Bard 12 · Half-Elf · The Lightbringers · CY 596
| Slot | Item(s) | Att. | Rarity | Notes |
|---|---|---|---|---|
| Head | Circlet of the Iron Mind | — | Uncommon | +1 to Int/Wis/Cha saves · 1/dawn bonus 1d4 to any such save |
| Eyes | Goggles of Sight Protection | — | Uncommon | Advantage vs blinding/gaze attacks |
| Neck | ✦ ✦ — — — — |
Rare | Cold resist · survive lethal hit · save +1d4 · stories buff · death saves · Dissonant Whispers | |
| Body | — | Rare | AC 13+Dex, no stealth disadv · fire absorb 5/attack (25 max/dawn) | |
| Bracers | Bracers of Elusive Action | ✦ | Uncommon | Disengage or Dodge as bonus action 1/SR |
| Gloves | Hands of the Knight Initiate | — | Uncommon | Bless & Bane (Cha) 1/LR each · 5 pts lay on hands/LR |
| Belt | ✦ — |
Rare | Girdle: regain uses/charges on crit · Belt: Absorb Elements (d6 charges) | |
| Cloak | Cloak of Fear | ✦ | Rare | Intimidation prof · adv. vs fear · Phantasmal Killer 1/day |
| Ring #1 | Ring of Lesser Metamagic (Quicken) | ✦ | Rare | Cast 1-action spell as bonus action 1/day |
| Ring #2 | Ring of Rapid Escape | ✦ | Uncommon | Reaction to Misty Step on taking damage 1/day |
| Ring #3 | Ring of Fire Resistance | — | Rare | Resistance to fire damage (d4 charges) |
| Boots | Boots of Striding & Springing | ✦ | Uncommon | Speed 30 ft min · jump distance tripled |
Items marked ✦ require attunement. Max attunement: 3 slots standard 5e.
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Circlet of the Iron Mind | Uncommon | ~500 gp | 1/dawn | 1 | +1 Int/Wis/Cha saves · 1/dawn +1d4 to such save after roll |
| Goggles of Sight Protection | Uncommon | ~400 gp | — | 1 | Advantage on saves vs blinding effects and gaze attacks |
| Black Ice Amulet ✦ | Rare | ~3,000 gp | — | 1 | Resistance to cold damage; see description |
| Amulet of Orcish Endurance ✦ | Rare | ~3,000 gp | 1/dawn | 1 | Con save vs lethal hit: succeed = 1 hp instead of 0 · 1/dawn |
| Amulet of Resistance | Uncommon | ~500 gp | d4 | 1 | Reaction on failed save: +1d4 to the roll |
| Amulet of Stories | Uncommon | ~500 gp | — | 1 | Inspire allies with a tale; see description |
| Heavy Noose | Uncommon | ~400 gp | — | 1 | Proficient in death saves · heal self (reaction) when ally dies |
| Dissonant Whispers Amulet | Uncommon | ~400 gp | d4 | 1 | Cast Dissonant Whispers without a spell slot (d4 charges) |
| Mithril Chain Shirt | Rare | ~5,000 gp | — | 1 | AC 13+Dex · no stealth disadv · treated as light armour |
| Jacinth of Flame Protection | Uncommon | ~500 gp | 25 pts/dawn | 1 | Affixed to armour · absorbs 5 pts fire dmg/attack · resets at dawn |
| Bracers of Elusive Action ✦ | Uncommon | ~500 gp | 1/SR | 1 | Disengage or Dodge as bonus action 1/short rest |
| Hands of the Knight Initiate | Uncommon | ~500 gp | 1/LR each | 1 | Bless & Bane (Cha stat) 1/LR each, no slot · 5 pts lay on hands/LR |
| Girdle of Resurgence ✦ | Rare | ~3,000 gp | — | 1 | On crit vs enemy: regain one expended use/charge of a worn item |
| Belt of Absorb Elements | Uncommon | ~500 gp | d6 | 1 | Cast Absorb Elements (any type) from belt charges (d6 charges) |
| Cloak of Fear ✦ | Rare | ~3,000 gp | 1/day | 1 | Intimidation prof · adv. vs fear · Phantasmal Killer 1/day |
| Ring of Lesser Metamagic (Quicken) ✦ | Rare | ~4,000 gp | 1/day | 1 | Cast a 1-action spell as a bonus action 1/day |
| Ring of Rapid Escape ✦ | Uncommon | ~500 gp | 1/day | 1 | Reaction: Misty Step on taking damage 1/day |
| Ring of Fire Resistance | Rare | ~5,000 gp | d4 | 1 | Resistance to fire damage (d4 charges) |
| Boots of Striding & Springing ✦ | Uncommon | ~500 gp | — | 1 | Speed always at least 30 ft · jump distance tripled |
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Prismatic Javelin ✦ | Rare | ~5,000 gp | 1/dawn | 1 | Returns on hit · prismatic burst 1/dawn: 2d10 per beam, DC 15 Dex |
| +1 Useful Knife | Uncommon | ~500 gp | — | 1 | +1 to hit & dmg · minor utility enchantments |
| Light Crossbow (standard) | Common | ~25 gp | — | 1 | 1d8 piercing · range 80/320 ft |
| Mockingblade (Rapier) ✦ | Uncommon | ~500 gp | 4 (1d3+1/dawn) | 1 | +1 rapier · hit + bonus action: Vicious Mockery (spell save DC) |
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Lute of the Sublime ✦ | Very Rare | ~10,000 gp | Insp. die | 1 | Expend Inspiration die: heal 4 creatures, psychic damage, or teleport ally |
| Arcane Goblet ✦ | Rare | ~3,000 gp | prof/day | 1 | Short rest: expend hit dice to recover 1st/2nd level spell slots (1 hd = 1 slot level) |
| Horn of Silent Alarm | Common | ~50 gp | 4 (1d3+1/dawn) | 1 | Alarm audible only to chosen creatures within 600 ft |
| Lucky Charm (Almiraj Foot) | Uncommon | ~200 gp | d6 | 1 | Reaction: gain 1d4 temp HP when about to take damage |
| Mongoose Wand | Uncommon | ~200 gp | — | 1 | +1 spell atk / DC vs serpents & yuan-ti |
| Moon Weave Ruby | Uncommon | ~300 gp | — | 1 | Moonlit gem; see description |
| Onyx Dog | Rare | ~3,000 gp | 1/7 days | 1 | Figurine of wondrous power: mastiff with scent tracking · 6 hrs · 1/7 days |
| Rod of Agathys | Uncommon | ~500 gp | — | 1 | Cast Armor of Agathys (temp HP + cold damage on hit) |
| Staff of Healing ✦ | Rare | ~5,000 gp | 10 (1d6+4/dawn) | 1 | Cure Wounds (1/2/3 charges), Lesser Restoration (2), Mass Cure Wounds (5) |
| Wand of Wonder ✦ | Rare | ~3,000 gp | 7 (1d6+1/dawn) | 1 | Random wild magic effect on expend; see description |
| Wand of Cure Wounds | Uncommon | ~500 gp | d6 | 1 | Cure Wounds 1st level: 1d8 + spellcasting mod |
| Wand of Hold Person | Uncommon | ~500 gp | d6 | 1 | Hold Person, DC 14 Wis save, concentration |
| Wand of Thunderwave (3rd) | Uncommon | ~500 gp | d6 | 1 | Thunderwave at 3rd level: 3d8 thunder, DC 14 Con; push 10 ft |
| Wand of Cloud of Daggers | Uncommon | ~500 gp | d8 | 1 | Cloud of Daggers: 5 ft cube, 4d4 slashing/turn, conc. 1 min |
| Wand of Lightning Bolt | Rare | ~2,500 gp | d4 | 1 | Lightning Bolt 3rd: 8d6, 100 ft line, DC 15 Dex save half |
| Wand of Major Image | Uncommon | ~500 gp | d4 | 1 | Major Image: 20 ft cube illusion, sight/sound/smell, conc. 10 min |
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Oil of Wealth | Uncommon | ~300 gp | single use | d4 | +1 hit/dmg 1 min · blood → gold 1gp/hp dmg dealt |
| Potion of Climbing | Common | ~75 gp | single use | d4 | Climbing speed = walk speed · adv. Athletics (climbing) · 1 hour |
| Potion of Flying | Very Rare | ~500 gp | single use | d4 | Fly speed 60 ft · hover · 1 hour |
| Potion of Tongues | Uncommon | ~300 gp | single use | d4 | Understand and speak any language · 1 hour |
| Potion of Mana | Uncommon | ~300 gp | single use | d4 | Recover one 1st level spell slot · max 1/SR or 2/LR |
| Potion of Healing | Common | ~50 gp | single use | d4 ×3 + d6 | Heal 2d4+2 hp · three at d4 qty, one at d6 qty |
| Potion of Greater Healing | Uncommon | ~150 gp | single use | d4 ×2 | Heal 4d4+4 hp |
| Potion of Regeneration | Rare | ~1,500 gp | single use | d4 | Recover 3 hp/turn for up to 10 min (roll d6 each tick; on 1, ends) |
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Scroll of Invisibility | Uncommon | ~300 gp | single use | d6 | Invisible 1 hr; ends on attack or casting |
| Scroll of Mirror Image | Uncommon | ~300 gp | single use | d6 | 3 illusory duplicates; attackers may hit a duplicate instead |
| Scroll of Sleep | Common | ~75 gp | single use | d4 | 5d8 hp of creatures fall asleep; lowest HP first |
| Scroll of Faerie Fire | Common | ~75 gp | single use | d4 | 20 ft cube: outline affected creatures · attacks adv. vs them · conc. 1 min |
| Scroll of Heat Metal | Uncommon | ~300 gp | single use | d4 | 2d8 fire/round · Disadv. on attacks/ability checks if held · conc. 1 min |
| Scroll of Knock | Uncommon | ~300 gp | single use | d4 | Open locked/barred/stuck object; loud knock audible 300 ft |
| Scroll of Regeneration | Rare | ~1,000 gp | single use | d4 | Regenerate 1 hp/round for 1 min · regrow lost limbs over 2 min |
| Scroll of Silent Image | Common | ~75 gp | single use | d4 | 15 ft cube illusion (visual only); conc. 10 min |
| Scroll of Scorching Ray & Shatter | Uncommon | ~400 gp | single use | d4 | Two spells on one scroll; choose on use |
| Scroll of Fireball & Lightning Bolt | Uncommon | ~600 gp | single use | d4 | Two spells on one scroll; choose on use · 8d6 fire or lightning |
+1 bonus to Intelligence, Wisdom, and Charisma saving throws.
1/dawn: May grant a +1d4 bonus to any such saving throw after the result is known and after you know whether you failed.
Tinted crystal goggles with darkened lenses. While wearing them, you have advantage on saving throws against effects that cause blindness, and advantage on saving throws against gaze attacks (such as a medusa's gaze or a basilisk's petrifying gaze).
A faceted black gem amulet that remains ice-cold to the touch. While attuned, you have resistance to cold damage.
Once per day, when you take cold damage, you may use your reaction to reduce the damage to zero and absorb it — your next melee weapon attack before the end of your next turn deals an additional 2d6 cold damage as the absorbed energy is released.
An iron amulet bearing the symbol of Gruumsh. When an attack would reduce you to 0 hit points 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.
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. Does not stack with Resistance or Bless.
A worn amulet etched with tiny scenes of battles and feasts from a hundred different tales. Once per long rest, as an action, you may tell a brief inspiring story (1–2 sentences) to up to 6 creatures within 30 feet that can hear you. Each target gains advantage on the next saving throw they make before the end of their next turn, as your tale steels their resolve.
A heavy rope noose worn about the neck in the amulet slot.
Expend a charge to cast Dissonant Whispers without expending a spell slot: one creature within 60 feet that can hear you must make a DC 14 Wisdom saving throw. On failure: 3d6 psychic damage and the creature must immediately use its reaction to move as far away from you as possible. On success: half damage, no movement.
Mithril is a light, flexible metal. A chain shirt made of it is treated as light armour by the wearer, even though it provides the AC of medium armour: AC 13 + Dexterity modifier. While wearing it, you have no disadvantage on Stealth checks.
Affixed to the Mithril Chain Shirt. When the wearer takes fire damage from an attack, the jacinth absorbs 5 points of fire damage from that attack. Once it has absorbed a total of 25 points it ceases working until the next dawn.
Supple leather bracers engraved with darting foxes. Once per short rest, you may take the Disengage or Dodge action as a bonus action.
Fine metal gauntlets. You may cast Bless and Bane once each as a 1st level spell using Charisma as your spellcasting statistic without expending a spell slot. You also gain 5 points of lay on hands per long rest (touch a creature to heal that many hit points as an action).
A broad leather belt studded with small rubies that pulse when you land a telling blow. When you score a critical hit against an enemy, you may immediately regain one expended use or charge of any other worn or carried magic item of your choice. You may do this once per short rest.
Expend a charge to cast Absorb Elements as a reaction when you take acid, cold, fire, lightning, or thunder damage: halve the incoming damage and store the energy, adding 1d6 of that damage type to your next melee attack before the end of your next turn.
If the wearer fails a saving throw against a fear effect, the cloak loses all powers for a week.
A ring set with a yellow citrine that crackles with latent speed. Once per day, when you cast a spell with a casting time of 1 action, you may instead cast it as a bonus action. The spell must be of 3rd level or lower.
1/day: Use your reaction on taking damage to cast Misty Step — teleport up to 30 feet to an unoccupied space you can see.
While wearing this ring and while charges remain, you have resistance to fire damage. Expend a charge to activate the protection for 1 hour.
While wearing these boots, your walking speed becomes 30 feet unless your walking speed is higher, and your speed is not reduced by wearing heavy armour. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
A dark crystal javelin with a prismatic head. After you throw it and it hits a target within 120 feet, the javelin disappears and reappears in your open hand.
Prismatic Burst (1/dawn): As an action, throw it at a point within 120 feet and speak its command word — it erupts in dazzling light in a 20-foot radius (dim light another 20 feet). Creatures within the bright light make a DC 15 Dexterity saving throw; roll a d6 for each to determine the beam colour and damage type:
Creatures that fail take 2d10 damage per beam; half on a success. Recharges at dawn.
A well-balanced magical dagger. +1 to attack and damage rolls. Additionally, this knife can be used as a set of thieves' tools — making Dexterity (Thieves' Tools) checks with proficiency while using it, and it can open mundane locks by touch as an action (DC 15).
Standard light crossbow. 1d8 piercing damage. Range 80/320 ft. Requires ammunition; loading property (one attack per action without Crossbow Expert). Two-handed.
A +1 magical rapier with 4 charges (regains 1d3+1 at dawn). When you hit a creature with this weapon, use a bonus action to expend 1 charge to cast Vicious Mockery against that creature (use your spell save DC). Any words you speak to insult the creature appear written along the blade for 1 minute.
Requires two hands and an unimpeded state (no conditions) to use. Grants +1 to Perform (lute) checks.
By expending a Bardic Inspiration die, use an action to play the lute and choose one effect:
A magical Mithril goblet studded with small sapphires. During a short rest, a spellcaster may expend hit dice to recover 1st and 2nd level spell slots on a 1 hit die to 1 spell level basis. They may spend a number of hit dice per day equal to their proficiency bonus.
When you use an action to blow this horn and expend a charge, creatures of your choice within 600 feet can hear it; to all others the horn is completely silent. Regains 1d3+1 charges at dawn each day.
The foot of an almiraj (a unicorn rabbit). As a reaction when you are about to suffer damage, activate the charm to gain 1d4 temporary hit points (these disappear at the start of your next turn if unused).
A common wand issued to arcane casters in the Everloyal Army. When casting a spell against a serpent or yuan-ti, the caster gains +1 to spell attack rolls and/or the spell save DC is 1 higher.
A deep red ruby that shifts to violet in moonlight, threaded through with silver weave-lines. When you cast a spell that restores hit points, the ruby glows and the target of the spell regains 1 additional hit point per die rolled. Once the ruby has augmented 3 spells it goes dark until the next moonrise.
If you use an action to speak the command word and throw this onyx figurine to a point on the ground within 60 feet, it becomes a mastiff for up to 6 hours. The mastiff uses the statistics of a mastiff but is considered magical; it understands your commands and has enhanced senses:
Once it has been used, it can't be used again for 7 days.
As an action, activate the rod to gain the effect of Armor of Agathys (3rd level): you gain 15 temporary hit points. While you have these temporary hit points, any creature that hits you with a melee attack takes 15 cold damage. The effect lasts 1 hour or until the temporary hit points are depleted.
The rod recharges at dawn.
This staff has 10 charges. While holding it, you can use an action to expend charges to cast spells using your spell save DC and spell attack modifier:
The staff regains 1d6+4 expended charges at dawn. If you expend the last charge, roll a d20; on a 1, the staff vanishes in a flash of light, lost forever.
This wand has 7 charges. While holding it, you can use an action to expend 1 charge and choose a target within 120 feet. Roll a d100 to determine what happens — effects range from casting Fireball or Lightning Bolt on the target, to creating a swarm of butterflies, to turning the target into a potted plant, to raining gems. The results are random and sometimes affect the caster.
The wand regains 1d6+1 charges at dawn. If the last charge is used, roll a d20; on a 1, the wand explodes in a burst of colour and is destroyed.
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 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.
Expend a charge to cast Thunderwave at 3rd level: a wave of thunderous force sweeps out from you in a 15-foot cube. Creatures in range make a DC 14 Constitution saving throw: 3d8 thunder damage on failure and are pushed 10 feet away; half damage, not pushed, on success. Unsecured objects are automatically pushed. The thunderclap is audible 300 feet away.
Expend a charge to cast Cloud of Daggers (2nd level, concentration 1 minute): fill a 5-foot cube within 60 feet with spinning magical daggers. Any creature that enters or starts its turn in the area takes 4d4 slashing damage.
Expend a charge to cast Lightning Bolt (3rd level): 8d6 lightning damage in a 100-foot-long, 5-foot-wide line. DC 15 Dexterity saving throw for half damage.
Expend a charge to cast Major Image (3rd level, concentration 10 minutes): create an image of an object, creature, or other visible phenomenon no larger than a 20-foot cube, incorporating sight, sound, smell, and temperature. A creature that uses its action to examine the image can determine it is illusory with a successful DC 15 Intelligence (Investigation) check.
As an action, smear this oil on a slashing weapon. For 1 minute, the blade glows as a torch and grants +1 to attack and damage rolls. 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.
You gain a climbing speed equal to your walking speed for 1 hour, and advantage on Strength (Athletics) checks made to climb.
You gain a flying speed of 60 feet and can hover for 1 hour. If the effect ends while you are aloft, you fall unless another means of staying airborne is available.
For 1 hour after drinking this potion, you can understand any spoken language and speak any language you hear, as the Tongues spell.
Recover one expended 1st level spell slot. You may not benefit from more than one Mana Potion per short rest, or two per long rest.
Duration up to 10 minutes. If below maximum hit points at the start of your turn, recover 3 hit points. Roll a d6 each time — on a 1, the effect ends.
You or a creature you touch becomes invisible for 1 hour. The effect ends early if the invisible creature attacks or casts a spell.
Three illusory duplicates of yourself appear in your space for 1 minute. Each time a creature targets you with an attack, roll a d20 to determine whether the attack targets you or a duplicate (see PHB for full resolution). Destroyed duplicates are gone for good.
Roll 5d8 — the total is how many hit points of creatures this spell can affect, starting with the creature with the lowest current hit points. Affected creatures fall unconscious for 1 minute or until they take damage or someone wakes them.
A 20-foot cube within 60 feet. Each object and creature in the area is outlined in blue, green, or violet light (DC 13 Dexterity save to avoid). Affected creatures can't benefit from being invisible, and attack rolls against them have advantage. Concentration, 1 minute.
Choose a manufactured metal object (armour or weapon) within 60 feet. It glows red-hot. Any creature in physical contact with it takes 2d8 fire damage at the start of each of your turns. If a creature is holding/wearing the item and takes this damage, it has disadvantage on attack rolls and ability checks until the start of your next turn. Concentration, 1 minute.
Choose an object within 60 feet that is locked, stuck, or barred — a door, box, chest, set of manacles, padlock, etc. A lock is opened, shackles are loosened, or barred doors and windows open. A loud knock audible from 300 feet away accompanies this effect.
A creature you touch regains 4d8 + 15 hit points. For the next minute, the target regains 1 hit point at the start of each of its turns. Lost body members (fingers, legs, tails, and so on) are restored after 2 minutes if the severed member still exists and is held to the stump.
Create a visual illusion of an object, creature, or other visible phenomenon no larger than a 15-foot cube in a location within 60 feet. The illusion has no sound, smell, or other sensory components. Concentration, 10 minutes.
Two spells on one scroll — choose one when activated:
Two spells on one scroll — choose one when activated: