Darius — Magic Items

Fighter 12 · Human Noble · The Lightbringers · CY 596

Click any item name to jump to its full description below.  ·  Costs based on DMG rarity tiers.  ·  = Attunement required  ·  Charges shown as die type = roll that die when found to determine current charges.
Rarity Common Uncommon ~101–500 gp Rare ~501–5,000 gp Very Rare ~5,001–50,000 gp Legendary Custom / Homebrew
⚔ Slot Equipment — Worn & Equipped
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.

🛡 Worn Magic Items
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
⚔ Magic Weapons
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
✦ Miscellaneous Magic Items
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
⚗ Potions & Consumables
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

Item Descriptions

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Goggles of Darkvision
Wondrous item (eyewear) · No attunement required Uncommon

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.

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Iron Revenant Amulet
Wondrous item (amulet) · Requires attunement Rare

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.

⚡ 1/dawn
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Tyrant's Tooth
Wondrous item (amulet) · Requires attunement (must have survived a bite from a Huge or larger reptile) Very Rare

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.

  • Side Effect: Your footsteps sometimes make the ground tremble. You have disadvantage on Stealth checks.
  • Elemental Absorption (prof bonus/day): If you take at least 15 points of acid, cold, fire, lightning, or thunder damage, you absorb the first 10 points. Your melee attacks deal +1d6 damage of the same type until the end of your next turn.
  • Spectral Rex (1/day, recharges at dawn): When you hit with a melee attack, use a bonus action to create a spectral tyrannosaur head that bites the target for 3d10 force damage.
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Azure Crab Mail
Armour (plate equivalent) · Requires attunement Very Rare

Hardened crab shell armour, cream with bluish-green blotches. Weight: 30 lbs. Base AC 18, treated as magic plate armour.

  • Grants either water walking or water breathing (an action to switch between them).
  • Swim speed of 20 feet.
  • You can usually smell the sea and sense its direction and distance when outdoors.
  • You can walk sideways at nearly your normal speed, confusing opponents.
  • 1/short rest: A sudden sideways movement allows you to take the Disengage action as a bonus action.
  • 1/short rest: Storm's Rebuke — as Hellish Rebuke, dealing lightning damage (save DC 15), cast at a level equal to your proficiency bonus.
  • 2/short rest: As a reaction, cast Absorb Elements, but only against thunder or lightning damage.
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Armour of Ease
Armour (breastplate) · No attunement required Uncommon

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.

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Heart of the Iron Lion
Shield (custom, adamantium) · Requires attunement Rare

A custom adamantium shield bearing a rampant lion device. Indestructible — adamantium cannot be broken by normal means and automatically ignores critical hits against it.

  • Provides the standard +2 AC from a shield.
  • As a reaction, you may interpose the shield against one melee or ranged attack targeting you, potentially absorbing part of the blow (DM's discretion on absorption amount).
  • The shield has had an Enhanced Cat's Eye Gem (see below) affixed to it by a jeweller.
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Enhanced Cat's Eye Gem
Wondrous item (attachment) · No attunement required Uncommon

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).

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Great Reach Bracers
Wondrous item (bracers) · No attunement required Uncommon

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.

⚡ 2/dawn
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Vicious Gauntlets
Wondrous item (gloves) · No attunement required Uncommon

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).

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Fighter's Belt
Wondrous item (belt) · Requires attunement Uncommon

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.

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Cloak of the Boundless Spirit
Wondrous item (cloak) · No attunement required Rare

A swirling, translucent cloak that bolsters the fighting spirits of friendly nearby creatures.

  • You and friendly creatures within 20 feet have advantage on death saving throws.
  • The first time you roll a 20 on a death saving throw, you regain consciousness with hit points equal to your level.
  • 3 charges (regains all at dawn):
    • Spend a charge to roll 3d20 for your death saving throw and take the best result.
    • As a bonus action, spend a charge to grant 1d12 + your level temporary hit points to a creature within 30 feet.
⚡ 3 charges · regains all at dawn
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Ring of Battle
Ring · Requires attunement Rare

A broad iron ring engraved with crossed weapons. While attuned, you gain the following benefits in combat:

  • +1 bonus to attack rolls made with weapon attacks.
  • When you score a critical hit, roll one additional weapon damage die.
  • Once per short rest, when you miss with an attack, you may reroll the attack roll (you must keep the second result).
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Ring of Poison Resistance
Ring · Requires attunement Rare

While wearing this ring, you have resistance to poison damage. You also have advantage on saving throws against becoming poisoned.

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Ring of Oaken Blows
Ring · No attunement required Uncommon

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.

⚡ d4 charges
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Ring of Misty Step
Ring · No attunement required Uncommon

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.

⚡ d4 charges
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QuickBoots
Wondrous item (boots) · No attunement required Uncommon
  • Standing up from prone costs only 5 feet of movement (instead of half your speed).
  • You are resistant to bludgeoning damage from falling.
  • +1 bonus to Dexterity saving throws (does not stack with other magic items that grant a Dexterity save bonus).
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Boots of Carrying
Wondrous item (boots) · No attunement required Uncommon

These boots fit any medium (not small) humanoid. While wearing these brown leather boots, you count as Large size when determining your carrying capacity.

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Bralindel
Weapon (longsword) · No attunement required Rare

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.

  • Flame (2/day, recharges at dawn): Ignites when commanded in Elvish, burning for 5 rounds — sheds light in a 20-foot radius (dim light another 20 feet) and deals +2d6 fire damage on each hit.
  • Life Drain (1/day, recharges at dawn): Inflict 2d6 necrotic damage (DC 13 Constitution save for half) and heal the wielder for half the necrotic damage inflicted.
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Tide of Iron
Weapon (broadsword, versatile) · No attunement required Rare

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).

  • On a roll of 20: Deal +2d6 damage and you may shove a Large or smaller opponent 10 feet.
  • Triple Strike: If this weapon hits a creature more than twice in a single round, each extra hit also deals +2d6 extra damage and can shove a Large or smaller opponent 10 feet.
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Axe of the Green Man
Weapon (battleaxe) · No attunement required Uncommon

A magical battleaxe with scenes of hunting and wood-chopping on its blade and haft.

  • +2 enhancement bonus to attack and damage rolls against plants, wooden constructs, and beasts.
  • Attacks against wooden structures or wooden constructs deal maximum damage automatically.
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Silver Morningstar +1/+2 vs Undead & Fiends
Weapon (morningstar, silvered) · No attunement required Uncommon

A silvered morningstar with a holy symbol etched into the flanged head.

  • +1 to attack and damage rolls against all targets.
  • +2 to attack and damage rolls against undead and fiends.
  • Counts as a silvered weapon for the purposes of overcoming resistances.
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+1 Pummelling Morningstar
Weapon (morningstar) · No attunement required Uncommon

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.

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Manticore's Tail Morningstar
Weapon (morningstar) · No attunement required Rare

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.

  • On a hit, the target must make a DC 13 Constitution saving throw or take an extra 1d8 poison damage and be poisoned until the end of their next turn.
  • The poison effect works once per turn; subsequent hits in the same turn deal the weapon damage only.
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+1 Shortsword
Weapon (shortsword) · No attunement required Uncommon

A finely-crafted magical shortsword. +1 to attack and damage rolls. Counts as a magical weapon.

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Ioun Stone of Constitution (+2)
Wondrous item (orbiting) · Requires attunement Very Rare

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.

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Ioun Stone — Emerald Shard
Wondrous item (orbiting) · No attunement required Rare

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.

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Handy Haversack
Wondrous item · No attunement required Rare

This backpack has a central pouch and two side pouches, each one being a portal to an extradimensional space:

  • Each side pouch can hold up to 20 lbs, not exceeding a volume of 2 cubic feet.
  • The central pouch can hold up to 8 cubic feet or 80 lbs of gear.

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.

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Scabbard of the Vampire
Wondrous item (scabbard) · No attunement required Rare

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).

⚡ 3 charges (does not recharge — when depleted, the scabbard is mundane)
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Greater Health Flask
Wondrous item · No attunement required Uncommon

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.

⚡ 1/dawn
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Whistle of Stopping
Wondrous item · No attunement required Rare

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.

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Chest of Holding
Wondrous item · No attunement required Rare

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.

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Potion of Healing
Potion · No attunement required Common

You regain 2d4 + 2 hit points when you drink this potion. Darius carries one with a random charge (d6) and three standard ones.

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Potion of Greater Healing
Potion · No attunement required Uncommon

You regain 4d4 + 4 hit points when you drink this potion.

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Oil of Wealth
Oil (consumable) · No attunement required Uncommon

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.

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Dried Demonblood (Snuff)
Consumable · No attunement required Uncommon

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:

  • 1. Fire   2. Lightning   3. Cold   4. Necrotic   5. Acid   6. Force
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Keoghtom's Ointment
Consumable (ointment) · No attunement required Uncommon

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.

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Oil of Magic Weapon
Oil (consumable) · No attunement required Uncommon

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.

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Potion of Levitation
Potion · No attunement required Uncommon

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.

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Potion of Climbing
Potion · No attunement required Common

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.

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Potion of Growth
Potion · No attunement required Uncommon

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.

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Draught of the Bat
Potion · No attunement required Uncommon

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.

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Potion of Fire Giant Strength
Potion · No attunement required Rare

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.

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Potion of Frost Giant Strength
Potion · No attunement required Rare

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.