Gloves of the Paladin
Wondrous item, rare (requires attunement by a cleric, druid or paladin)
These supple leather gloves were first created by the temple of Heironeous to aid the Knights of Holy Shielding in their crusade against the evils of the Bandit Kingdoms, Iuz and the Horned Society. While wearing these gloves, you have the divine ability to lay on hands as a paladin of the same level. If attuned to a paladin, the gloves double the pool of healing points available to the wearer.
Dura's Deadly Poison
Wondrous item, rare
Dura, also known as the Siren of Stiletto Street, was once an assassin from the City of Greyhawk, before she was forced into exile for using her talents on a close friend of the lord mayor. Found in a small make up container, there is enough of this very fine powder for one use.
When you use an action to cast the dust from the container it fills a 15 foot cone. Each creature in that area takes 4d6 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each turn a poisoned creature takes 4d6 poison damage and at the end of the turn, repeats the saving throw. On a successful save, the poison damage they take in the subsequent turn decreases by 1d6. The poison ends when the damage decreases to 0.
Weapon (dagger), rare (requires attunement)
The Archmage Drawmij has created many exotic items and this dagger is among his earliest signature weapons. You can use a bonus action to toss this magic dagger into the air and speak the command word. When you do so, the dagger begins to hover, flies up to 60 feet, and instantly attacks up to four creatures of your choice along that path. Each creature may only be struck once. The dagger uses your attack roll and ability score modifier to damage rolls.
After the hovering dagger attacks for the fourth time, it teleports back to its sheath. If you are more than 60 feet from the dagger it flies back to your original spot and falls to the ground. The dagger can't be used this way again until the next dawn.