The following items can be found within the Vault of Rathian Hall.
- The Chitterfang - Shortsword, fashioned from the mandibles of a Chuul. Use an action to coat the mandibles in poison. On the next hit with the Chitterfang, the target must make a DC 13 CON save or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This ability cannot be used again until the next dawn.
- Exsanguine - Dagger. When you hit, you can force the target to make a DC 15 Con save or lose 3d6 max HP. On fail or save, a creature is immune to this effect for 24 hours.
- The Rattler - Dagger (Fang). As an action, coat the or 1 minute, when you hit with an attack , the target must make a DC 13 Con save or be poisoned for 1 minute. They can make the save again at the end of each turn, ending the effect on a success.
- Mage Slayer - Shortsword. When you hit with an attack, a creature concentrating on a spell must make the CON save with disadvantage.
- Rising Horde - Dagger. Whenever you kill a Small or Medium humanoid with an attack using this weapon, it rises immediately as a zombie under your control with 1 hit point, as per the animate dead spell. The creature uses the zombie statistics. It remains animate for 1 minute, after which time it collapses and dies. Can use this once per dawn.
- Soultrapper - Dagger. When you kill a creature with a challenge rating equal to or higher than your level with this weapon, you regain one expended spell slot. This spell can't be of a level higher than your proficiency bonus. Once used, this property can't be used again until the following dawn.
- Relentless Hunter - Shortbow. While you are wielding this weapon, you can use an action on your turn to mark a creature you can see within 90 feet of you. For 1 hour, when you hit the marked creature with a ranged attack using this weapon you can use a bonus action to teleport to an unoccupied space within 30 feet of it that you can see. Once used, this property can't be used again until the following dawn.
- Challenger - Rapier. Cast Compelled Duel without expending a spell slot once per dawn.
- Shadow's grasp - Glove, unarmed strike. Unarmed strikes now deal necrotic damage. The gloves have 3 charges - on a hit, the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Once affected, a creature is immune to further reductions from the gloves for 24 hours.
- Claws of the Wild - Cast Primal Savagery at will.
- Burning Mariner Pentident - Magic trident with a circle of 5 spike to stab with. Magically repels water during attacks, does not impose disadvantage brought on by underwater combat. As a bonus action, can switch damage type between piercing and fire.
In a separately locked hall, there is a row of cages in which the sentient magic items are kept, restrained and separated from one another. If you wish, they are also available, but their powers are unknown unless they are taken and bonded with. If interested, ask for further details (Focal and Swansong already taken by Calliope and Argus von Steinberg respectively).