Irregular updates, magic items with description in the notes:
Potion of Undeath
When you drink this potion, your skin loses its vitality, your joints tighten up and your eyes sink in and lose the glint of life.
For 24 hours, this potion makes you look, smell, move and sound like an undead zombie. However your creature type is still humanoid. Magic to determine a creature’s true nature will falsely reveal that you are undead.
You gain resistance to Necrotic damage while you are in this state.
All Undead with an intelligence lower then 14 will regard you with indifference. However, they will still attack back if provoked by an attack, or commanded to.
Reaver and Ripper
Rare, Scimitars, (Requires Attunement)
You gain a +1 to attack and damage rolls made with these weapons.
When you’re attuned to Reaver and Reaper and make attacks with them you deal an additional 1d4 slashing damage. When you hit a Small or larger creature that bleeds, you gain HP equal to half of your damage rolls.
Cursed: This sword is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the scimitars, keeping it within reach at all times. You have disadvantage on attacks with all other weapons except Reaver and Ripper.
Additionally, you must submerge these blades in the blood of your enemies every 24 hours or suffer one point of exhaustion. If you have suffered one point of exhaustion through this method, and haven’t submerged Reaver and Ripper in blood, you do not recover your exhaustion with a long rest.
Mask of Reylan
Very Rare, (Requires Attunement.)
When wearing this mask, you gain +1 AC.
If you fail a saving throw, you may succeed instead. This feature can only be used once for long rest.
The Mask of Reylan has 10 charges and regains 1d6+4 charges every morning. You can cast the following spells with your spell save DC or a DC of 15.
Disguise Self: at Will
Tasha’s Hideous Laughter: 2 charges
Cause Fear: 1 Charge
Fear: 5 charges
The frightened effect from these spells work on creatures that are immune to the frighten condition.
Upon using the last charge, roll a d20. If a 1 is rolled every creature within 30 feet, including the wearer, must succeed a dc 17 con save or take 6d10 psychic damage. Succeeding the save means taking half damage.
Curse: Upon placing the mask on one’s own face, it can not be taken off by force as it fuses to the skin of the wearer. Casting Remove Curse on it will only result in ethereal laughter. Only a wish spell can remove the mask.