Scarab of Protection, Scimitar of the Ash Moon, Shield of the Crusader, Shield of the Lion, Shield of the Witch-King
SCARAB OF PROTECTION A brooch made from a horned scarab beetle dipped in gold. Benefit. If you die, make a DC 18 Constitution check. If you succeed, you are unconscious instead of dead. SCIMITAR OF THE ASH MOON This wide, curved blade has a snarling efreeti head on the bronze pommel. Bonus. +3 greatsword. Benefit. If you roll a critical hit with this weapon, the target is beheaded. It dies instantly if decapitation would kill it. SHIELD OF THE CRUSADER A weighty kite shield painted with a faded, crimson cross. Bonus. +1 shield. Can only be wielded by a lawful being. Benefit. Once per day, you can speak a prayer to wreathe the shield in holy flames, granting +2 to your AC for 3 rounds. SHIELD OF THE LION This shield is carved as a roaring lion's face with a flowing mane. Bonus. +1 shield. Benefit. Once per day, you can command the lion to animate and bellow a ferocious roar. All hostile creatures within near range must immediately make a morale check. SHIELD OF THE WITCH-KING A jagged triangle of black steel with spiny, armored plates. Bonus. +2 shield. Can only be wielded by a chaotic being. Benefit. You take half damage from undead creatures. Curse. If you go to 0 HP, the spirit of Ix-Natheer tries to steal your body. He blocks healing magic from affecting you. If you die, Ix-Natheer possesses you. Personality. Chaotic. The spirit of the witch-king Ix-Natheer animates this shield. He pounces on opportunities to betray his wielder so he can try to take over their body and return to unlife.
SHORTSWORD OF THE THIEF A stubby, gray blade riddled with notches and scars. Bonus. +1 shortsword. +2 if wielded by a halfling or thief. Benefit. Once per day, regain a luck token you just spent. SILVER MACE OF WRATH A tarnished, silver mace with seven flanges in the shape of crescent moons. Bonus. +1 mace. Benefit. This weapon deals double damage against creatures with lycanthropy. SPHERE OF ANNIHILATION A three-foot, spherical void of pure darkness that hovers above the ground. Benefit. This sphere utterly destroys all matter it touches. Intelligent beings can move the flying sphere a near distance by passing a DC 18 Intelligence check. If multiple creatures vie for control of the sphere, it is a contested Intelligence check instead. Wizards have advantage on this check. The winner moves the sphere a near distance. If the sphere moves into a space occupied by a creature, the being controlling the sphere makes an attack roll against that creature with a +7 bonus. On a hit, the creature is obliterated.