Magical items.

Seal of the Guardians

Weapon (Long sword) Legendary (requires attunement)

A thick metal band wrapped around your bicep eligantly carved with scripture and iconography, in the center a seal displaying a person kneeling hands raised up with a sword.

given the command the seal flows down the creatures arm like water to their hand and forms a +2 longsword that deals an additiona 2D10 Lightning damage to Fiends, devils and Celestials.

Bracers of The Guardians

Armor (plate), Legendary(requires attunement)

A pair of thick angular metallic braces made of steel and trimmed in cobalt, engraved with the origin story of the guardians.

When activated using the command word, the bracers liquify and cover the wearer, the liquid solidifies into a set of angular almost dwarven in style +2 Plate armor.

Amulet of the Guardians

Wonderous item, very rare (requires attunement)

A simple amulet that when combined with the other two pieces of the set grants the Bracerslightning resistance, and the Seal gains an additional 1D8 lightning damage.

The Amberlance

Weapon (Lance), rare (Requires attunement)

A lance made of pure amber and wrapped in platinum bands enscribed with healing words from every clergy under good aligned deities, this weapon grants the weilder the ability to cast a level 2 Cure wounds using their spellcasting ability or 2d8+2

This Item has 1D4 charges rolled at each dawn.

Braclet of Luck.

Wonderous item, very rare

A gold band of elvish make embellished with decorative images of forest life and nature, in the center of the band is an elegantly carved Elk.

grants the bearer the luck feat.

the Keyhole key

Wonderous Item, Legendary

This simple Iron key has teeth that form the shape of a mug of ale. When used on any complete door (door, Frame, Lock and handle) the door opens to the first floor of a long abandond tavern somewhere in the world decided by the DM. This item can be used once per long rest. using the key at the taverns main door opens the same door you left through and does not function anywhere else within the tavern and only works on the material plane.

Crackling

Weapon (Any hammer or whip), Rare (Requires Attunement)

When the command word is spoken this weapon is enveloped by lightning energy, tiny bolts of lightning spark off into the air around it.

This weapon deals an additional 2d6 lightining damage, and while active emits bright light for five feet and dim light for ten feet.

On a critical hit the weapon gives of a thunderous boom and deals an additional 1d8 thunder damage.

Giants belt of Stealth.

Wonderous item, uncommon.

This simple leather belt, stitched together from multiple different types of animal hide and bound together with small rectangular rune covered stone plates, can be worn by a huge or large creature.

When worn it shrinks the creature by 3 sizes.

Assassins Marble

Wonderous item, common

Often used by assassins and cut throats, This one inch black marbel is smooth to the touch, using an action you can throw, drop, or shatter the marble in any way you wish, releasing the contained smoke shroudes a 5 foot radius around the shatter point for 1 round.

Any creatures in this smoke has disadvantage on attack, perception and investigation rolls.

Vial of living bearings.

Wonderous item, Uncommon

A Long thin vial roughly 5 inches long filled with tiny silver bearings, when the vial is opened and the bearings released they create a 5ft patch of rough terrain.

When given the command word within fifteen feet of the patch the marbels roll along the ground until they reach the vial.

Misted Armor

Armor (Any), Uncommon

This armor has a strange shading to it where leather or plate is visible at the top but near the bottom it fades to a light grey almost like mist.

The wearer may use their reaction to misty step 5ft in any direction of their choice,the armor has 1 charge and regains it after a long rest.