Netherkinetic Orb +2
A sphere over which has fallen the shadow of a night hag.
(requires attunement by a sorcerer or warlock)
This orb of planarite of the Bleak Gate is so pitch-black that it resembles a two-dimensional hole in the world, save for wispy shadows around its edges.
To everyone else, the sphere is intangible darkness, but once you attune to it, the globe is akin to a light and bouncy athletic ball. The sphere takes on an appearance of your choosing, and orbits you in whatever pattern you please. You can instead sheathe the orb within your shadow, where it is undetectable by mundane and magical means until you are reduced to 0 hit points.
While the netherkinetic orb is in orbit, you can use it as a spellcasting focus and a holy symbol, and you gain a bonus to spell attack rolls and to the saving throw DCs of your spells. The bonus is determined by the orb’s rarity.
As an action, you can direct the orbiting globe to smash into the shadow of a creature within 5 feet of you, so long as it has a shadow or is made of darkness. The creature must make a Dexterity saving throw against your spell save DC. If it succeeds, it falls prone. If it fails, it falls prone, and is incapacitated until the end of your next turn. This property can be used no more than once per hour.