Cleric 12 · Priestess of Pelor · Light Domain · The Lightbringers · CY 596
| 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.
| 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 |
| 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) |
| 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) |
| 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 |
| 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 |
An ornate headband stitched with tiny silver runes of transportation. It holds two independent reservoirs of stored magic:
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.
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.
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).
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.
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.
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.
A large shield with three feathers embossed on its surface.
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.
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.
Each power may be used once per day, resetting at dawn:
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.
A small onyx pinky ring with a crossed circle. Attuned by good-aligned clerics only.
When you fall while wearing this ring, you descend at 60 feet per round and take no damage from falling.
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.
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.
A heavy mace with a head shaped like a clenched iron fist. The weapon is magical and deals 1d6 + 1 bludgeoning damage.
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.
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.
Quirk: it doesn't coil up easily and can be frustrating to manage.
An enchanted drinking vessel. Any healing potion consumed from this holder restores 4 additional hit points. The holder itself is indestructible.
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:
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).
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.
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.
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.
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.
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.
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.
Expend a charge to cast Cure Wounds at 1st level — touch a creature to restore 1d8 + spellcasting modifier hit points.
Expend a charge to cast Cure Wounds at 3rd level — touch a creature to restore 3d8 + spellcasting modifier hit points.
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.
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.
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).
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.
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.
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.
You regain 4d4 + 4 hit points when you drink this potion.
You regain 2d4 + 2 hit points when you drink this potion.
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.
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.
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.
You can breathe underwater for 1 hour after drinking this potion.
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.
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.
Touch a creature to restore 3d8 + your spellcasting modifier hit points.
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.
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).
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.
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.
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage (1st level).
You touch a creature and end either one disease or one condition afflicting it (blinded, deafened, paralysed, or poisoned).