I almost always homebrew magic items for my players, and I have a character who crafts in my buddy’s campaign. Some of my favorites:
Armor my rogue enchanted for my wife’s ranger, with help from her (the character) husband.
Armor of The Stormstalker
This white and grey armor is made from the pelt of a Snowy Mountain Owlbear, and reinforced with its bones. Grey streaked white fur lines the armor.
While wearing this armor, you are unaffected by temperatures ranging from 120 degrees Fahrenheit to -20 degrees Fahrenheit.
You do not suffer disadvantage to Wisdom checks when your vision is lightly obscured by dim light, or by foliage, heavy rain, falling snow, mist, and other natural phenomena.
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
You can cast
Speak with Animals once without spending a spell slot or material components, while you are wearing this armor. The spell cannot be cast in this way again until the next dawn.
(Note, we imagine studded leather as two layers of leather reinforced with bands of metal. Any “studs” are simply a result of overly utilitarian design, and are rivers holding the armor together. It’s not perfect, but it’s better than the idea that studs make the armor work better)
For my Shadar-kai Monk, in Eberron:
Bracelets of Obsidian
These bracers appear to be perfect circles of pure obsidian, about 2 inches wide, and as thin as a blade. When attuned, they reshape themselves to fit snug on the wearer's wrist, and seem to reshape themselves as if made of silk when the wearer moves their hands, always perfectly comfortable, and cool to the touch regardless of the temperature of the wearer or the weather around them.
While attuned, the wearer can draw a weapon of pure obsidian out of the material of the bracelet as part of making an attack, or by Interacting With an Object. When doing so, a wisp of shadow escapes the bracelet and reaches out to the wearer's fingers, forming the weapon from the shadowstuff as the wearer pulls it into their hand.
The weapon can take any of the following forms. The specific look of the weapon is determined by the attuned wearer's expecatations, and can even change from one use to another.
Obsidian Blades.
Daggers. The dagger can be anywhere from 2 to 9 inches long, though this has no affect on the statistics of the weapon. The handle of the dagger can either be flat for optimal throwing, or thicker than the blade for a solid grip. Your range when throwing these daggers is increased to 60/120.
Handaxes. As handaxes, the blades can be anywhere from 10 to 20 inches long, though this has no affect on the statistics of the weapon. The light material and perfect balance of these blades make them a more elegant weapon than they would otherwise be. The blades gain the
Finesse property.
A wearer can only have 2 Obsidian Blades manifested at once, and manifesting a new blade causes old bladess to return to shadowstuff, and dart at incredible speed back into the bracelets, regardless of distance.
Spiked Chain.
The chain can be of a length ranging from a 4 to 9 feet, and is a whip, except that it has the
Versatile (1d6) property, and is a monk weapon. If you are attuned to the bracelets, you are proficient with this weapon.
My Bard In FR has a “
Songblade” that gives him some extra (and more powerful) things he can do with Bardic Inspiration and lets him attack with Charisma. His half-brother, a Ranger I used to play who is now an NPC, has a
Lightning Rod Spear that is finesse, does extra lightning damage on a crit, is returning, and can cast Lightning Bolt 1/day, as well as a Finesse Returning Handax that does extra Thunder on a crit, called
Storm Wind.
In that same campaign, my bud has armor that lets him recharge any limited use class features such as Superiority Dice, spell slots, or Bardic Inspiration Dice, up to some amount per day (don’t recall off hand).
My favorite right now is my rogue’s “light dueling spear” (reflavored rapier) named
Spell Eater.
While holding this weapon, you can use a reaction to expend 1 of its 7 charges to cast the
absorb elements, or 3 charges to cast the
counterspell, or
dispel magic spells
The weapon can also be used as an arcane focus.
The weapon regains 1d6+1 expended charges daily at dawn.
Edit: Spell Eater May eventually do even more spell eating, but focused on disrupting things like the connection between a caster and a summoned or controlled creature. Possibly modeled by transferring some of the damage it deals to a creature to any creature tied to it by magic? We are still working out the details.