Found some 3e stuff in an old Dragon Magazine (issue 326). Here's my attempt at updating them to the 5e rules:
Acorn of Acuity: Attunement. Grants advantage on Survival checks and allows the user to cast
speak with animals 1/day.
Arboreal Armor: Attunement.
+1 leather armor that grants the wearer advantage on Dex (Stealth) checks to hide in forested terrain. The armor itself regenerates 1/hp per hour if it gets damaged. The wearer can cast
entangle 3/day, while the armor grows 5
goodberries on itself each day.
Briar Staff: Attunement. The staff has 10 charges. You can spend charges to cast
entangle (1 charge),
spike growth (2 charges), and
wall of thorns (6 charges). It regains 1d6 + 4 charges at dawn but only if it is buried under 1 foot of earth in a forest that is at least 1 square mile in size.
Deluge Rod: Attunement. (Cursed?) You have advantage on Con checks/saves to resist extreme heat and thirst, but you have disadvantage on Con checks/saves to resist extreme cold and drowning. It also has the properties of a
frostbrand but it is a club rather than a sword. 3/day as a bonus action you can cause it to deal 2d6 extra cold damage when you hit with it. 1/day you can cast a suitable 5e substitute for the
acid fog spell. 1/day you can summon one water elemental or 1d4+1 giant sharks.
Eagles' Cry Bow: Attunement. This is a +2 longbow with a range of 300/1,200 ft. When you attack with the bow, you can use a bonus action to have it cry out like an eagle, granting any elf or half-elf within 30 feet of the bow one Bardic Inspiration die (d6). A creature can't have more than one die at a time.
Rod of the Wild: Attunement. A
+2 club that has four animal totems on it. Each day, the bearer can choose to gain the benefits of one of the totems. The benefits last for as long as the bearer holds the rod.
- Bear: You gain a +2 bonus to AC and you have advantage on Strength checks.
- Hawk: You have advantage on Wisdom (Perception) checks based on sight, and you can cast feather fall on yourself at will.
- Mouse: You have advantage on Dexterity (Stealth) checks, and you can cast reduce person on yourself at will.
- Salmon: You gain advantage on Strength (Athletics) checks made to swim, and you can cast water breathing on yourself at will.
Sylvan Cloak: Attunement. You have advantage on ability checks made to escape from being restrained by a grapple or manacles, etc. You have advantage on Con checks/saves to resist extreme heat and cold. Creatures have disadvantage on Survival checks to track you by scent while you are traveling in forested terrain.
Sylvan Cloak, Greater: As the
sylvan cloak, except it also grants you the ability to cast
tree stride 1/rest, and you can animate a tree 1/day.
Thornblade: Attunement. Has the properties of a
scimitar of speed, plus 3/day the wielder can use a bonus action to coat the thorns on the blade with "bloodroot poison" (whatever that does).