TEXT: Marvels of Invention
  Magic Items Based on The Marvel Universe
  Image credit: TheDURRRRIAN
  
  Panther Suit
  Armor (Light), Legendary, requires attunement
  This body tight suit of light armor covers the entire body
  and is made of an extremely rare black metal. It is light
  enough to wear under a normal suit of clothes and does not
  impose disadvantage on stealth checks. While wearing it you
  gain the following benefits:
  If you have the unarmored defense class feature, it
  functions while wearing this armor, and this armor gives
  you +2 to your AC. If you do not, your AC is equal to
  12+Dex modifier.
  When you would take damage while wearing the suit,
  prevent it and this armor gains that many charges. The
  suit can prevent 50 damage this way per day, resetting at
  dawn.
  You can spend charges as an action to cast Thunderwave.
  For 5 charges spent, cast it as a first level spell. For each
  additional 5 charges spent, increase the level of the spell
  by one and also increase the knockback effect by 10 feet.
  When the suit’s allotted 50 points of damage are used, the
  suit automatically spends all stored charges to cast this
  spell.
  You can spend an action and 3 charges to cast gust of
  wind as a second level spell, but with a duration of 1
  round.
  Credit: Reza-ilyasa
  
  The Goliath Procedure
  Potion, Legendary, requires attunement
  This item consists of a serum, and a crystal that emanates
  harmful energy. They are stored together in a lead box. Each
  has a single use. For the procedure to work, you must drink
  the serum, and then activate the crystal. Anyone within 120
  feet who can see the crystal when it is activated takes 30
  necrotic damage and has their hit point maximum
  permanently reduced by the same amount.
  When this happens to a person who has drank the serum,
  they gain the following ability: When they are reduced to 0
  hp, they transform into the Goliath. They also transform
  whenever they become extremely enraged, at the GM’s
  discretion.
  Credit: Daniel Kamarudin
  The Goliath
  Large aberration, chaotic neutral
  Armor Class 12
  Hit Points 50
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 14 (+2)
  26 (+8) 3 (-4) 6 (-2) 6 (-2)
  Condition Immunities None
  Senses passive Perception 8
  Languages Languages the original knew, but cannot
  speak
  Challenge 12 (2819 XP)
  Furious Regeneration. At the start of its turn, the
  goliath regains all its hit points. If it had less than
  half its hit points remaining when it does this, its
  hit point maximum increases by 10 and its strength
  increases by 2. These reset to the base value every
  time the Goliath transforms.
  Blind Rage. The Goliath attacks a creature it can see
  every turn. If that is not possible, it moves as close
  as possible to the nearest creature.
  Short Attention Span. If the Goliath cannot attack for
  3 rounds or if it is reduced to zero hit points, it
  transforms back into its original form, stable at 0
  hp, and falls unconscious for 1d4 hours.
  Actions
  Leap. The Goliath takes a running jump. It can jump
  up to 500 feet vertically, or one mile horizontally.
  Slam. Melee attack. +10 attack bonus, reach 5 ft, on
  hit 2d12+6 bludgeoning damage. (Both attack
  bonus and damage increase by one when its
  strength increases by 2.)
  
  Mjolnir
  Weapon (Light Hammer), Legendary, requires attunement
  This small hammer cannot be lifted by anyone who would
  not willingly throw themselves into certain death to save an
  innocent. When a person is attuned to the weapon, they gain
  the following benefits:
  On a hit, this weapon deals 1d12 bludgeoning damage
  and 1d12 lighting damage.
  It’s range when thrown is increased to 30/120, and it
  unfailingly returns to the thrower’s hand.
  The wielder is immune to lightning damage.
  The wielder can throw the hammer, holding on to the
  handle, to fly through the air in a streak of lighting. They
  cannot control the flight beyond the general area they
  intend to land. They move at around 800 miles per hour.
  The wielder suffers no ill effects from breaking the sound
  barrier.
  Credit: theDURRRRIAN
  The Shield of the Righteous
  Armor (Shield), Legendary, requires attunement
  This +2 shield is emblazoned with the symbols of it’s
  original owner’s nation. It is unbreakable by any means. A
  person attuned to this shield cannot wield a weapon. A
  person attuned to it can perform the following special
  actions:
  Attacking with the shield, either throwing or bashing.
  Treat it as a +2 weapon that does 1d8 damage and has the
  properties finesse and thrown 30/90. The shield can
  ricochet around corners. If there is line of sight to a target
  from a solid object you can see, you can target them.
  Additionally, if the wielder does not roll a natural 1 on a
  throw the shield returns to hand after the attack.
  Using your reaction to defend another. If a character
  within 5 feet of you is targeted by a weapon or spell attack,
  you can use your reaction to change the target of that
  attack to yourself, even if you would not normally be a
  legal target.
  Credit: Daniel Kamarudin
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Items of Marvel Part 1 - Marvels of Invention.pdf