Tarrobe
A robe imbued with the capabilities to become an avatar to 9 of the death gods (roll 1d10-1), each grants the user with pros and cons. Just wearing it gives you immunity to necrotic damage and +1 AC
Bhall: Lord of Murder
Pros: Get Slayer form that heals with every attack and causes the target to bleed (+200hp, -5AC, 4 attacks, no spellcasting)
Cons: You want to kill everyone
Jergal: Lord of the End of Everything
Pros: You can't truly die in this form, only Wish can
Cons: You want to see the end of everything
Kelemvor: Judge of the Damned
Pros: Gets +1d8 for every sin the target has done
Cons: For every kill you do, you must save a life
Loviatar: Madien of Pain
Pros: +1d12 force for every 10% of hp lost to your max hp
Cons: after you will lose this form, you suffer a week of agony
Maliketh: Ruler of Destined Death
Pros: Each weapon attack will reduce the target's hp by 10%
Cons: He will come for you
Myrkul: Lord of Bones
Pros: Assume the form from Baldur's Gate 3
Cons: You want your friends' bones and after the form is finished, your bones are gone for a few hours
Raven Queen: Matron of Death
Pros: Able to alter the memories of anyone, more important the memory, higher the DC for you to succeed
Cons: Chance for you to lose an important memory
Shar: Mistress of the Night
Pros: +2 AC, Lie without any checks, assume a copy of a previous enemy
Cons: You will lose what you hold dear most
Vecna: Maimed God
Pros: Gain the abilites of his hand and eye
Cons: Lose a spell slot or more