Terri — Magic Items

Rogue 12 · Half-Elf · 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 Beggar's Cap Rare Hidden extradimensional pocket holding 250 lbs · always retrieves desired item
Eyes Eyes of the Owl Uncommon Darkvision 120 ft · advantage Perception (sight) in dim light
Neck

Rare Drow: Dancing Lights/Faerie Fire/Darkness · Lightning: absorb 5/attack · Blink: 5/day
Body Snakeskin Armour Rare Light armour; AC 13+Dex · poison resist · adv. vs reptile attacks
Bracers Bracers of Lightning Rare +1d8 lightning on melee hits (prof bonus uses/dawn)
Gloves Healing Gauntlets Uncommon Lay on hands-style touch healing (d6 charges)
Belt Healer's Belt Uncommon Medicine prof/adv · 3 charges: heal 2–4d8+Wis (1d3 regain/dawn)
Cloak Fade Away Cloak Rare Invisible until start of next turn on taking damage · 1/SR
Ring #1 Ring of Swimming Uncommon Swim speed 40 ft
Ring #2 Ring of Advantage Rare Advantage on one chosen skill/check type · see description
Ring #3 Alchemist's Ring Uncommon Adv. vs poison saves · +1 thrown flask · +5 hp from healing potions (5/day)
Ring #4 Ring of Profane Guidance Uncommon Cast Guidance (dark flavour) at will
Ring #5 Fanged Ring Uncommon +2d6 poison on hit (2/day, d6 charges)
Ring #6 Double Fanged Ring Rare +4d6 poison on hit (2/day, d4 charges)
Ring #7 Ring of Acid Resistance Rare Resistance to acid damage
Boots Boots of Spider Climbing Uncommon Climb speed on walls/ceilings, hands free

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

🛡 Worn Magic Items
Item Rarity Est. Cost Charges Qty Notes
Beggar's Cap Rare ~3,000 gp 1 Extradimensional pocket, 250 lbs · always retrieves desired item
Eyes of the Owl Uncommon ~500 gp 1 Darkvision 120 ft · adv. Perception (sight) in dim light or darkness
Drow Amulet Rare ~3,000 gp 2/LR 1 Dancing Lights (at will) · Faerie Fire 1/LR · Darkness 1/LR · Cha spellcasting
Amulet of Lightning Resistance Uncommon ~500 gp 5 pts/attack 1 Absorbs 5 pts lightning damage per attack
Amulet of Blinking Rare ~3,000 gp 5/dawn 1 Blink as bonus action (5/dawn) — teleport to Ethereal Plane until next turn
Snakeskin Armour Rare ~4,000 gp 1 Light armour AC 13+Dex · poison resist · adv. saves vs reptilian attacks
Bracers of Lightning Rare ~3,000 gp prof/dawn 1 Melee hits: +1d8 lightning (deactivates after prof bonus uses)
Healing Gauntlets Uncommon ~500 gp d6 1 Touch: heal 1d6+2 hp per charge expended
Healer's Belt Uncommon ~500 gp 3 (1d3/dawn) 1 Medicine prof/adv · 1 chg: 2d8+Wis · 2 chg: 3d8+Wis · 3 chg: 4d8+Wis
Fade Away Cloak Rare ~3,000 gp 1/SR 1 Reaction on taking damage: become invisible until start of next turn · 1/SR
Ring of Swimming Uncommon ~500 gp 1 Swim speed 40 ft while wearing
Ring of Advantage Rare ~3,000 gp 1 Advantage on one skill or check type chosen at attunement
Alchemist's Ring Uncommon ~400 gp 5/day 1 Adv. poison saves · regurgitate mechanic · +1 thrown flasks · +5 hp from potions 5/day
Ring of Profane Guidance Uncommon ~300 gp at will 1 Cast Guidance (flavoured dark) at will as cantrip
Fanged Ring Uncommon ~400 gp d6 1 +2d6 poison on any hit (2/day max, only 1/turn)
Double Fanged Ring Rare ~2,000 gp d4 1 +4d6 poison on any hit (2/day max, only 1/turn)
Ring of Acid Resistance Rare ~5,000 gp 1 Resistance to acid damage
Boots of Spider Climbing Uncommon ~500 gp 1 Climb speed on walls and ceilings · hands free
🗡 Magic Weapons
Item Rarity Est. Cost Charges Qty Notes
Glisten Rare ~4,000 gp 1 Magical rapier; see description
Equaliser Uncommon ~500 gp 1 +1 dagger · deals d8 vs creatures one size or more larger
King Valen's Blade Rare ~5,000 gp 2/dawn 1 +1 longsword (finesse) · Second Wind bonus action · inspire ally · noble bearing
Fortunate Blade Uncommon ~500 gp 3/dawn 1 +1 shortsword · 3/dawn: attack w/ adv (no crit) OR max weapon damage
Shortsword of Life Stealing Rare ~5,000 gp 1 +1 · crit: +10 necrotic · you gain 10 temp HP (not undead/construct)
+1 Longbow (Fiend-Bane) Rare ~3,000 gp 2/day 1 +1 · 2/day: +2d6 radiant vs fiends on hit
+1 Explosive Cold Arrow Uncommon ~200 gp ea. single use d4 +1 arrow · on hit: 2d6 cold splash in 5 ft radius
✦ Miscellaneous Magic Items
Item Rarity Est. Cost Charges Qty Notes
Ehlonna's Quiver Uncommon ~500 gp 1 Three extradimensional pockets holding arrows/bolts/javelins/bows
Rod of Restoration Rare ~3,000 gp d4 1 Remove one condition or effect per charge (d4 charges)
Looking Glass of Detect Magic Uncommon ~400 gp 3/day 1 See magical auras through the glass (Detect Magic, no slot)
Pearl of Power (2nd level) Uncommon ~500 gp 1/dawn 1 Recover one expended 2nd level spell slot 1/dawn
Slate Lizard Uncommon ~500 gp 1/3 days 1 Figurine: becomes giant lizard for up to 8 hours · 3-day cooldown
Wand of Sleep Uncommon ~500 gp d4 1 Sleep (5d8 hp affected) per charge
⚗ Potions & Consumables
Item Rarity Est. Cost Charges Qty Notes
Sandman's Dust Uncommon ~200 gp single use d6 Used with Sleep: 1s and 2s on dice count as 3s
Potion of See Invisibility Uncommon ~300 gp single use d4 See invisible creatures and objects for 1 hour
Potion of Supreme Healing Rare ~1,500 gp single use d4 Heal 10d4+20 hp
Potion of Healing Common ~50 gp single use d8 + d4 Heal 2d4+2 hp · d8 qty one stack, d4 qty another
Potion of Greater Healing Uncommon ~150 gp single use d4 + d6 Heal 4d4+4 hp · d4 qty one stack, d6 qty another
Potion of Necrotic Resistance Uncommon ~250 gp single use d4 Resistance to necrotic damage for 1 hour
Potion of Regeneration Rare ~1,500 gp single use d4 Recover 3 hp/turn up to 10 min; d6 per tick — on 1, ends
Keoghtom's Ointment Uncommon ~500 gp 5 doses 1 2d8+2 hp · cure poison · cure disease · per dose

Item Descriptions

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Beggar's Cap
Wondrous item (hat) · Requires attunement Rare

A scruffy-looking cap with a secret flap only reachable by the attuned wearer. Inside is an extradimensional space capable of holding 250 lbs. Whatever the attuned wearer reaches for makes its way to the top of the space so it may be easily recovered — retrieving an item is a free object interaction.

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Eyes of the Owl
Wondrous item (lenses) · Requires attunement Uncommon

Amber-tinted oval lenses that wrap around the eyes. While wearing them, you gain darkvision out to 120 feet. If you already have darkvision, the range increases by 60 feet. You also have advantage on Wisdom (Perception) checks relying on sight in dim light or darkness.

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Drow Amulet
Wondrous item (amulet) · No attunement required Rare

A dark amethyst amulet given to favoured slaves, bearing the mark of Lolth on one side and a drow house sigil on the other. Charisma is the spellcasting ability for all spells from this amulet.

  • Dancing Lights (cantrip): Cast at will.
  • Faerie Fire (1/long rest): 20-foot cube, creatures outlined in coloured light — attacks against them have advantage, they can't benefit from invisibility.
  • Darkness (1/long rest): Magical darkness in a 15-foot radius for 10 minutes (concentration).
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Amulet of Lightning Resistance
Wondrous item (amulet) · No attunement required Uncommon

When the wearer takes lightning damage from an attack, the amulet absorbs 5 points of that damage. This is applied before any other resistances or immunities.

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Amulet of Blinking
Wondrous item (amulet) · No attunement required Rare

As a bonus action, activate the amulet to step briefly to the Ethereal Plane and back. Until the start of your next turn, you exist simultaneously on both the Material and Ethereal Planes and can move through objects and creatures on the Material Plane as if they were difficult terrain. You return to the Material Plane at the start of your next turn at whatever space you currently occupy.

⚡ 5 charges · regains all at dawn
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Snakeskin Armour
Armour (light) · Requires attunement Rare

Armour fashioned from the shed skin of a great magical serpent, supple and faintly iridescent. Treated as light armour with AC 13 + Dexterity modifier.

  • Poison Resistance: While wearing this armour, you have resistance to poison damage.
  • Reptilian Defence: You have advantage on saving throws against natural attacks by reptilian creatures (snakes, lizards, yuan-ti, dragon breath weapons, etc.).
  • The armour never causes disadvantage on Stealth checks.
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Bracers of Lightning
Wondrous item (bracers) · No attunement required Rare

Made of rectangular quartz crystals held together by copper wire. Any time you hit a creature with a melee attack, you inflict an extra 1d8 lightning damage. Once you have used them a number of times equal to your proficiency bonus, they deactivate until the next dawn.

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Healing Gauntlets
Wondrous item (gloves) · No attunement required Uncommon

Soft leather gloves embossed with healing sigils. As an action, touch a creature and expend one or more charges to restore 1d6 + 2 hit points per charge expended. The creature must be within reach.

⚡ d6 charges
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Healer's Belt
Wondrous item (belt) · Requires attunement Uncommon

You gain proficiency in Wisdom (Medicine) checks; if already proficient, you make them at advantage.

The belt holds 3 charges. Expend charges for healing by touch as an action:

  • 1 charge: Heals 2d8 + Wisdom modifier hit points.
  • 2 charges: Heals 3d8 + Wisdom modifier hit points.
  • 3 charges: Heals 4d8 + Wisdom modifier hit points.

The belt recovers 1d3 charges at dawn.

⚡ 3 charges · recovers 1d3 at dawn
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Fade Away Cloak
Wondrous item (cloak) · Requires attunement Rare

A grey-blue cloak woven from threads of shadow-silk. As a reaction when you take damage, you can activate the cloak to become invisible until the start of your next turn. This invisibility ends early if you attack or cast a spell.

⚡ 1/short rest
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Ring of Swimming
Ring · No attunement required Uncommon

While wearing this ring, you have a swimming speed of 40 feet.

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Ring of Advantage
Ring · Requires attunement Rare

When you attune to this ring, choose one skill or one type of ability check (e.g. Stealth, Perception, Sleight of Hand, or all Dexterity checks). While attuned, you make checks of the chosen type with advantage. You may change the chosen skill/type after a long rest.

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Alchemist's Ring
Ring · No attunement required Uncommon
  • Advantage on saving throws against poison, as if you had consumed an antitoxin.
  • If swallowed by a creature, that creature must make a DC 15 Constitution save at the end of each of its turns (excluding the turn it first swallows you) while you are alive, or regurgitate you.
  • +1 enhancement bonus to attack rolls with thrown flasks (acid, alchemist's fire, etc.).
  • 5/day: When you consume a healing potion, you are healed an extra 5 hit points.
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Ring of Profane Guidance
Ring · No attunement required Uncommon

A tarnished silver ring engraved with sigils of minor divination. As an action, you may cast Guidance at will — touch a willing creature and add a 1d4 to one ability check of its choice within the next minute (chosen before or after the roll). The flavour is dark and slightly uncomfortable to receive.

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Fanged Ring
Ring · No attunement required Uncommon

A bronze-coloured metal serpent ring with tiny green glass eyes. Twice a day (only once per turn), when you hit someone with an unarmed strike or any melee or ranged weapon attack, you may activate the ring — the snake eyes flash green and the person struck takes an extra 2d6 poison damage.

⚡ d6 charges (depletes over time)
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Double Fanged Ring
Ring · No attunement required Rare

An enhanced version of the Fanged Ring, set with two serpent heads. Twice a day (only once per turn), when you hit someone with an unarmed strike or any melee or ranged weapon attack, you may activate the ring — both snake heads flash and the target takes an extra 4d6 poison damage.

⚡ d4 charges (depletes over time)
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Ring of Acid Resistance
Ring · Requires attunement Rare

While wearing and attuned to this ring, you have resistance to acid damage.

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Boots of Spider Climbing
Wondrous item (boots) · Requires attunement Uncommon

While wearing these boots, you have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

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Glisten
Weapon (rapier) · No attunement required Rare

A slender rapier with a blade that catches and refracts light into dancing prismatic shards. This weapon is magical and deals 1d8 piercing damage.

  • +1 to attack and damage rolls.
  • When you score a hit, the target must make a DC 13 Constitution saving throw or be blinded until the end of their next turn as a burst of brilliant light erupts from the blade.
  • In darkness, Glisten sheds dim light in a 10-foot radius.
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Equaliser
Weapon (dagger) · No attunement required Uncommon

A plain-looking dagger with a straight dark metal blade. Enchanted +1 to hit and damage.

Against foes who are one size category or more larger than the wielder, the dagger deals 1d8 piercing damage instead of the normal 1d4 — the blade seems to find weak points, gaps in armour, and vital spots more easily on larger targets.

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King Valen's Blade
Weapon (longsword) · No attunement required Rare

A finely made silvered weapon, almost ceremonial in appearance. "Valens" is engraved in ancient Suloise beneath a crown symbol. A +1 longsword with the finesse property, wielded by anyone as if proficient.

The blade grants an undefinable bearing — a non-noble seems noble, a civilian fits in with military. Each power is usable 1/day (recharging at dawn), only one per round, only while wielding it:

  • After the attack action, use a bonus action to Second Wind as if a fighter of your same level.
  • After the attack action, call on a creature within 60 feet to use their reaction to make one melee or ranged weapon attack.
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Fortunate Blade
Weapon (shortsword) · No attunement required Uncommon

A +1 magical shortsword. Three times per day (recharging at dawn), activate one of two powers when making an attack:

  • (a) Fortune's Favour: You attack with advantage. However, you cannot score a critical hit with this attack.
  • (b) Sure Strike: You do not roll weapon damage on a hit; instead you deal maximum weapon damage (6 for a shortsword, or 12 on a critical — extra dice from other sources such as Sneak Attack are still rolled normally).
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Shortsword of Life Stealing
Weapon (shortsword) · Requires attunement Rare

A +1 magical shortsword. When you score a critical hit against a creature that is not a construct or undead, the target takes an extra 10 necrotic damage and you gain 10 temporary hit points.

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+1 Longbow (Fiend-Bane)
Weapon (longbow) · No attunement required Rare

A +1 magical longbow. Twice per day, when you hit a fiend with an arrow from this bow, the target takes an additional 2d6 radiant damage as the arrow is enveloped in blessed light upon striking.

⚡ 2/day fiend-bane bonus
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+1 Explosive Cold Arrow
Weapon (arrow) · No attunement required Uncommon

A +1 magical arrow tipped with a crystallised shard of magical ice. When the arrow strikes a target, it shatters in an explosion of frost — all creatures within a 5-foot radius of the impact point (including the target) take 2d6 cold damage (DC 13 Dexterity saving throw for half damage).

Single use per arrow. Terri carries d4 of these.

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Ehlonna's Quiver
Wondrous item · No attunement required Uncommon

Also known as a Quiver of Ehlonna. This quiver has three extradimensional pockets:

  • The smallest pocket holds up to 60 arrows or bolts.
  • The medium pocket holds up to 18 javelins or similar slim items up to 2 feet long.
  • The largest pocket holds up to 6 items such as bows, quarterstaffs, or short swords.

Placing an item in the quiver or retrieving it requires only a normal interaction; the quiver always produces the desired item from the appropriate pocket.

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Rod of Restoration
Rod · No attunement required Rare

As an action, expend a charge and touch a creature to end one condition, curse, or debilitating magical effect afflicting it. This functions like a targeted Greater Restoration for one effect per charge — it can remove charmed, frightened, paralysed, petrified, poisoned, stunned, a curse, ability score reduction, a reduction to hit point maximum, or one magical effect.

⚡ d4 charges
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Looking Glass of Detect Magic
Wondrous item · No attunement required Uncommon

A hand mirror with a darkened, slightly iridescent surface. As an action, look through the glass to cast Detect Magic (no spell slot required) — you see magical auras around objects and creatures within 30 feet of you. The school of magic for each aura is visible as a distinctive coloured glow visible only through the glass. Concentration, up to 10 minutes.

⚡ 3/day · recharges at dawn
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Pearl of Power (2nd Level)
Wondrous item · Requires attunement (spellcaster) Uncommon

While this pearl is on your person, you can use an action to speak its command word and regain one expended 2nd-level spell slot. Once used, it can't be used again until the next dawn.

⚡ 1/dawn
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Slate Lizard
Wondrous item (figurine of wondrous power) · No attunement required Uncommon

A small figurine carved from dark grey slate in the shape of a lizard. If you use an action to speak the command word and place it on the ground, it becomes a giant lizard for up to 8 hours. The lizard understands your commands and obeys them. Once used, the figurine cannot be used again for 3 days.

Giant lizard statistics: AC 12, HP 19, speed 30/climb 30 ft; Bite +4: 1d8+2 piercing; can carry a rider.

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Wand of Sleep
Wand · No attunement required Uncommon

Expend a charge to cast Sleep: roll 5d8 to determine how many hit points of creatures can be affected, starting with the creature with the lowest current hit points. Affected creatures fall unconscious for 1 minute or until they take damage or are awakened.

⚡ d4 charges
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Sandman's Dust
Consumable · No attunement required Uncommon

A pinch of shimmering grey powder. When used in casting a Sleep spell (scattered as part of the casting), any die result of 1 or 2 counts as 3 when rolling to determine total hit points affected. This significantly improves the effectiveness of the spell at lower levels.

⚡ d6 charges (one per Sleep casting)
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Potion of See Invisibility
Potion · No attunement required Uncommon

For 1 hour after drinking this potion, you can see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane (to a range of 60 feet).

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Potion of Supreme Healing
Potion · No attunement required Rare

You regain 10d4 + 20 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. Terri carries two stacks: d8 of one and d4 of another.

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Potion of Greater Healing
Potion · No attunement required Uncommon

You regain 4d4 + 4 hit points when you drink this potion. Two stacks: d4 and d6 quantities.

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Potion of Necrotic Resistance
Potion · No attunement required Uncommon

When you drink this potion, you gain resistance to necrotic damage for 1 hour.

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Potion of Regeneration
Potion · No attunement required Rare

Duration up to 10 minutes. If below your maximum hit points at the start of your turn, recover 3 hit points. Roll a d6 each time — on a 1, the effect ends.

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Keoghtom's Ointment
Consumable (ointment) · No attunement required Uncommon

A glass jar containing 5 doses of a thick mixture smelling faintly of aloe. As an action, one dose can be swallowed or applied to the skin — the creature receiving it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

⚡ 5 doses