[ELEMENT] Seal
Wonderous Item, rare
When you consume one of your seals instead of necrotic damage the seal does [Element] damage.
[Element] choices: acid, cold, fire, lightning, thunder, poison, or psichic damage.
Cross Skull and Bones
Hand Crossbow, Martial ranged weapon, rare (requires attunement by an illrigger)
1d6 piercing - ammunition (30/120 ft.), light, loading
Once per turn when you hit an interdicted creature, that creature takes additional damage equal to one of your seals.
In addition you do not suffer the penalty for long range when attacking ain interdicted creature.
Hellvet Cloack
Wonderous Item, uncommon (requires attunement by an illrigger)
When you take the five feet of movement from the schemes fighting style the cloak creates an illusory double of yourself, until the start of your next turn any creature that makes an attack roll against you must roll a d20, on an 11 or higher they hit the illusion instead of you.
Infernal Calvary Medal
Wonderous Item, rare (requires attunement by an illrigger)
When you consume one of your seals on a creature you can force that creature to make a DC15 Strength saving throw, if the creature fails then you can choose to move that creature 10 feet or knock it prone.
Painstar
Morningstar, Martial melee weapon, very rare (requires attunement by an illrigger)
1d8 piercing
When you strike a creature with this weapon you can syphon life from them, that creature to make a DC15 Constitution saving throw. On a failure they take an additional 1d6 necrotic damage and you regain that many hit points. After a creature fails the saving throw you can use your Infernal Conuduit as a bonus against them.
Periapt of Hellish Vitality
Wonderous Item, uncommon (requires attunement by an illrigger)
When you use your Infernal Conduit to regain hit points you add your Constitusion Modifier to the hit points you regain for each die of damage you dealt.
Shield of Horrors
Armor (shield), very-rare (requires attunement by an illrigger)
This shield has 7 charges. As a reaction to being attacked you can expend one of this items charges and force the attacking creature to make a DC17 Wisdom saving throw or become frightened of you until the end of their next turn, if that creature has one of your seals on it it makes the save at disadvantage.
The shield regains all expended charges daily at dawn.