Eos — Magic Items

Cleric 12 · Priestess of Pelor · Light Domain · The Lightbringers · CY 596

Click any item name to jump to its full description below.  ·  Costs based on DMG rarity tiers.  ·  = Attunement required  ·  Die type in parentheses = roll 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
Head
Rare Misty Step/Fly potions · Memory: recall & knowledge
Neck


Rare Armament: summon weapon · Life: reaction healing · Amulet: saves · Doll: death save
Body Half Plate of Deflection Rare AC 15+Dex cap2 · deflect spell damage
Shield Peace Shield Rare Disadv. on pre-init attacks · reflect damage · negate crit
Gloves Rainbow Gauntlets Rare Colour Spray 3/day · Prismatic Spray 1/day (at +6 prof)
Belt Acrobat's Belt Uncommon Acrobatics & balance bonuses
Cloak
Infernal Cloak + Thunder Step potion sewn in (d6)
Rare Absorb Elements (fire) · Misty Step · Burning Hands 1/day each
Ring #1 Ring of Tayleth Rare Guiding Bolt memorised · 1/SR at half highest slot · Celestial language
Ring #2 Ring of Feather Falling Uncommon Feather Fall always active while wearing
Boots
Rare Feystride: teleport 30 ft · Scramble: +20 ft speed 1 round

Items marked ✦ require attunement. Max attunement: 3 slots standard 5e.

☀ Worn Magic Items
Item Rarity Est. Cost Charges Qty Notes
Headband of Travel Magic Rare ~3,000 gp d8 + d8 1 Misty Step (d8 charges) & Fly as potion (d8 charges)
Memory of 1,000 Lifetimes Rare ~4,000 gp 1 Access vast stored memories; see description
Amulet of Armament Rare ~3,000 gp 1 Bonus action: summon/dismiss weapon
Amulet of Life Rare ~3,000 gp 1/LR 1 Reaction: Healing Word at highest slot level on ally 1/LR
Iron Amulet of Resistance Uncommon ~500 gp d4 1 Reaction on failed save: +1d4 to the save
Haunted Doll Brooch Rare ~2,000 gp single use 1 Death save fail → treated as 20; doll then destroyed
Half Plate of Deflection Rare ~5,000 gp 1 AC 15+Dex cap2 · deflect 1d6 from spell damage 1/round
Peace Shield Rare ~5,000 gp 2/SR 1 Pre-initiative disadv. · reflect dmg 1/SR · negate crit 1/SR · +1 Cha saves
Rainbow Gauntlets Rare ~3,000 gp 3/day (+1/day) 1 Colour Spray 3/day (slot = prof bonus) · Prismatic Spray 1/day at prof +6
Acrobat's Belt Uncommon ~300 gp 1 Proficiency in Acrobatics; if already proficient, advantage
Infernal Cloak Rare ~3,000 gp 1/day each 1 Absorb Elements (fire) · Misty Step · Burning Hands (level=prof) 1/day each
Cloak Enhancement — Thunder Step Uncommon ~400 gp d6 1 Cast Thunder Step (teleport + thunder burst) from cloak (d6 charges)
Ring of Tayleth Rare ~3,000 gp 3/day (1d3 regain) 1 Guiding Bolt memorised · 1/SR · Celestial language · Healing Word/Cure Wounds (9th+)
Ring of Feather Falling Uncommon ~500 gp always on 1 Feather Fall always active; cannot take fall damage
Boots of Feystride Rare ~3,000 gp 1 Teleport up to 30 ft to unoccupied space you can see; see description
Scramble Boots Uncommon ~300 gp d∞ 1 +20 ft speed for 1 round, activated as part of movement
⚔ Magic Weapons
Item Rarity Est. Cost Charges Qty Notes
Arm of Grond Rare ~4,000 gp 1 Magical mace; see description
Javelin of Piercing Uncommon ~500 gp d4 1 Returns after throwing; +1 to hit (d4 charges)
✦ Rods, Wands & Miscellaneous
Item Rarity Est. Cost Charges Qty Notes
Bloodline Rope Rare ~2,500 gp 1/day 1 Rope of climbing · teleport to hand · escape disadv. · Rope Trick 1/day
Stubby Holder +4 Uncommon ~300 gp 1 +4 healing on potions consumed from this vessel
Decanter of Endless Water Uncommon ~500 gp 1 Stream/Fountain/Geyser: 1/8/30 gallons per action
Lucky Charm (Monkey Paw) Uncommon ~300 gp d4 1 Reaction: gain 1d6+1 temp HP when about to take damage
Strongheart Crystal Uncommon ~400 gp d6 1 Activate to gain resistance to one damage type (d6 charges)
Crystal of Detect Magic Common ~100 gp 3/day 1 Cast Detect Magic 3/day (no spell slot)
Rod of Lesser Empower Uncommon ~500 gp 2/day 1 Reroll one damage die on a spell 2/day
Lizard's Step Token Uncommon ~200 gp d6 1 Bonus action: Water Walking + Spider Climb for 1d6 rounds
Familiar Pebble Uncommon ~300 gp d∞ 1 Transform familiar into a mephit for up to 8 hours
Rod of Lesser Wounds Uncommon ~400 gp 1 Inflict Wounds at 1st level via touch; see description
Wand of Cure Wounds Uncommon ~500 gp d6 1 Cure Wounds 1st level (d6 charges)
Wand of Cure Wounds (3rd level) Rare ~1,500 gp d6 1 Cure Wounds 3rd level 3d8+mod (d6 charges)
Wand of Hold Person Uncommon ~500 gp d6 1 Hold Person, DC 14 Wis save, concentration (d6 charges)
Bone Box Uncommon ~400 gp d4 1 Store a corpse in extradimensional stasis
Wand of Lesser Restoration Uncommon ~500 gp d6 1 Lesser Restoration — end one condition (d6 charges)
Necklace of Superior Healing Rare ~2,000 gp d4 1 Heal ally for 4d8 hp (d4 charges)
Wand of Mass Healing Word Rare ~2,500 gp d8 1 Mass Healing Word — up to 6 creatures heal 1d4+mod (d8 charges)
Wand of Healing Word Uncommon ~500 gp d10 1 Healing Word — bonus action heal 1d4+mod (d10 charges)
⚗ Potions & Consumables
Item Rarity Est. Cost Charges Qty Notes
Potion of Greater Healing Uncommon ~150 gp single use d4 ×2 Heal 4d4+4 hp
Potion of Healing Common ~50 gp single use d4 ×3 + d6 ×2 Heal 2d4+2 hp · three at d4 qty, two at d6 qty
Potion of Gaseous Form Rare ~500 gp single use d4 ×2 Gaseous Form for 1 hour; fly 10 ft, resistance to nonmagical damage
Potion of Heroism Rare ~500 gp single use d4 10 temp HP + Bless for 1 hour
Potion of Clairvoyance Rare ~1,000 gp single use d4 Clairvoyance for 10 minutes; see/hear familiar locations
Potion of Water Breathing Uncommon ~180 gp single use d4 Breathe underwater for 1 hour
Potion of Flying Very Rare ~500 gp single use d4 Fly speed 60 ft for 1 hour
Potion of Invisibility Very Rare ~180 gp single use d4 Invisible for 1 hour or until attacking/casting
📜 Scrolls
Item Rarity Est. Cost Charges Qty Notes
Scroll of Cure Wounds (3rd level) Uncommon ~300 gp single use d4 Cure Wounds at 3rd level: 3d8 + spellcasting modifier
Scroll of Dispel Magic Uncommon ~300 gp single use d4 ×2 End one spell of 3rd level or lower; ability check for higher
Scroll of Bless Common ~75 gp single use d4 Bless up to 3 creatures for 1 minute (concentration)
Scroll of Insect Plague Rare ~500 gp single use d4 20 ft radius swarm: 4d10 piercing, Con save half; concentration 10 min
Scroll of Speak with Dead Uncommon ~300 gp single use d4 Ask a corpse 5 questions; 10 minutes
Scroll of Inflict Wounds Common ~75 gp single use d4 Melee spell attack: 3d10 necrotic on hit (1st level)
Scroll of Lesser Restoration Common ~75 gp single use d4 ×2 End one disease or condition on a creature

Item Descriptions

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Headband of Travel Magic
Wondrous item (headwear) · No attunement required Rare

An ornate headband stitched with tiny silver runes of transportation. It holds two independent reservoirs of stored magic:

  • Misty Step (d8 charges): Expend a charge to cast Misty Step as a bonus action — teleport up to 30 ft to an unoccupied space you can see.
  • Fly (d8 charges): Expend a charge to activate flight speed of 60 ft for 10 minutes, as the Fly potion.
⚡ d8 Misty Step charges + d8 Fly charges
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Memory of 1,000 Lifetimes
Wondrous item (headwear) · No attunement required Rare

A faintly glowing crystalline headpiece containing the distilled memories of countless lives. While wearing it, once per short rest you may search the stored memories to recall useful information — the DM may allow an automatic success on a History, Arcana, Religion, or Nature check of DC 15 or lower, or grant advantage on such a check.

Additionally, you have advantage on saving throws against being charmed or having your memories altered, as the weight of a thousand lifetimes provides ballast against manipulation.

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Amulet of Armament
Wondrous item (amulet) · Requires attunement Rare

While attuned to this amulet, you may bond one weapon to it (requires 1 hour of attunement with the weapon in hand). As a bonus action, you can cause the bonded weapon to appear in your hand from up to 100 feet away, or dismiss it back to its stored location. The weapon cannot be disarmed while bonded unless you are incapacitated.

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Amulet of Life
Wondrous item (amulet) · Requires attunement (bard, cleric, or druid) Rare

Once per long rest the wearer may use their reaction when an ally within 60 feet they can see takes damage to activate this amulet — causing healing as if they had cast Healing Word using their highest level spell slot (e.g. a 12th level cleric with 6th level slots heals 7d4 + spellcasting modifier).

⚡ 1/long rest
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Iron Amulet of Resistance
Wondrous item (amulet) · No attunement required Uncommon

As a reaction when you fail a saving throw, activate the amulet to add 1d4 to your saving throw result, potentially turning a failure into a success. This does not stack with Resistance or Bless.

⚡ d4 charges
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Haunted Doll Brooch
Wondrous item (brooch) · No attunement required Rare

A very creepy-looking doll brooch worn as a pin. When the owner fails a rolled death saving throw that would cause them to die (three failed saves — not death from massive damage), the doll crumbles and is destroyed, and the owner is treated as having rolled a 20 on their death save instead, immediately stabilising.

Single use — once triggered, the doll is gone forever.

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Half Plate of Deflection
Armour (half plate) · Requires attunement Rare

Polished half plate engraved with radiating sun-disc patterns. Base AC 15 + Dexterity modifier (max 2).

Once per round, when you take damage from a spell or magical effect, you may use your reaction to reduce the damage by 1d6 + your proficiency bonus as the armour's enchanted plates angle to shed the magical force.

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Peace Shield
Shield · No attunement required Rare

A large shield with three feathers embossed on its surface.

  • If the bearer is attacked before their initiative turn in the first round of combat, such attacks are made at disadvantage.
  • 1/short rest: Indicate surrender and show an empty weapon hand to a single foe. Damage from the next successful attack by that foe is reflected back on them; the bearer has resistance to all damage until the start of their next turn.
  • 1/short rest (reaction): Negate a critical hit — treat it as a normal hit instead.
  • +1 to Charisma saves (does not stack with other magic items).
⚡ 2 uses/short rest (reflect + negate crit)
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Rainbow Gauntlets
Wondrous item (gloves) · No attunement required Rare

Project a Colour Spray 3 times per day, functioning as if using a spell slot equal to the wearer's proficiency bonus. If proficiency bonus is +6, the wearer may also cast Prismatic Spray once per day. The save DC is 12 + proficiency bonus.

⚡ 3/day Colour Spray · 1/day Prismatic Spray (at prof +6)
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Acrobat's Belt
Wondrous item (belt) · No attunement required Uncommon

A supple leather belt with silver buckle. While wearing it, you gain proficiency in Acrobatics. If you are already proficient in Acrobatics, you make Acrobatics checks with advantage instead.

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Infernal Cloak
Wondrous item (cloak) · Requires attunement Rare

Each power may be used once per day, resetting at dawn:

  • Absorb Elements (fire): As a reaction when you take fire damage, reduce the damage by half and add 1d6 fire damage to your next melee attack.
  • Misty Step: As a bonus action, teleport up to 30 feet to an unoccupied space you can see.
  • Burning Hands: Cast Burning Hands at a spell level equal to your proficiency bonus (15-foot cone, DC = 8 + prof + Wis modifier).
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Cloak Enhancement — Thunder Step
Wondrous item enhancement (cloak) · No attunement required Uncommon

A charge sewn into the lining of the Infernal Cloak. Expend a charge to cast Thunder Step: you teleport to an unoccupied space you can see within 90 feet, and each creature within 10 feet of your departure point must make a DC 13 Constitution saving throw, taking 3d10 thunder damage on a failure and half on a success.

⚡ d6 charges
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Ring of Tayleth
Ring · Requires attunement (good-aligned clerics) Rare

A small onyx pinky ring with a crossed circle. Attuned by good-aligned clerics only.

  • Guiding Bolt is added to your memorised spells.
  • Cast Guiding Bolt at a level equal to half your highest spell slot (rounded up) once per short rest without expending a spell slot.
  • At 9th level or higher: You can speak and understand Celestial; Guiding Bolt and Spiritual Weapon deal damage as one die step higher; gain 3 charges (recover 1d3/day) usable to cast Healing Word or Cure Wounds (1 charge per spell level).
⚡ 3 charges (at 9th+ level) · recovers 1d3/day at dawn
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Ring of Feather Falling
Ring · Requires attunement Uncommon

When you fall while wearing this ring, you descend at 60 feet per round and take no damage from falling.

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Boots of Feystride
Wondrous item (boots) · Requires attunement Rare

Soft boots woven from fey-touched leather, leaving barely a sound when you walk. As a bonus action, you may teleport to any unoccupied space you can see within 30 feet. When you do so, you leave behind a brief shimmer of green light at your origin point.

Additionally, you have advantage on Dexterity (Stealth) checks while wearing these boots.

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Scramble Boots
Wondrous item (boots) · No attunement required Uncommon

Activated as part of your movement. Your ground speed increases by +20 feet for 1 round. Does not stack with other magic that increases movement speed such as Longstrider.

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Arm of Grond
Weapon (mace) · No attunement required Rare

A heavy mace with a head shaped like a clenched iron fist. The weapon is magical and deals 1d6 + 1 bludgeoning damage.

  • On a critical hit, the target must make a DC 14 Strength saving throw or be knocked prone and pushed 5 feet away.
  • Once per turn, when you hit a construct or undead, you deal an extra 1d6 bludgeoning damage.
  • The weapon counts as a holy symbol — Eos may use it as a spellcasting focus for cleric spells.
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Javelin of Piercing
Weapon (javelin) · No attunement required Uncommon

A slender magical javelin balanced for both throwing and thrusting. When thrown, it returns to your hand at the end of your turn. While charges remain, the javelin gains +1 to attack rolls.

⚡ d4 charges (when depleted, returns to a mundane javelin)
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Bloodline Rope
Wondrous item · Requires attunement Rare

A magic black and orange rope with a greasy feel, made from the hair of a Barlgura. Acts as a Rope of Climbing; weighs 5 lbs.

  • 1/day: If within 100 feet of it, the owner may use an action to teleport it to their hand.
  • Anyone tied up with this rope makes escape attempts at disadvantage and must make a DC 13 Charisma save or any teleportation magic used to escape fails.
  • Once the attuned owner has traveled via Misty Step while in possession of the rope, they may cast Rope Trick 1/day (recharging at dawn).

Quirk: it doesn't coil up easily and can be frustrating to manage.

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Stubby Holder +4
Wondrous item (vessel) · No attunement required Uncommon

An enchanted drinking vessel. Any healing potion consumed from this holder restores 4 additional hit points. The holder itself is indestructible.

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Decanter of Endless Water
Wondrous item · No attunement required Uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 lbs. You can use an action and speak one of three command words:

  • "Stream": Produces 1 gallon of fresh water.
  • "Fountain": Produces 5 gallons of fresh water.
  • "Geyser": Produces 30 gallons of fresh water in a geyser 30 feet long and 1 foot wide. A creature in the geyser's path must make a DC 13 Strength save or be knocked prone.
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Lucky Charm (Monkey Paw)
Wondrous item (consumable) · No attunement required Uncommon

As a reaction when you are about to suffer damage, activate the charm to gain 1d6 + 1 temporary hit points (these disappear at the start of your next turn if not used).

⚡ d4 charges
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Strongheart Crystal
Wondrous item · No attunement required Uncommon

A palm-sized crystal that pulses with faint warmth. As a bonus action, expend a charge to gain resistance to one damage type of your choice until the start of your next turn.

⚡ d6 charges
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Crystal of Detect Magic
Wondrous item · No attunement required Common

A small cloudy crystal that glows when held near magical auras. As an action, expend a charge to cast Detect Magic (no spell slot required, concentration up to 10 minutes). You sense the presence of magic within 30 feet and learn the school of magic for each aura.

⚡ 3/day · recharges at dawn
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Rod of Lesser Empower
Rod · No attunement required Uncommon

While holding this rod, when you cast a spell that deals damage or restores hit points, you may reroll one of the dice and use the higher result. This ability can be used 2 times per day, recharging at dawn.

⚡ 2/day
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Lizard's Step Token
Wondrous item (token) · No attunement required Uncommon

A desiccated lizard's foot on a thread. Activated as a bonus action — for the next 1d6 rounds the wearer may act as if they have both Water Walking and Spider Climb.

⚡ d6 charges
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Familiar Pebble
Wondrous item · No attunement required Uncommon

As an action, a caster with a familiar within 100 feet may transform the familiar into a mephit of a specific type (depending on the pebble's composition). The mephit speaks the caster's languages, remains for up to 8 hours, and acts independently. If it dies or the 8 hours end, it crumbles to its elements and the familiar perishes.

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Rod of Lesser Wounds
Rod · No attunement required Uncommon

As an action, make a melee spell attack (your spellcasting modifier to hit). On a hit, the target takes 3d10 necrotic damage. This functions as a 1st-level Inflict Wounds spell and counts as a cleric spell for the purpose of Divine Strike and similar features. Recharges at dawn.

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Wand of Cure Wounds
Wand · No attunement required Uncommon

Expend a charge to cast Cure Wounds at 1st level — touch a creature to restore 1d8 + spellcasting modifier hit points.

⚡ d6 charges
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Wand of Cure Wounds (3rd level)
Wand · No attunement required Rare

Expend a charge to cast Cure Wounds at 3rd level — touch a creature to restore 3d8 + spellcasting modifier hit points.

⚡ d6 charges
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Wand of Hold Person
Wand · No attunement required Uncommon

Expend a charge to cast Hold Person (2nd level, concentration 1 minute): a humanoid within 60 feet must succeed on a DC 14 Wisdom saving throw or be paralysed for the duration. The target can repeat the save at the end of each of its turns.

⚡ d6 charges
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Bone Box
Wondrous item · No attunement required Uncommon

A small carved bone box. As an action, expend a charge to place a Small or Medium corpse into extradimensional stasis within the box — the body is preserved perfectly and does not decay while stored. A second action retrieves the body. The box can hold one body at a time.

⚡ d4 charges (each use = storing and retrieving counts as one charge)
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Wand of Lesser Restoration
Wand · No attunement required Uncommon

Expend a charge to cast Lesser Restoration: touch a creature to end either one disease or one condition afflicting it (blinded, deafened, paralysed, or poisoned).

⚡ d6 charges
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Necklace of Superior Healing
Wondrous item (necklace) · No attunement required Rare

A necklace strung with small spherical beads of pale green jade. As an action, expend a charge to cause a creature you touch to regain 4d8 hit points.

⚡ d4 charges
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Wand of Mass Healing Word
Wand · No attunement required Rare

Expend a charge to cast Mass Healing Word (3rd level) as a bonus action: up to 6 creatures of your choice within 60 feet each regain 1d4 + spellcasting modifier hit points. This spell has no effect on undead or constructs.

⚡ d8 charges
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Wand of Healing Word
Wand · No attunement required Uncommon

Expend a charge to cast Healing Word (1st level) as a bonus action: a creature of your choice within 60 feet regains 1d4 + spellcasting modifier hit points. This spell has no effect on undead or constructs.

⚡ d10 charges
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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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Potion of Healing
Potion · No attunement required Common

You regain 2d4 + 2 hit points when you drink this potion.

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Potion of Gaseous Form
Potion · No attunement required Rare

When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour or until you end it as a bonus action. You transform into a misty cloud, gaining a flying speed of 10 feet and resistance to nonmagical damage. You can't attack or cast spells while in this form.

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Potion of Heroism
Potion · No attunement required Rare

For 1 hour after drinking this potion, you gain 10 temporary hit points and the effect of the Bless spell (no concentration required): you add a d4 to attack rolls and saving throws.

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Potion of Clairvoyance
Potion · No attunement required Rare

When you drink this potion, you gain the effect of the Clairvoyance spell. An invisible sensor appears in a location you specify (familiar or described), up to 1 mile away. You can see or hear through it (not both at once) for 10 minutes.

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Potion of Water Breathing
Potion · No attunement required Uncommon

You can breathe underwater for 1 hour after drinking this potion.

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Potion of Flying
Potion · No attunement required Very Rare

When you drink this potion, you gain a flying speed equal to your walking speed (60 ft) for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft.

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Potion of Invisibility
Potion · No attunement required Very Rare

This potion's container looks empty but feels as though it holds liquid. You become invisible for 1 hour after drinking it. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

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Scroll of Cure Wounds (3rd level)
Scroll · No attunement required Uncommon

Touch a creature to restore 3d8 + your spellcasting modifier hit points.

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Scroll of Dispel Magic
Scroll · No attunement required Uncommon

Choose one creature, object, or magical effect within 120 feet. Any spell of 3rd level or lower on the target ends. For spells of 4th level or higher, make an ability check (DC = 10 + the spell's level); success ends the effect.

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Scroll of Bless
Scroll · No attunement required Common

Up to three creatures of your choice within 30 feet add a 1d4 to attack rolls and saving throws for up to 1 minute (concentration).

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Scroll of Insect Plague
Scroll · No attunement required Rare

A sphere of 20-foot radius centred on a point within 300 feet fills with a swarm of locusts for up to 10 minutes (concentration). The sphere is lightly obscured. Creatures entering or starting their turn in it make a DC 16 Constitution save: 4d10 piercing damage on failure, half on success.

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Scroll of Speak with Dead
Scroll · No attunement required Uncommon

You grant the semblance of life to a corpse, allowing it to answer up to 5 questions. The corpse knows only what it knew in life, speaks the languages it knew, and cannot lie — but answers as briefly as possible and may be evasive. The corpse cannot take actions or move. Effect lasts 10 minutes.

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Scroll of Inflict Wounds
Scroll · No attunement required Common

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage (1st level).

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Scroll of Lesser Restoration
Scroll · No attunement required Common

You touch a creature and end either one disease or one condition afflicting it (blinded, deafened, paralysed, or poisoned).