Inquisition of the Blazing Sun
Red Hand Dice
Wondrous item, uncommon (requires attunement)
Red as a ruby, this set of gaming dice are bound to attract the eyes of those around the table. When attuned to, you have advantage on ability checks you make to play a game with these dice, as well as any Dexterity (Sleight of Hand) checks you make while these dice are on the table.
Additionally, as an action, you can roll a pair of these dice while in combat, having them react to the adrenaline surging through the air. If you do, you must roll once on the Wild Magic table, rerolling if the result is 1 or 2.
Weapon (scimitar), rare (requires attunement)
The handle, made from painted steel is fashioned as multiple dragons twisting their necks together. The blade is featureless, broad and has an almost rainbow colored sheen to it.
You gain a +1 bonus to attack and damage rolls with this weapon.
As a bonus action you can call out it‘s command word and split the Scimitar in two. One with chromatic dragons and one with metallic dragons fashioning the handle.
When you score a critical hit with the chromatic half you choose acid, cold, fire, lightning, or poison damage for the type of damage and deal an additional 1d6 points of the damage you chose.
When you score a critical hit with the metallic half you can, as a reaction spend one hit die to regain Hit Points.
Tatters of the Fallen
Cloak, requires attunement
This cloak is sewn with the remnants of torn war banners.
Once per day, you can use the cloak to cast Compelled duel as a bonus action (DC= 10 + Prof)
Ring of jumping
Gauntlets of Inertial Punch For Korgoth, obtained during his adventures
These heavy metal gauntlets have thick lines protruding along the fingers and back of the hand. Increases your unarmed strike damage to 1d8. However, the force of your punch propels you, and you must move the rest of your body 5ft towards your hand.