Some Magical Items

Trollhide Armor +1

Armor (hide, AC 13), rare (requires attunement)

This green, wart-covered hide armor regenerates itself like a living troll's skin-- gashes and scrapes vanish in seconds.

When wearing the trollhide, you have 5 temporary hit points, which regenerate 1 point at the start of each of your turns, unless you have taken fire or acid damage since the start of your last turn.

Healthstone

Wondrous item, very rare (requires attunement)

This rough ovoid stone constantly burns with a soothingly cool, green flame.

While attuned and within 5 feet of you, your hit point maximum is 2 higher.

As an action, you may consume the magic of the healthstone to regain 10d4+10 hit points, and cure yourself of one of the following conditions: blinded, deafened, diseased, or poisoned.

Doing so permanently destroys the item, reverting it into a plain stone, albiet with beautiful arcane runes inscribed around it.

Crown of Thorns

Wondrous item, rare (requires attunement by Tiefling with at least one neutral alignment)

This twisted circlet of thorns and leaves was created by Obad-Hai to be given to one of his honored Green Knights who had been born with an ancient curse.

While attuned, your hellish rebuke racial spell deals +1d10 piercing damage.

Also, before making a death saving throw, you may use the crown to make the next roll a natural 20, stabilizing you and regaining 1 hit point. You may not use this property until one year has passed.

Steward's Knife

Wondrous item, rare (requires attunement by user proficient in cook's utensils)

This fine steel blade looks like it has seen lots of use in the kitchen, and has an old Dwarven saying carved into its handle.

When attuned to the steward's knife, as a bonus action you may speak its command word to transform the knife into any other piece of kitchen cutlery or tool, such as a cleaver, fork, pan, skewer, or meat tenderizer.

It may also transform into a larger, weaponized version of cutlery, sharing the statistics of a simple or martial melee weapon of similar function, such as a battleaxe, trident, mace, spear, or maul to use the above examples.

Secret: After a user uses the knife to prepare a total of 1,000 meals, its essence awakens and it is transformed into the chef's knife.

Chef's Knife

Wondrous item, legendary (requires attunement by user proficient in cook's utensils who has cooked 1,000 meals)

This razor sharp steel blade gleams with a mirror finish, and has an old Dwarven saying written in silver in its handle.

When attuned to the chef's knife, as a bonus action you may speak its command word to transform the knife into any other piece of kitchen cutlery or tool, such as a cleaver, fork, pan, skewer, or meat tenderizer.

It may also transform into a larger, weaponized version of cutlery, sharing the statistics of a simple or martial melee weapon of similar function, such as a battleaxe, trident, mace, spear, or maul to use the above examples. You have a +2 bonus to attack and damage rolls made with the chef's knife in weapon form. Immediately after you make a thrown attack with the knife, it returns to your hand.

As a bonus action, you may speak another command word to heat up the knife, cooking its contents without need for an external heat source. As a result, the knife as a weapon deals +2 fire damage on a hit. You may end the heat property at any time.

Secret: If attuned by another creature, it reverts back into its lesser form, the steward's knife.

Nauzra's Mail +1

Armor (Chainmail, AC 17), very rare (requires attunement)

This fine suit of chainmail is dull grey and smells faintly alkaline. Underneath is a rubbery black gambison.

When wearing this armor, you have resistance to acid and lightning damage.

Also during your turn, you may choose any number of adjacent creatures you can see. Those creatures have disadvantage on attack rolls against you until the end of your turn. You may not use this property again until you complete a long or short rest.

The Thunderhammer

Weapon (Maul), rare (requires attunement)

This massive two-handed hammer is surprisingly light on the upswing, but falls like a metoer on every strike.

When attuned to the thunderhammer, you gain the following properties: a hit scored against an unattended, inanimate object or structure is a critical hit.

This weapon has advantage on attack rolls against constructs.

As a bonus action, speak the command word to change the damage type dealt by the thunderhammer to thunder damage or back again.

On a hit, you may force the target to make a DC 15 strength saving throw or be pushed back 15 feet. You may not use this property again until you complete a long rest.