Rocky — Magic Items

Barbarian 12 · Mountain Dwarf · 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 Adamantium Helm Rare Criticals become normal hits · indestructible
Neck


Rare Phoenix: Absorb Elem + death burst · Courage: remove frightened · Venom: neutralise poison · Friendship: d4
Body
Rare AC 16 + Str saves · Trollskin: regen under padding
Shield Shield of the Protector Rare +1 save · adv. Str/Con/Wis 1/day · react: share resistance · Healing Word 3rd 1/SR
Gloves Gauntlets of Throwing Rare Double short range · imbue thrown 2/day (+2 hit/dmg, returns) · throw creature 1/day
Belt Belt of Returning Uncommon Thrown weapons return to hand at end of turn
Cloak
Rare Demonhide: fire/necrotic resist · Mountebank: Dimension Door 1/day
Ring #1 Ring of the Iron Stomach Uncommon Two potions without miscibility risk
Ring #2 Ring of Evasion Rare Reaction: Dodge for 1 round (d4 charges)
Ring #3 Ring of the Endless Hunt Uncommon Draw bow/cock crossbow: ammo appears ready
Ring #4 Ring of Climbing Uncommon Climbing speed equal to walking speed (d4 charges)
Ring #5 Ring of Personal Recall Rare Teleport to a bound location (d4 charges)
Boots Boots of Agile Attack Uncommon Move without provoking OA after melee attack 1/SR

Items marked ✦ require attunement. Max 3 attuned (standard 5e). Note: Bracers of Defence currently with Skase.

🛡 Worn Magic Items
Item Rarity Est. Cost Charges Qty Notes
Adamantium Helm Rare ~5,000 gp 1 Critical hits against you become normal hits · indestructible
Amulet of the Phoenix Rare ~3,000 gp 2+1/day 1 Absorb Elements (fire/necrotic/radiant) 2/day · death burst fireball 1/day
Amulet of Courage Uncommon ~400 gp d4 1 Action or reaction: remove frightened condition
Venom Bane Amulet Uncommon ~500 gp fading 1 Natural poison attacks: DC 15 Con save or venom neutralised 1 min · fading power
Amulet of Animal Friendship Uncommon ~400 gp d4 1 Cast Animal Friendship without spell slot (d4 charges)
+1 Indomitable Half Plate Rare ~5,000 gp 1 AC 16 · +1 to hit/dmg · wearer's max HP +5 (Armour of Resolve)
Trollskin Armour Padding Rare ~2,000 gp 1 Worn beneath armour · regenerate 2 hp/turn while armour is on and you are below max HP
Shield of the Protector Rare ~5,000 gp 2/SR 1 +1 chosen save · adv. Str/Con/Wis 1/day · react: share resistance 1/SR · Healing Word 3rd 1/SR
Gauntlets of Throwing Rare ~3,000 gp 2+1/day 1 Double short range · imbue thrown 2/day (returns, +2) · throw creature/boulder 1/day
Belt of Returning Uncommon ~500 gp 1 All thrown weapons return to your hand at the end of your turn
Demonhide Cloak Rare ~4,000 gp 1 Resistance to fire and necrotic damage
Mountebank Cloak Rare ~3,000 gp 1/day 1 Cast Dimension Door 1/day (teleport self + one willing creature up to 500 ft)
Ring of the Iron Stomach Uncommon ~300 gp 1 Benefit from two potions without miscibility risk
Ring of Evasion Rare ~5,000 gp d4 1 Reaction: gain Dodge for 1 round (d4 charges)
Ring of the Endless Hunt Uncommon ~300 gp 1 Draw bow or cock crossbow: a non-magical arrow/bolt appears
Ring of Climbing Uncommon ~400 gp d4 1 Climbing speed = walking speed; adv. Athletics (climbing) (d4 charges)
Ring of Personal Recall Rare ~3,000 gp d4 1 Teleport to a bound location (d4 charges)
Boots of Agile Attack Uncommon ~500 gp 1/SR 1 After melee attack, move without provoking OA 1/short rest
🪓 Magic Weapons
Item Rarity Est. Cost Charges Qty Notes
Mule's Kick Uncommon ~500 gp 1 +1 light hammer · thrown: DC 15 Str save or prone · nat 20: disadv. save + 2d6
Dragon Tooth Dagger Rare ~3,000 gp 1 Magical dagger · elemental damage vs draconic creatures; see description
Doomaxe Uncommon ~500 gp d4 1 Hand axe · double short range · 1/SR: mark target on throw hit (Dash bonus action, +1d6, see through darkness)
Shatterspike Very Rare ~15,000 gp 1 Adamantine warhammer · +1 · +1d6 vs constructs/earth · legacy weapon
Cleaver Rare ~2,000 gp 1 Magical greataxe variant; see description
Obsidian Reptile-Bane Glaive Rare ~3,000 gp 1 Obsidian blade (brittle, regrows at dawn) · enhanced vs reptilian creatures
World Rending Glaive Very Rare ~15,000 gp 1 Magical glaive of immense destructive power; see description
Frostbrand Greataxe Very Rare ~10,000 gp 1 +3 · +1d6 cold · extinguish flames 30 ft · cold resist · sheds light in cold
+1 Vicious Throwing Greatsword Rare ~3,000 gp 1 +1 · thrown property · nat 20: +2d6 · returns on hit
✦ Miscellaneous Magic Items
Item Rarity Est. Cost Charges Qty Notes
Cage of Entrapment Rare ~3,000 gp 1 Trap beasts (Large or smaller) in miniature cage · DC 15 Con save
Lidu's Flask Uncommon ~400 gp monthly 1 Full moon + alcohol → Potion of False Life at dawn (1d4 qty, level by cost)
⚗ Potions & Consumables
Item Rarity Est. Cost Charges Qty Notes
Potion of Greater Healing Uncommon ~150 gp single use d4 Heal 4d4+4 hp
Potion of Healing Common ~50 gp single use d4 ×4 Heal 2d4+2 hp
Healing Salve (Medicinal Salve) Uncommon ~200 gp single use d4 Applied during rest: any hit die spent heals +1 extra die · max 1/rest
Vhlantru Infusion Uncommon ~300 gp single use d4 ×2 Brew during 10 min rest; drink for 1d8+2 hp healing
Potion of Regeneration Rare ~1,500 gp single use d4 ×4 Recover 3 hp/turn ×10 min; d6 each tick → 1 ends effect
Potion of Superior Regeneration Very Rare ~5,000 gp single use d6 Recover 10 hp/turn × 10 min; d6 each tick → 1 ends effect
Potion of Flying Very Rare ~500 gp single use d4 Fly speed 60 ft · hover · 1 hour
Dried Demonblood (Demon Snuff) Uncommon ~400 gp single use d6 Resistance: B/P/S + poison + 1 random type · 10 rounds
Potion of Frost Giant Strength Rare ~2,000 gp single use d4 Strength becomes 23 · 1 hour
Potion of Invisibility Very Rare ~180 gp single use d4 Invisible 1 hour; ends on attack or cast
Potion of Growth Uncommon ~300 gp single use d4 Enlarge · +1d4 weapon dmg · adv. Str checks/saves · 1d4 hours
Oil of Magic Weapon Uncommon ~300 gp single use d4 Weapon becomes +3 magical · 1 hour
Potion of Fire Giant Strength Rare ~2,000 gp single use d4 ×2 Strength becomes 25 · 1 hour

Item Descriptions

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Adamantium Helm
Wondrous item (helm) · Requires attunement Rare

Forged entirely from adamantium, this helm is effectively indestructible by nonmagical means. While wearing it, any critical hit against you becomes a normal hit — the extra dice from a critical are negated. The adamantium absorbs the force of the blow.

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Amulet of the Phoenix
Wondrous item (amulet) · No attunement required Rare
  • Absorb Elements (2/day): Cast Absorb Elements as a reaction, but only affecting fire, necrotic, or radiant damage. The stored energy deals 2d6 of that type on your next weapon attack.
  • Death Burst (1/day): If reduced to 0 hp and you lose consciousness, you suffer a touch of the phoenix — the amulet explodes as a Fireball centred on you, and you recover hit points equal to half the damage rolled. Save DC is based on your Constitution modifier and proficiency bonus.
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Amulet of Courage
Wondrous item (amulet) · No attunement required Uncommon

Activate as an action or a reaction to remove the frightened condition on the wearer.

⚡ d4 charges
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Venom Bane Amulet
Wondrous item (amulet) · No attunement required Uncommon

When a creature that inflicts poison damage with a natural attack hits the wearer, it must make a DC 15 Constitution saving throw or its poison has no effect and any venom within it is neutralised for 1 minute.

The power of this amulet is fading — each time a save is rolled, the wearer rolls 1d4; on a 1 it ceases functioning until the following dawn.

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Amulet of Animal Friendship
Wondrous item (amulet) · No attunement required Uncommon

Expend a charge to cast Animal Friendship without a spell slot — a beast with Intelligence 3 or lower must succeed on a DC 13 Wisdom saving throw or be charmed for 24 hours. The charmed creature regards you as a friendly acquaintance. Charm ends if you or your companions harm it.

⚡ d4 charges
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+1 Indomitable Half Plate
Armour (half plate) · Requires attunement Rare

A +1 magical half plate (AC 16). This armour is enchanted with the Armour of Resolve property: the wearer's maximum hit points increase by 5 as per the Aid spell. If the wearer is also under the benefit of an Aid spell, the effects stack.

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Trollskin Armour Padding
Wondrous item (worn beneath armour) · No attunement required Rare

Thick padding treated with preserved troll skin and oils. Worn beneath armour, it provides no additional AC, but while you are wearing armour and below your maximum hit points, you regenerate 2 hit points at the start of each of your turns. This regeneration does not function if you are on fire or if you have taken acid damage since your last turn.

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Shield of the Protector
Shield · No attunement required Rare

A bronze-coloured metal shield with a silver heart symbol in the middle.

  • +1 to one save type chosen by the bearer (doesn't stack with other magical save bonuses; may be changed after a long rest).
  • 1/day: Roll one Strength, Constitution, or Wisdom saving throw with advantage.
  • As a reaction (1/SR): Grant resistance to damage from one attack to a creature within 30 feet. The shield bearer takes the same damage.
  • As a bonus action (1/SR): Cast Healing Word at 3rd level (3d4+4 hp) targeting someone other than the shield bearer. The bearer regains half the hit points restored.
⚡ Reaction + Healing Word each 1/short rest
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Gauntlets of Throwing
Wondrous item (gloves) · No attunement required Rare
  • Weapons thrown by the wearer have double short range.
  • Wearer is proficient with improvised weapons when throwing them.
  • 2/day: As part of the Attack action, imbue a melee weapon with the thrown property (range 80/120 ft, already doubled) and the returning ability — +2 to hit and damage, returns to hand at end of turn.
  • 1/day (both hands): Throw a medium creature (willing or grappled), a boulder, or similar object — range 60/240 ft, deals 3d10 + Strength modifier. If used as transportation, the creature flies up to 60 feet and must make Acrobatics DC 15 or land prone taking 3d6 damage.
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Belt of Returning
Wondrous item (belt) · Requires attunement Uncommon

While wearing this belt, all thrown weapons return to your hand at the end of your turn after being thrown, whether they hit or miss, provided you have a free hand to catch them.

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Demonhide Cloak
Wondrous item (cloak) · Requires attunement Rare

A cloak stitched from the preserved hide of a demon, radiating residual infernal power. While attuned, you have resistance to fire damage and resistance to necrotic damage.

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Mountebank Cloak
Wondrous item (cloak) · No attunement required Rare

1/day: Cast Dimension Door — you teleport to any spot within 500 feet that you can see or picture in your mind. You may bring one willing creature of your size or smaller who is holding your hand, appearing in the nearest unoccupied space next to the destination.

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Ring of the Iron Stomach
Ring · No attunement required Uncommon

While wearing this ring, you may benefit from two potions in sequence without risking miscibility (negative interaction) consequences.

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Ring of Evasion
Ring · Requires attunement Rare

As a reaction when you would be hit by an attack, expend a charge to gain the benefit of the Dodge action for 1 round — attackers have disadvantage on attacks against you and you have advantage on Dexterity saving throws.

⚡ d4 charges
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Ring of the Endless Hunt
Ring · No attunement required Uncommon

When the wearer draws a bow or cocks a crossbow, a non-magical arrow or bolt appears ready for use. This ammunition vanishes if removed from the weapon without being fired.

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Ring of Climbing
Ring · No attunement required Uncommon

While wearing this ring and while charges remain, you gain a climbing speed equal to your walking speed and advantage on Strength (Athletics) checks made to climb.

⚡ d4 charges
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Ring of Personal Recall
Ring · Requires attunement Rare

While attuned, you may bind this ring to a specific location (requires 1 minute of concentration while there). Expend a charge to teleport yourself and up to 50 lbs of carried gear to that bound location instantly, as if by a word. Only you may use this ring's power.

⚡ d4 charges · rebinding requires a long rest
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Boots of Agile Attack
Wondrous item (boots) · Requires attunement Uncommon

Once per short rest, after you make a melee weapon attack (hit or miss), you may move up to your full movement speed without provoking opportunity attacks.

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Mule's Kick
Weapon (light hammer) · No attunement required Uncommon

A +1 light hammer. When thrown, any medium or smaller bipedal creature struck must make a DC 15 Strength saving throw or be knocked prone. On a roll of 20 to hit, the saving throw is made at disadvantage and the blow also deals +2d6 damage.

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Dragon Tooth Dagger
Weapon (dagger) · No attunement required Rare

A dagger carved from an actual dragon's tooth, still radiating elemental energy. It counts as a magical weapon.

  • Against dragons and draconic creatures, this weapon deals an extra 1d8 damage of the type associated with the donor dragon's breath (determined when found).
  • While holding the dagger, you can identify a dragon's type and approximate age within 60 feet by smell (no action required).
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Doomaxe
Weapon (hand axe) · No attunement required Uncommon

An Olman-style hand axe with double the normal short range when thrown.

1/short rest: When it hits a creature on a throw, use a bonus action to mark the struck creature. For the next minute:

  • You can Dash as a bonus action towards the marked creature.
  • One melee weapon attack per round deals an extra 1d6 damage of the weapon's type.
  • You can see the creature through darkness, heavy obscurement, or even invisibility.
⚡ d4 charges
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Shatterspike
Weapon (warhammer) · Requires attunement — entirely made of adamantine Very Rare

A magical warhammer made entirely of adamantine — one of the densest and hardest metals in existence.

  • +1 to hit and damage.
  • +1d6 damage against constructs and earth elemental creatures.
  • While attuned, you can speak and understand Terran.
  • Continually drops small amounts of dirt wherever it rests.
  • Roll of 20 vs a golem or earth elemental: The weapon gains the vicious quality for that hit (+2d6 damage; +4d6 against constructs/earth elementals).
  • After killing an earth elemental: Gain Shatter 1/long rest at a spell level equal to your proficiency bonus.
  • After killing a golem: Gain Thunderwave 1/long rest at a spell level equal to your proficiency bonus.

Legacy Weapon: For every 2 points your proficiency bonus improves after attuning, gain +1 to hit/damage and the bane damage dice increase (d6 → d8 → d10).

Family heirloom of the Bradford family. Last seen by Nidrama in the hands of Baedrum Galehammer, sentinel of Wrathgate.

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Cleaver
Weapon (greataxe variant) · No attunement required Rare

A massive magical cleaver, somewhere between a greataxe and a butcher's blade. It counts as a magical weapon dealing 1d12 slashing damage.

  • When you score a critical hit, the target must make a DC 14 Constitution saving throw or suffer a bleeding wound — taking 1d6 slashing damage at the start of each of its turns until it or another creature uses an action to stanch the bleeding.
  • Against creatures with the Regeneration trait, critical hits additionally suppress their regeneration until the end of your next turn.
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Obsidian Reptile-Bane Glaive
Weapon (glaive) · No attunement required Rare

A glaive whose blade is formed from a single piece of volcanic obsidian, enchanted to resist shattering. This weapon is magical and uses the Obsidian Weapons rules:

  • The blade is vicious but brittle — if a 1 is rolled on the damage dice, the blade breaks and the damage is reduced. The blade regrows at the next dawn.
  • Reptile-Bane: Against reptilian creatures (lizardfolk, yuan-ti, dragons, dinosaurs, etc.) this weapon deals an extra 1d8 slashing damage and the target must make a DC 13 Con save or be frightened of you until the end of its next turn.
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World Rending Glaive
Weapon (glaive) · No attunement required Very Rare

A glaive of immense destructive power, its blade shimmering with barely-contained energy. This weapon is magical and deals 1d10 slashing damage.

  • World Rend (1/day): As part of an attack action, swing the glaive in a devastating arc — all creatures in a 15-foot cone must make a DC 15 Strength saving throw or take 4d10 slashing damage and be pushed 10 feet. Half damage on a success, not pushed.
  • Rend the Earth: When you use the attack action to attack the ground with this weapon, you create a 10-foot-long fissure that is difficult terrain until filled. Creatures in the fissure's path make a DC 13 Dexterity save or fall prone.
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Frostbrand Greataxe
Weapon (greataxe) · Requires attunement Very Rare

When you hit with an attack using this magic weapon, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

The weapon is a +3 magical greataxe (DMG Frostbrand, adapted for greataxe).

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+1 Vicious Throwing Greatsword
Weapon (greatsword) · No attunement required Rare

A balanced magical greatsword enchanted for both close combat and throwing.

  • +1 to attack and damage rolls.
  • Gains the thrown property (range 20/60 ft) while wielded.
  • Vicious: On a roll of 20 to hit, the attack deals an extra +2d6 damage.
  • Returns to your hand at the end of your turn after being thrown and hitting a target.
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Cage of Entrapment
Wondrous item · No attunement required Rare

A square rosewood cage 6 inches per side with an ornate brass handle. Use an action to touch a beast of size Large or smaller. The creature must succeed on a DC 15 Constitution saving throw or be drawn into the cage in miniature form.

Opening the cage door causes the beast to return to normal size in the nearest unoccupied space. It will treat your first instruction favourably, but after the first 3 rounds will be free to act as it wills.

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Lidu's Flask
Wondrous item · No attunement required Uncommon

On the night of a full moon, add alcohol to this flask. At the next dawn, it transforms into a Potion of False Life, with the spell level based on the quality of the alcohol added:

  • Level 1 (1d4+4 temp HP): alcohol costing less than 5 gp
  • Levels 1–2: alcohol costing 5–49 gp
  • Levels 1–3: alcohol costing 50–199 gp
  • Levels 1–4: alcohol costing 200 gp+

The number of potions produced is rolled as a d4.

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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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Healing Salve (Medicinal Salve)
Consumable · No attunement required Uncommon

Applied while treating wounds during a rest of any duration. If the recipient expends any hit dice to recover hit points, they are also healed as if they had expended one extra hit die. A recipient may benefit from no more than one salve during a single rest.

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Vhlantru Infusion
Potion (herbal infusion) · No attunement required Uncommon

Leaves in a small perforated ceramic container. Over a rest of at least 10 minutes when water can be boiled, place in boiling water for up to 6 cups of warm healing infusion. Drinking heals 1d8 + 2 hit points. Taste can be bitter — sugar, honey, or milk improves it.

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Potion of Regeneration
Potion · No attunement required Rare

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 you recover hit points — on a 1, the effect ends.

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Potion of Superior Regeneration
Potion · No attunement required Very Rare

Duration: up to 10 minutes. If below maximum hit points at the start of your turn, recover 10 hit points. Roll a d6 each time you recover hit points — on a 1, the effect ends.

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Potion of Flying
Potion · No attunement required Very Rare

You gain a flying speed of 60 feet and can hover for 1 hour. If the effect ends while you are aloft, you fall.

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Dried Demonblood (Demon 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, gain 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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Potion of Frost Giant Strength
Potion · No attunement required Rare

Your Strength score becomes 23 for 1 hour. No effect if your Strength is already 23 or higher.

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Potion of Invisibility
Potion · No attunement required Very Rare

You become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

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Potion of Growth
Potion · No attunement required Uncommon

You gain the Enlarge effect for 1d4 hours: your size increases one category, melee weapon attacks deal +1d4 damage, and you have advantage on Strength checks and saving throws.

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

As a bonus action, apply to a weapon. The weapon becomes a +3 magical weapon for 1 hour, granting +3 to attack and damage rolls and overcoming resistance to nonmagical weapons.

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Potion of Fire Giant Strength
Potion · No attunement required Rare

Your Strength score becomes 25 for 1 hour. No effect if your Strength is already 25 or higher.