Sadly, as much as I enjoy creating magic items, they see little use. Oh well, here's a few of my favorites:
The Forge Hammer: a Large size Maul, considered an "epic" weapon for purposes of damage reduction. For every full 24 hours you spend hammering raw materials with it, you can create a +1 (or increase the +X) item. Constitution check required for living (and certain undead) creatures not to pass out for every 24 hours after the first, exhaustion rules apply as normal. No crafting check required to produce the item. For anything that is "special" ie: does something new or unique with no clear +X rating, the DM gets to determine how long you need to craft for. Specific raw materials were unnecessary, the Hammer would "make it work" with whatever you made it out of, but you needed roughly-equal mass of material. The Hammer was semi-intelligent and had a dislike for evil-aligned, who would need to make a Will save every 24 hours to craft anything.
----Sadly, my players never did anything exciting with this, and never really put together that if you were some kind of undead or immortal that did not need to eat or drink or sleep you could craft absurdly powerful items.
Armor of the Eternal Soldier: Cursed armor broken down into 6 parts: Left & Right Arm, Left & Right Leg, Torso, Helm. Each piece of the armor appears as a hollowed-out replica of the respective body part (though the helm has no face), which when held will immediately adjust to the size of the holder. When worn the wearer first needs to make a Will save to beat the curse. If the save is beat, nothing happens. If the save is failed the appropriate body part then fuses with the wearer, draining the life out of the respective limb (but leaving the bones), leaving you with a Winter Soldier-style limb. Each limb has the following effects:
Arm, left or right: +2 Str, -1 Dex, +1 Con, +1 to AC, +1 DR/-, can morph into a shield, any non-reach melee weapon or can fire an energy burst (2d6 per armor piece worn) from the hand (more T-X than Iron Man), grants advantage on all Strength checks (or +5 in non-5E).
Leg, left or right: +2 Str, -1 Dex, +1 Con, +1 to AC, +1 DR/-, increases speed by +5, grants advantage (or +5 in non-5E) on all Endurance checks.
Torso: +4 Str, +4 Con, -2 Dex +2 to AC, +2 DR/-, wearer no longer requires food or drink or to breath and stops aging, cannot be worn before both arms and legs, you can be affected by spells that affect constructs.
Helm: +2 Con, -1 Dex, +2 to AC, +2 DR/-, wearer is immune to gaze, petrification and polymorph effects and no longer needs to sleep. Cannot be worn until all the other pieces are worn.
Though separated the pieces of the armor call to each other, once a day the wearer must make a will save to not start wandering in the direction of one the nearest piece. Wearer takes a -2 penalty to this check per piece of the Armor worn. The wearer cannot voluntarily remove any piece of the Armor and if the Torso or Helm are removed the wearer immediately dies. The wearer gains no benefit of wearing any armor once the Torso piece has been donned. The armor cannot be destroyed and only removed via Wish or Miracle, which must be used on each piece individually, if this happens the removed piece teleports to a random location in the planes.
-----Sadly, my players only ever found one arm. Then they died horribly and we started a new game.
The Gold Blade: a +2 golden gem-encrusted rapier. Whenever you scored a crit on something, if you confirmed the crit that object immediately turned to solid gold (similar to Flesh to Stone). Gold Dragons were immune. Non-Gold Dragons were turned into Gold Dragons (but weren't turned into solid gold).
----One of my few items to actually see use! Ironically, my pirate-themed player used it against an Lava Elemental resulting in the rather hilarious Molten Gold Elemental, which proceeded to attempt to murder the party. It failed, but it was funny!