Antimagic Gauntlets
Weapon (gauntlets), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
These gauntlets have 7 charges. The gauntlets regain 1d6 + 1 expended charges daily at dawn.
Any ability that references a DC uses your Ki DC.
Antimagic Chains. When you hit a creature with an unarmed strike within 10 feet of you, you can spend 3 charges to force that creature to make a Intelligence saving throw or fall under the effects of antimagic field spell until the end of their next turn. On a success, the target takes the damage from the unarmed strike but is not under the effect of antimagic field.
Copycat. As a reaction, which you take upon seeing a spell cast of up to third level, you can spend an amount of charges equal to the spell to cast the spell once until the end of your next turn.
Spells. You can cast the spells detect magic and identify at will.
Astra's Mark
Wondrous item (tattoo), very rare (requires attunement)
Produced by a special needle, this magic tattoo features designs that depicts a stylized animal.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
You can cast the find familiar spell at will, choosing to summon your familiar as a hippogriff instead of the default choices.
Your familiar shares your proficiency bonus. In addition, your familiar adds half your proficiency bonus to AC, saving throws and damage rolls. Your familiar's Hit Points are equal to the number listed in their stat block + five times your level.
Multishot Crossbow
Weapon (hand crossbow, heavy crossbow), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Spreadshot. While the crossbow is a heavy crossbow, you can take the attack action and load three pieces of ammunition to make one spreadshot attack. A spreadshot attack acts like a 60ft. cone but only the centre line and the far left and far right lines are active. Any creature within an active line is hit by a piece of ammunition. A piece of ammo breaks on impact. Make a ranged weapon attack for each piece of ammunition against any creature struck.
Change Form. As a bonus action, you can change the crossbow into either a heavy crossbow or a handcrossbow.
Rod of Princely Power
Rod, very rare (requires attunement)
This rod has a flanged head, and it functions as a magic mace that grants a +2 bonus to Attack and damage roll made with it. The rod has properties associated with three different buttons that are set in a row along the haft. It has three other properties as well, detailed below.
Three Buttons. You can press one of the rod's three buttons as a Bonus Action. A button's Effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a Flame Tongue as a fiery blade sprouts from the end opposite the rod's flanged head.
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +2 bonus to Attack and Damage Rolls made with it.
If you press button 3, the rod's flanged head folds down, a pike point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic pike that grants +2 bonus to Attack and Damage Rolls made with it.
Drain Life. When you hit a creature with a melee Attack using the rod, you can force the target to make a DC 14 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of Hit Points equal to half that necrotic damage. This property can't be used again until the next dawn.
Paralyze. When you hit a creature with a melee Attack using the rod, you can force the target to make a DC 14 Strength saving throw. On a failure, the target is Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the Effect on a success. This property can't be used again until the next dawn.
Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 14 Wisdom saving throw. On a failure, a target is Frightened of you for 1 minute. A Frightened target can repeat the saving throw at the end of each of its turns, ending the Effect on itself on a success. This property can't be used again until the next dawn.
The Prometheus Axe
Weapon (greataxe), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The axe has 6 charges. It regains 1d4 + 2 expended charges daily at dawn. As a bonus action, you can spend up to 6 charges from the greataxe. For each charge spent, your Strength score increases by one for up to an hour, or until you use an action to end it early. While increasing your strength in this way it can exceed it's normal maximum. If you expend the greataxe's last charge, you must succeed on a DC 13 Wisdom saving throw or fall under the effects of the confusion spell for the duration. While under the effects of the confusion spell in this way your movement speed is doubled.