Anyway, I have been converting some 4th Edition Magical Items from the Adventurer's Vault to 5th Edition, and thought I would share them.
Hope you enjoy!
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Bracers of Bold Manoeuvring (Uncommon Wondrous Item; Requires Attunement): As a bonus action you can activate these bracers, which grant you a measure of protection against Opportunity Attacks. Once activated, such attacks suffer Disadvantage on the attack roll. This effect remains active for 3 rounds. Once used, this power cannot be used again until you have a short or long rest.
Bracers of Iron Arcana (Uncommon Wondrous item; Requires Attunement by a spell caster): As a bonus action you can activate these bracers, which, until the end of your next turn grant you a bonus to your AC equal to your spell casting attribute modifier. Once you have used this power 3 times, you must complete a long rest before you can use it again.
Cat Paws (Common Wondrous item; Requires Attunement) Once per long rest you can, as a bonus action, climb at your normal speed.
Gauntlets of Blinding Strikes (Uncommon Wondrous Item; Requires Attunement) Once per long rest you can activate these gauntlets as a bonus action, and immediately make two melee attacks, though both suffer disadvantage on their attack rolls. If both attacks hit the same target, you have advantage on your next attack roll against them before the end of your next turn.
Gloves of the Beneficent Healer (Very Rare Wondrous item; Requires Attunement) Once per short or long rest, you may, as an action, expend as many of your hit dice as you wish, and use them to heal an adjacent creature you can touch instead of healing yourself. Until the end of your next turn, you gain a +1 bonus to AC after doing this.
Abyssal Adornment (Rare Wondrous item; Requires Attunement) This bauble grants you a +1 bonus when saving against the attacks and effects of fiends, and allows you, once per long rest as a reaction when you suffer acid, cold, fire, lightning or thunder damage, to gain resistance to that energy type (halving the triggering attack’s damage). This resistance remains active for 1 minute.
Cloak of Distortion (Rare Wondrous Item; Requires Attunement) Ranged attacks from 25ft away or further suffer disadvantage on their attack rolls against you whilst you wear this cloak.
Cloak of the Phoenix (Legendary Wondrous item; Requires Attunement) Once per day when you are reduced to 0 hit points whilst wearing this cloak, you vanish, and all enemies within 15ft of you suffer 17 (5d6) fire and 17 (5d6) radiant damage (D.C. 17 Dexterity save halves this damage). On your turn the next round, you reappear in the same place you vanished from (or the nearest empty spot if this is occupied), on full hit points and with all conditions removed. If you had any hit dice left when the cloak’s power was activated, they are removed as if spent.
Tattered Cloak (Uncommon Wondrous item; Requires Attunement): This cloak grants you Advantage on any Stealth check, or Charisma skill check made to appear as a commoner, pauper or transient. Furthermore, once per long rest as a bonus action, you can activate its magic to force all enemies within 25ft of you make a D.C. 14 Wisdom saving throw, failure indicating that they will not see you as a threat. This is a charm effect, and at the end of each of their rounds, they may repeat the saving throw to end it. If you attack a creature affected by this power, they may immediately repeat the saving throw with advantage.
Vengeance Sash (Uncommon Wondrous Item): Once per long rest, when you are reduced to 0 hit points, you may, before you fall unconscious, make a single attack, or cast a single cantrip at the enemy that has just wounded you.
Rogues Belt (Uncommon Wondrous item; Requires Attunement): Whilst attuned to this belt you can make a check to escape being grabbed, swallowed, restrained or any similar effect as a bonus action.
Pouch of Frozen Passage (Rare Wondrous Item): Once per long rest, as an action, you may sprinkle some of the algid crystals from within this pack into any fluid, causing it to immediately freeze solid out to a 100ft radius. Creatures at the surface of the fluid must make a D.C. 16 Dexterity (Athletics) or Strength (Athletics) check to escape begin Restrained by the freezing fluid (and may repeat these checks as an action on their turns if caught). The surface formed is thick enough to support up to 10,000 lbs of weight, and lasts for 4 hours unless somehow thawed. This pouch works on any fluid, even dangerous fluids like lava or acid.
Zealot’s Armour (Rare Armour [any]; Requires Attunement by an individual proficient with that type of armour): When an undead hits you whilst you are wearing and attuned to this +1 armour, they suffer Radiant damage equal to your proficiency bonus.
Veteran’s Armour (Very Rare Armour [any]; Requires Attunement): When you spend a Hero Point whilst wearing this armour, you may add an additional +2 to the result. Furthermore, once per day, you may spend a Hero Point to recharge one ability of another item as if you had been through a long rest with it.
Warsheath Plate (Rare Armour [Plate Armour]; Requires Attunement): Once per long rest, as a bonus action, you force all enemies within 20ft to make a D.C. 15 Dexterity or Strength saving throw (their choice), failure indicating they are pulled adjacent to you.
Stoneborn Armour (Uncommon Armour [Any Heavy Armour]; Requires Attunement); Once per long rest you may activate this armour’s power as a bonus action, gaining Temporary Hit Points equal to 10 + Your Constitution Modifier. If you spend one of your Hit Dice when activating this power, the amount of temporary hit points granted increases to 20 + Your Constitution Modifier.
Soulwarding Armour (Very Rare Armour [Any]; Requires Attunement): Whilst wearing and attuned to this +1 armour, you gain Resistance to Necrotic damage, and effects that deal Necrotic damage cannot reduce your maximum hit points.
Armour of Durability (Uncommon Armour [Any]; Requires Attunement): When you spend a hit dice whilst wearing and attuned to this armour, you gain twice your constitution modifier to each dice rolled instead.
Armour of Starlight (Very Rare Armour [Any]; Requires Attunement): This armour grants you +1 AC when worn, and once per long or short rest, when an enemy hits you, you can, as a reaction blind them. They may attempt a D.C. 16 Constitution saving throw at the end of each of their turns to end this effect.
Crystal Armour (Very Rare Armour [Any]; Requires Attunement): This +2 armour activates when you are at 50% or less of your total hit points, granting you advantage on all Wisdom, Intelligence and Charisma saving throws.
Gem of Colloquy (Uncommon Wondrous Item; Requires Attunement) This gem floats around the user’s head, and grants them a +1 bonus to all Deception and Diplomacy checks and the ability to speak and understand one language (chosen at the time the gem is created).
Cynic’s Goggles (Uncommon Wondrous Item; Requires Attunement) Whilst attuned to and wearing these goggles, the wearer has advantage on all saving throws and checks to recognise Illusions.
Force Shield (Uncommon Shield; Requires Attunement) At the start of a battle, the bearer gains a +2 bonus to AC and Dexterity saving throws. This bonus remains until they are damaged by an attack that targets either AC, or requires a Dexterity saving throw.