Barbarian 12 · Mountain Dwarf · The Lightbringers · CY 596
| 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.
| 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 |
| 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 |
| 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) |
| 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 |
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.
Activate as an action or a reaction to remove the frightened condition on the wearer.
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.
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.
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.
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.
A bronze-coloured metal shield with a silver heart symbol in the middle.
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.
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.
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.
While wearing this ring, you may benefit from two potions in sequence without risking miscibility (negative interaction) consequences.
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.
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.
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.
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.
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.
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.
A dagger carved from an actual dragon's tooth, still radiating elemental energy. It counts as a magical weapon.
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:
A magical warhammer made entirely of adamantine — one of the densest and hardest metals in existence.
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.
A massive magical cleaver, somewhere between a greataxe and a butcher's blade. It counts as a magical weapon dealing 1d12 slashing damage.
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:
A glaive of immense destructive power, its blade shimmering with barely-contained energy. This weapon is magical and deals 1d10 slashing damage.
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).
A balanced magical greatsword enchanted for both close combat and throwing.
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.
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:
The number of potions produced is rolled as a d4.
You regain 4d4 + 4 hit points when you drink this potion.
You regain 2d4 + 2 hit points when you drink this potion.
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.
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.
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.
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.
You gain a flying speed of 60 feet and can hover for 1 hour. If the effect ends while you are aloft, you fall.
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:
Your Strength score becomes 23 for 1 hour. No effect if your Strength is already 23 or higher.
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.
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.
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.
Your Strength score becomes 25 for 1 hour. No effect if your Strength is already 25 or higher.