Fighter 12 · Human Noble · The Lightbringers · CY 596
| Slot | Item(s) | Att. | Rarity | Notes |
|---|---|---|---|---|
| Eyes | Goggles of Darkvision | — | Uncommon | Darkvision 60 ft |
| Neck | ✦ ✦ |
Very Rare | Iron Revenant: death saves · Tyrant's Tooth: elemental absorption | |
| Body |
Azure Crab Mail
+ Armour of Ease (worn beneath)
|
✦ — |
Very Rare | AC 18 · water walk/breathe · Storm's Rebuke · Absorb Elements |
| Shield | ✦ | Rare | Custom shield · enhanced light spells via gem | |
| Bracers | Great Reach Bracers | — | Uncommon | +5 ft reach 2/dawn |
| Gloves | Vicious Gauntlets | — | Uncommon | +2d6 on roll of 20 (if weapon doesn't already) |
| Belt | Fighter's Belt | ✦ | Uncommon | Second Wind / Action Surge: expend hit die for resistances |
| Cloak | Cloak of the Boundless Spirit | — | Rare | Advantage on death saves · 3 charges (3d20 save or temp HP) |
| Ring #1 | Ring of Battle | ✦ | Rare | Combat bonuses |
| Ring #2 | Ring of Poison Resistance | ✦ | Rare | Resistance to poison; advantage on poison saves |
| Ring #3 | Ring of Oaken Blows | — | Uncommon | Weapon damage treated as bludgeoning+magical (d4 charges) |
| Ring #4 | Ring of Misty Step | — | Uncommon | Cast Misty Step (d4 charges) |
| Boots | — — |
Uncommon | QuickBoots: fast stand · carrying capacity as Large |
Max attunement: 3 slots (standard 5e) or per DM ruling. Items marked ✦ require attunement.
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Goggles of Darkvision | Uncommon | ~500 gp | — | 1 | Darkvision 60 ft while worn |
| Iron Revenant Amulet ✦ | Rare | ~5,000 gp | — | 1 | Con save to survive lethal hit at 1 hp · 1/dawn |
| Tyrant's Tooth ✦ | Very Rare | ~15,000 gp | prof/day + 1/day | 1 | Elemental absorption → +1d6 melee · spectral T-Rex bite 3d10 1/day |
| Azure Crab Mail ✦ | Very Rare | ~30,000 gp | 2/SR (various) | 1 | AC 18 · water walk/breathe · swim 20 · Disengage 1/SR · Storm's Rebuke 1/SR · Absorb Elements 2/SR |
| Armour of Ease | Uncommon | ~500 gp | — | 1 | 10 lbs · no sleep penalty · functions as breastplate |
| Heart of the Iron Lion ✦ | Rare | ~5,000 gp | — | 1 | Custom adamantium shield · see description |
| Enhanced Cat's Eye Gem | Uncommon | ~300 gp | — | 1 | Affixed to shield · light spells shed +10 ft radius |
| Great Reach Bracers | Uncommon | ~500 gp | 2/dawn | 1 | +5 ft reach until start of next turn · 2/dawn |
| Vicious Gauntlets | Uncommon | ~500 gp | d4 | 1 | Roll of 20: +2d6 damage (if weapon doesn't already); d4 to deplete |
| Fighter's Belt ✦ | Uncommon | ~500 gp | — | 1 | Second Wind / Action Surge: expend hit die → resistances until next turn |
| Cloak of the Boundless Spirit | Rare | ~5,000 gp | 3/dawn | 1 | Adv. death saves · 3d20 death save or temp HP 1d12+lvl (bonus action) |
| Ring of Battle ✦ | Rare | ~3,000 gp | — | 1 | Combat bonuses; see description |
| Ring of Poison Resistance ✦ | Rare | ~5,000 gp | — | 1 | Resistance to poison; advantage on Con saves vs poison |
| Ring of Oaken Blows | Uncommon | ~400 gp | d4 | 1 | Weapon strikes treated as magical bludgeoning (d4 charges) |
| Ring of Misty Step | Uncommon | ~400 gp | d4 | 1 | Cast Misty Step (d4 charges) |
| QuickBoots | Uncommon | ~500 gp | — | 1 | Stand from prone costs 5 ft · fall resist · +1 Dex saves |
| Boots of Carrying | Uncommon | ~300 gp | — | 1 | Count as Large for carrying capacity |
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Bralindel | Rare | ~5,000 gp | 2+1/dawn | 1 | Elven longsword · +2d6 fire 2/dawn · 2d6 necrotic drain 1/dawn |
| Tide of Iron | Rare | ~3,000 gp | — | 1 | Orcish broadsword · 1d10/1d12 · nat 20: +2d6 + shove · 3+ hits: +2d6 each |
| Axe of the Green Man | Uncommon | ~500 gp | — | 1 | +2 vs plants/beasts/wooden constructs · max damage vs wood |
| Silver Morningstar +1/+2 vs Undead & Fiends | Uncommon | ~500 gp | — | 1 | +1 to hit/dmg · +2 vs undead & fiends · silvered |
| +1 Pummelling Morningstar | Uncommon | ~500 gp | — | 1 | +1 to hit & damage |
| Manticore's Tail Morningstar | Rare | ~3,000 gp | — | 1 | Studded with manticore spikes; see description |
| +1 Shortsword | Uncommon | ~500 gp | — | 1 | +1 to hit & damage |
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Ioun Stone of Constitution +2 ✦ | Very Rare | ~10,000 gp | — | 1 | +2 Constitution (orbits head) |
| Ioun Stone — Emerald Shard | Rare | ~5,000 gp | — | 1 | Darkvision 120 ft (orbits head) |
| Handy Haversack | Rare | ~2,000 gp | — | 1 | 3 pockets; always retrieves desired item |
| Scabbard of the Vampire | Rare | ~3,000 gp | 3 | 1 | Heal 2d6/charge on melee hit (min 12 hp dmg per charge) |
| Greater Health Flask | Uncommon | ~300 gp | 1/day | 1 | +4 healing on 1d4 potions · ceases functioning after use until dawn |
| Whistle of Stopping | Rare | ~2,000 gp | — | 1 | Freeze time briefly; see description |
| Chest of Holding | Rare | ~2,500 gp | — | 1 | Extradimensional storage; chest variant of Bag of Holding |
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Potion of Healing | Common | ~50 gp | single use | d6 + 3 | Heal 2d4+2 hp (1 random, 3 standard) |
| Potion of Greater Healing | Uncommon | ~150 gp | single use | 2 | Heal 4d4+4 hp |
| Oil of Wealth | Uncommon | ~300 gp | single use | d4 | +1 hit/dmg 1 min · blood → gold 1gp/hp dmg |
| Dried Demonblood (Snuff) | Uncommon | ~400 gp | single use | d4 | Resistance to B/P/S, poison + 1 random type · 10 rounds |
| Keoghtom's Ointment | Uncommon | ~500 gp | 5 doses | 1 | 2d8+2 hp · cure poison/disease · per dose |
| Oil of Magic Weapon | Uncommon | ~300 gp | single use | 1 | Weapon becomes +3 magical for 1 hour |
| Potion of Levitation | Uncommon | ~300 gp | single use | 1 | Levitate up to 10 minutes |
| Potion of Climbing | Common | ~75 gp | single use | 2 | Climbing speed equal to walk · 1 hour |
| Potion of Growth | Uncommon | ~300 gp | single use | 1 | Enlarge as spell · d4 extra dmg on weapons · 1d4 hours |
| Draught of the Bat | Uncommon | ~400 gp | single use | 1 | Fly speed 30 ft + blindsight · 1 hour |
| Potion of Fire Giant Strength | Rare | ~2,000 gp | single use | 1 | Strength becomes 25 · 1 hour |
| Potion of Frost Giant Strength | Rare | ~2,000 gp | single use | 1 | Strength becomes 23 · 1 hour |
While wearing these leather-strapped crystal goggles, you can see in darkness within 60 feet as if it were dim light. You can't discern colour in the darkness, only shades of grey. If you already have darkvision, wearing these goggles instead extends your darkvision range by 60 feet.
A heavy iron amulet bearing the symbol of a warrior rising from the grave. When an attack would reduce you to 0 hp or lower, you can make a Constitution saving throw with a DC equal to 5 + the damage taken. If you succeed, you are instead reduced to 1 hp.
The amulet will not function again until the next dawn.
A large tooth from a Tyrannosaurus Rex, mounted on a chain. You can only attune to this item if you have survived being bitten by a Huge or larger reptile.
Hardened crab shell armour, cream with bluish-green blotches. Weight: 30 lbs. Base AC 18, treated as magic plate armour.
This armour is made from the hide of some magic beast (probably a reptile) but functions as breastplate armour. The magic of this armour provides no additional protection, but the Armour of Ease weighs only 10 lbs and can be slept in comfortably with no detrimental effects.
A custom adamantium shield bearing a rampant lion device. Indestructible — adamantium cannot be broken by normal means and automatically ignores critical hits against it.
This small gem is affixed to the Heart of the Iron Lion shield. Any Light spell cast on the item sheds light in a +10 foot radius beyond its normal range (e.g. the Light cantrip normally sheds light in a 20 ft radius and dim light another 20 ft — with this gem, those ranges become 30 ft and 30 ft respectively).
Forearm-length black sinewy sleeves. Activate as part of an attack action — while activated the wearer is treated as having an extra 5 feet of reach until the beginning of their next turn.
Once activated on two occasions they cease to function until the next dawn.
When worn, any hit with an attack roll of 20 deals an extra 2d6 damage, unless the weapon that struck the blow already receives extra damage from such an attack (e.g. a weapon with the Vicious property).
The gauntlets' power is used up for the day on a roll of 1 on a d4 (roll when the power triggers).
When the wearer uses Second Wind or Action Surge, they may expend a single hit die to gain resistance to bludgeoning, piercing, slashing, and one other damage type of their choice until the start of their next turn.
A swirling, translucent cloak that bolsters the fighting spirits of friendly nearby creatures.
A broad iron ring engraved with crossed weapons. While attuned, you gain the following benefits in combat:
While wearing this ring, you have resistance to poison damage. You also have advantage on saving throws against becoming poisoned.
A ring carved from dense dark oak, reinforced with iron bands. Expend a charge to activate: for 1 minute, your weapon strikes are treated as dealing magical bludgeoning damage, overcoming resistance and immunity to non-magical bludgeoning damage.
Expend a charge to cast Misty Step as a bonus action: you teleport to an unoccupied space you can see within 30 feet, surrounded by a brief swirl of silvery mist.
These boots fit any medium (not small) humanoid. While wearing these brown leather boots, you count as Large size when determining your carrying capacity.
An elven-made longsword with a red binding on its grip and a red tinge to the blade. Lightweight: weighs only 2 lbs. A magical longsword.
A large, brutish-looking orcish broadsword. Versatile and heavy; requires 17 Strength to wield one-handed. Magical — deals 1d10 slashing damage (one-handed) or 1d12 (two-handed).
A magical battleaxe with scenes of hunting and wood-chopping on its blade and haft.
A silvered morningstar with a holy symbol etched into the flanged head.
A finely-balanced magical morningstar with a deeply ridged head designed to maximise crushing force. +1 to attack and damage rolls. When you score a critical hit, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.
A morningstar whose flanged head has been replaced with a cluster of manticore tail spikes, carefully mounted and reinforced. It counts as a magical weapon.
A finely-crafted magical shortsword. +1 to attack and damage rolls. Counts as a magical weapon.
An ioun stone is a magical gem that orbits your head at a distance of 1d3 feet while attuned. When you use an action to toss it into the air, it orbits your head until you end the attunement, it is recovered, or it is destroyed.
This pale blue rhomboid stone increases your Constitution score by 2, up to a maximum of 20, for as long as it orbits your head.
A faceted emerald shard that orbits your head. While it orbits you, you gain darkvision out to 120 feet. If you already have darkvision, its range increases by 120 feet.
This backpack has a central pouch and two side pouches, each one being a portal to an extradimensional space:
Placing an object in the haversack follows normal rules for interacting with objects. Retrieving an item from the haversack requires a bonus action — the haversack always produces the desired item from the top, regardless of where it was placed. The haversack always weighs 5 lbs.
A black scabbard that resizes to fit any sword, falchion, scimitar, dagger, or rapier. Holds 3 charges.
Once per round, upon striking a creature that is not a construct, elemental, plant, or undead, you may expend one or more charges to be healed 2d6 hit points per charge expended. You can only expend a charge if you inflicted at least 12 hp of slashing or piercing damage with that blow (24 for 2 charges, 36 for 3 charges).
When placed on a healing potion flask, this attachment does an extra 4 points of healing for a 1d4 potion. Once the potion is used, the flask stops functioning until the following dawn. The Greater version can be applied to a 1d4 healing potion (standard) once per dawn.
A small silver whistle on a cord. As a bonus action, blow the whistle to create a brief moment of temporal suspension in a 30-foot radius around you. All creatures of your choice in the area must succeed on a DC 15 Wisdom saving throw or have their speed reduced to 0 until the end of their next turn. Creatures that succeed are immune to this whistle for 24 hours.
The whistle can be used a number of times per day equal to your proficiency bonus, recharging at dawn.
A sturdy-looking iron-bound chest that functions as a Bag of Holding — it is actually a portal to an extradimensional space. Its interior is much larger than its outside suggests, holding up to 500 lbs without exceeding a volume of 64 cubic feet.
The chest always weighs 25 lbs regardless of its contents. Retrieving an item requires an action. If the chest is destroyed or turned inside out, its contents are lost to the Astral Plane.
You regain 2d4 + 2 hit points when you drink this potion. Darius carries one with a random charge (d6) and three standard ones.
You regain 4d4 + 4 hit points when you drink this potion.
As an action, smear this oil on a slashing weapon. For 1 minute, the blade glows as a torch and grants +1 to hit and damage. Blood spilled by the blade from eligible creatures (not undead, plants, fiends, fey, celestials, constructs, or elementals) turns to gold worth 1 gp per hit point of damage dealt.
A dark red snuff. When consumed, fills your senses with the taste and smell of blood. For 10 rounds, the consumer gains resistance to non-magical piercing, slashing, bludgeoning, and poison damage, plus one additional random damage type:
This glass jar, 3 inches in diameter, contains 1d4+1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh ½ lb. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
As a bonus action, pour this oil onto a weapon. The weapon becomes a +3 magical weapon for 1 hour, granting +3 to attack and damage rolls and overcoming resistances to nonmagical weapons.
When you drink this potion, you gain the effect of the Levitate spell for up to 10 minutes (concentration not required). You can move up and down at a rate of 20 ft per round.
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks to climb.
When you drink this potion, you gain the effect of the Enlarge option of the Enlarge/Reduce spell for 1d4 hours (no concentration required). Your size increases, your melee weapon attacks deal +1d4 damage, and you have advantage on Strength checks and saving throws.
When you drink this dusky, slightly bitter draught, you gain a flying speed of 30 feet and blindsight to 30 feet for 1 hour. Your appearance temporarily becomes slightly bat-like: your eyes become reflective and your hearing intensifies noticeably.
When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect if your Strength is already equal to or greater than that score.
When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect if your Strength is already equal to or greater than that score.