Rogue 12 · Half-Elf · The Lightbringers · CY 596
| 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.
| 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 |
| 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 |
| 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 |
| 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 |
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.
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.
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.
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.
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.
Armour fashioned from the shed skin of a great magical serpent, supple and faintly iridescent. Treated as light armour with AC 13 + Dexterity modifier.
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.
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.
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:
The belt recovers 1d3 charges at dawn.
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.
While wearing this ring, you have a swimming speed of 40 feet.
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.
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.
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.
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.
While wearing and attuned to this ring, you have resistance to acid damage.
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.
A slender rapier with a blade that catches and refracts light into dancing prismatic shards. This weapon is magical and deals 1d8 piercing damage.
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.
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:
A +1 magical shortsword. Three times per day (recharging at dawn), activate one of two powers when making an attack:
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.
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.
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.
Also known as a Quiver of Ehlonna. This quiver has three extradimensional pockets:
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.
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.
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.
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.
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.
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.
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.
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).
You regain 10d4 + 20 hit points when you drink this potion.
You regain 2d4 + 2 hit points when you drink this potion. Terri carries two stacks: d8 of one and d4 of another.
You regain 4d4 + 4 hit points when you drink this potion. Two stacks: d4 and d6 quantities.
When you drink this potion, you gain resistance to necrotic damage for 1 hour.
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.
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.