foot cone must make a constitution saving throw, DC 15. On a failed save a creature becomes blinded until the end of their next turn. Once you use this ability, The ring becomes innert and this ability cannot be used again until dawn.

Boots of Flashstep

Wonderous Item, Rare (requires attunement)

While you wear these boots, you can use a bonus action to click the boots heels together to activate them. While the boots are active, you can as a bonus action teleport to a space you can see within 10 feet of you.

When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

Dreadscythe

Weapon, Rare (requires attunement, Greataxe)

This dark and ominous Axe has becomes warped and mishaped by a strange arcane force, leaving it with a form reminiscent of a distorted scythe.

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

As bonus action, you can expend one hit die to charge the Dreadsythe. On your next successful hit with the Dreadscythe you deal an aditional die of necrotic damage, the die is equal to the expended hit die. the Dreadscythe cannot hold more than one charge at a time.

Weapon of Fortune

Weapon, Rare

as a bonus action, you can place a gem to this weapon. the gem is consumed by the weapon and it gains a bonus to attack and damage rolls determined by value of the gem. A gem worth 10gp grants a +1 bonus, 100gp grants a +2, and 1,000 gp grants a +3. The duration of this bonus lasts for 24 hours.

Once this weapon has consumed a total value of 500,00gp worth of gems, it transforms into a legendary magic weapon the the DM's Discression.