Welby Hawkshaw — Magic Items

Fighter 12 · Eldritch Knight · The Lightbringers · CY 596

Click any item name in the tables to jump to its full description below.  ·  Costs based on DMG rarity tiers (Uncommon ~500 gp · Rare ~5,000 gp · Very Rare ~50,000 gp). Consumables ≈ half price.  ·  = Attunement required  ·  Encumbrance from 5e SRD (wondrous items typically 0–1 lb unless otherwise noted).
Rarity Common ~50–100 gp Uncommon ~101–500 gp Rare ~501–5,000 gp Very Rare ~5,001–50,000 gp Legendary ~50,001+ gp Custom / Homebrew Consumables ≈ half listed price  ·  Prices per DMG ch. 7 / Sly Flourish guidelines
📁 Slot Equipment — Worn & Equipped
Slot Item(s) Att. Rarity Notes
Head Circlet of Blasting Uncommon Uncommon · Scorching Ray 1/dawn
Body +1 Studded Leather of Vitality
Rare Rare · AC 13+Dex · healing +1 per die
Amulet

Rare Eye: area immunity · Unicorn: 22hp/day
Bracers Bracers of the Woodland Hunter
Uncommon Uncommon · Hunter's Mark 1/LR
Hands Divine Gauntlets Uncommon Uncommon · Divine Favour 3/dawn
Boots Sidestepping Boots
Uncommon Uncommon · Misty Step 1/day
Cloak Cloak of Escape Uncommon Uncommon · Advantage vs OA, Paralysis, Petrification
Belt Sash of Inner Strength
Uncommon Uncommon · +1 Str saves · 1/day Wis→Str at Adv
R. Hand
Very Rare Very Rare · +11 atk · d6+7 ×3
L. Hand Rapier of Spell Deflection Rare Rare · +9 atk · d8+5 · Reaction 2/dawn: spell save
Ring #1 Ring of Trollish Recovery
Rare Rare · (prof−1)d6 regen/turn · 1/LR
Ring #2 Ring of Fire Resistance
Rare Rare · Resistance to Fire damage

Max attunement: 3 slots (standard 5e) or per DM ruling. Items marked ✦ require attunement.

⚔ Magic Weapons
Item Rarity SRD Cost Charges Qty Enc (lb) Notes
+2 Scimitar of Sharpness Very Rare ~50,000 gp 1 3 +11 atk · d6+7 ×3 · nat 20: +4d6 + possible sever · Drow blade
Circlet of Blasting Uncommon ~500 gp 1/dawn 1 Scorching Ray 2d8×3 @ +5, 120 ft
+1 Mace of Raging Uncommon ~250 gp d4 1 4 +6 atk · d6+2 · grants Barbarian 1 Rage for 1 min
Rapier of Spell Deflection Rare ~5,000 gp 2/dawn 1 2 +9 atk · d8+5 · use atk roll as saving throw vs spell
Vicious Shortbow Uncommon ~500 gp d4 1 2 +9 atk · d6+5 · 80/320 ft · nat 20: +2d6
+1 Utility Hammer Uncommon ~500 gp 1 2 +1 to atk & dmg; utility enchantments
+1 Arrows Uncommon ~15 gp ea d4 ea ×2 bags 0.1 +1 atk & dmg; expendable
Wand of Lightning Bolts Rare ~2,500 gp d4 1 1 8d6 lightning · 100×5 ft · DC 15 Dex save half
🛡 Magic Protection
Item Rarity SRD Cost Charges Qty Enc (lb) Notes
+1 Studded Leather of Vitality Rare ~5,000 gp 1 13 AC 13+Dex · healing +1 per die rolled
Sash of Inner Strength Uncommon ~500 gp 1/day 1 +1 Str saves · 1/day Wis instead of Str at Advantage
Amulet — Eye of the Storm Rare ~5,000 gp 1 Free action: immunity to area effects
Cloak of Escape Uncommon ~500 gp 1 1 Advantage vs OA, Paralysis, Petrification, escape grapple
Cape of the Bronze Dragon Rare ~2,500 gp d6 (LR) 1 1 Flying (d0) · Lightning Breath 4–5d6 (d0) · Lightning Resist 1hr (d6)
💍 Rings
Item Rarity SRD Cost Charges Qty Enc (lb) Notes
Ring of Trollish Recovery Rare ~5,000 gp 1/LR 1 Bonus action: (prof−1)d6 regen each turn while active
Ring of Fire Resistance (Garnet) Rare ~5,000 gp 1 Resistance to Fire damage
✦ Magic Items
Item Rarity SRD Cost Charges Qty Enc (lb) Notes
Bracers of the Woodland Hunter Uncommon ~500 gp 1/LR 1 1 Hunter's Mark 1/LR · ignore non-magic difficult terrain
Sidestepping Boots Uncommon ~500 gp 1/day 1 1 Bonus action: Misty Step 1/day
Divine Gauntlets Uncommon ~500 gp 3/dawn 1 2 Divine Favour 3/day (good-aligned & religious wearer only)
Heward's Handy Haversack Rare ~5,000 gp 1 5 Always 5 lbs · 3 extradim. pouches · item always on top
Blanket of Rest Rare ~5,000 gp 1 3 Long rest hit dice heal at least half maximum
Crystal Spell Storage (2nd) Uncommon ~500 gp 1 stored 1 1 Holds Mirror Image · cast without expending a slot
Unicorn Pendant (22 hp/day) Uncommon ~500 gp 22 hp/day 1 Lay on Hands equal to level × 2 per day
Cloak of Manta Ray ?? Uncommon ~500 gp 1 1 Unverified — breathe water + 60 ft swim speed (SRD)
⏳ Temporary Magic Items
Item Rarity SRD Cost Charges Qty Enc (lb) Notes
Active Amethyst Uncommon ~250 gp d4 1 On death save: expend HD → roll at Advantage; both succeed = nat 20
Tanglefoot Bag Uncommon ~100 gp d4 1 1 Throw 60 ft · 15×15 ft DC 13 Entangle area · 10 rounds
📜 Scrolls
Item Rarity SRD Cost Charges Qty Enc (lb) Notes
Scroll — Mirror Image Uncommon ~375 gp d4 1 Cast Mirror Image (2nd level) without a spell slot
Scroll — Dispel Magic (cast at 5th) Rare ~750 gp d4 1 Dispel Magic at 5th level
Scroll — Scorching Ray & Shatter Uncommon ~375 gp ea 1 ea 1 Two spells on one scroll
⚗ Potions
Item Rarity SRD Cost (ea) Dice Qty Enc (lb) Effect
Potion of Supreme Healing Very Rare ~500 gp d4 0 0.5 Regain 6d8+12 hp as an action
Potion of Greater Healing Uncommon ~100 gp d4 0 0.5 Regain 2d8+4 hp as an action
Potion of Healing Enhancer Custom d4 1 0.5 Regain 1d8+6 hp
Potion of Healing (d6 type) Common ~50 gp d6 0 0.5 Standard healing potion variant
Potion of Healing (×4 variant) Common ~50 gp d4 3 0.5 Regain 1d8+2 hp as an action
Potion of Regeneration Rare ~500 gp d4 1 0.5 Regenerate hp over time
Potion of Flying Very Rare ~500 gp d4 1 0.5 Fly speed = walking speed for 1 hour
Potion of Necrotic Resistance (d4) Uncommon ~150 gp d4 1 0.5 Resistance to Necrotic damage · 1 hour
Potion of Necrotic Resistance Uncommon ~150 gp 1 0.5 Resistance to Necrotic damage · 1 hour
Potion of Wealth Custom 1 0.5 Homebrew effect
Potion of Invisibility Very Rare ~180 gp 1 0.5 Invisible 1 hour; ends on attack or spell cast
Potion of Frost Giant Strength Rare ~400 gp 1 0.5 Str set to 23 · 1 hour
Potion of Fire Giant Strength Very Rare ~450 gp 1 0.5 Str set to 25 · 1 hour
🛡 Armour
Item Rarity SRD Cost Charges Qty Enc (lb) Notes
+1 Studded Leather of Vitality Rare ~5,000 gp 1 13 AC 13+Dex · healing +1 per die · base Studded Leather 45 gp

Full Item Descriptions

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+2 Scimitar of Sharpness
Weapon (scimitar) Very Rare Requires Attunement  ·  Enc: 3 lb  ·  Est. ~50,000 gp

This finely crafted scimitar bears the intricate house symbols of a Drow noble house etched along its blade. It functions as a +2 Scimitar of Sharpness.

Properties

  • Sharpness. When you attack an object with this magic weapon and hit, you maximize the weapon's damage dice against the target.
  • Critical Severing. When you hit a creature with this weapon and roll a natural 20 on the attack roll, the target takes an extra 14 slashing damage. You then roll another d20. On a second natural 20, you lop off one of the creature's limbs (or a portion of its body if it has no limbs to sever). The exact effect of the loss is determined by the DM.
  • Illumination. You can speak the sword's command word (in Drow: "Reveal") as a bonus action to cause the blade to shed dim light in a 20-foot radius. Speaking the command word again or sheathing the weapon extinguishes the light.

Legend Lore

"A newborn weapon forged from scraps of a broken blade that were found in ruins below the lungs of the troll god. Unrecognized was the shattered blade of Zuthnagoti, betrayed general of the dark prince of the argent palace. The merely adequate smith's best crafted a blade which was but a shadow of its prior glory and in his arrogance he was blind to the fact that he had subdued the edge and that what was left was but a dim flicker seeking to slowly carve its way to its true incandescence."

Lore of Zuthnagoti's Betrayal

Zuthnagoti, once a powerful molydeus demon and favoured general of Graz'zt, the Dark Prince of the Argent Palace, was a being of terrifying martial prowess and cunning ambition. Towering, six-armed, and wielding twin serpentine greatswords that dripped venom and shadow, Zuthnagoti served as one of the foremost commanders in Graz'zt's endless campaigns across the Abyss and into the Material Plane.

The Betrayal

During the height of a grand incursion into the Material Plane — an assault aimed at carving out a permanent foothold for the Argent Palace — Zuthnagoti grew disillusioned. He believed Graz'zt's obsession with seduction, excess, and subtle corruption had made the Dark Prince soft and distracted. In Zuthnagoti's eyes, true dominion required overwhelming force and unrelenting conquest, not the slow poison of indulgence.

While leading the vanguard through ancient ruins beneath the Lungs of Vaprak (the festering, regenerating heart-temples of the troll god), Zuthnagoti secretly made contact with rival Abyssal powers. He planned to deliver a crushing blow against his own master: opening a backdoor for a coalition of demon lords to strike the Argent Palace while Graz'zt's attention was divided on the Material world.

His treachery was discovered at the critical moment. A cabal of Graz'zt's most loyal succubi and mariliths ambushed Zuthnagoti within the troll-god ruins. In the furious battle that followed, his twin blades were shattered by a combined assault of divine-tainted magic and raw Abyssal fury. Zuthnagoti himself was cast down, his essence torn apart and scattered. His broken swords were left behind amidst the regenerating troll flesh and rubble, presumed lost forever.

The Shattered Blade

Centuries later, a skilled but unremarkable Drow smith discovered fragments of one of those legendary blades. Unaware of their true origin, he reforged them into a single elegant scimitar — the weapon now wielded by Welby Hawkshaw. Though greatly diminished from its original glory, the blade retains a hungry, flickering malevolence. It seeks to slowly regain its former incandescent power, whispering promises of vengeance and conquest to any wielder strong enough to feed its edge.

The sword still carries echoes of Zuthnagoti's rage: a burning desire to carve through anything that stands in the way of absolute victory, and a deep-seated hatred for those who wield power through charm and manipulation rather than raw strength.

DM Note / Legend Lore (Expanded): The blade is a shadow of Zuthnagoti's original weapon. With enough blood, souls, and acts of decisive betrayal or conquest, it may one day awaken further, potentially allowing the original general's essence to reform — or granting its wielder a fragment of the molydeus's demonic might. This lore provides rich hooks: Graz'zt cultists seeking the blade, rival demons sensing its power, or the sword attempting to influence Welby.
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Rapier of Spell Deflection
Weapon (rapier) Rare  ·  Enc: 2 lb  ·  Est. ~5,000 gp  ·  2 charges/dawn

This rapier is magical. Twice per day, recharging at dawn, the wielder can use their attack roll as their saving throw result against a spell or spell-like magical effect, regardless of the save type required. They must be aware of the spell caster and decide before they roll their saving throw.

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+1 Mace of Raging (as Potion of Rage)
Weapon (mace) Uncommon  ·  Enc: 4 lb  ·  Est. ~500 gp  ·  d4 charges

When you use this mace's power you rage for 1 minute as a 1st level Barbarian. You cannot benefit from this power a second time before taking a long rest.

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Vicious Shortbow
Weapon (shortbow) Uncommon  ·  Enc: 2 lb  ·  Est. ~500 gp  ·  d4 charges

Functions as Vicious Gauntlets but for ranged attacks. When you hit with this bow and roll a natural 20 on the attack roll, the target takes an extra 2d6 damage. The bow's power is used up for the day on a roll of 1 on a d4.

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Circlet of Blasting
Wondrous Item Uncommon  ·  Enc: —  ·  Est. ~500 gp  ·  1/dawn

While wearing this Circlet, you can use an action to cast the Scorching Ray spell with it. When you make the spell's attack, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.

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+1 Utility Hammer
Weapon (warhammer) Uncommon  ·  Enc: 2 lb  ·  Est. ~500 gp

A magical hammer with +1 to attack and damage rolls and additional utility enchantments. Details to be recorded.

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+1 Arrows
Ammunition Uncommon  ·  Enc: negligible  ·  ~15 gp ea  ·  2 bags, d4 each

Magical arrows granting +1 to attack and damage rolls. Expendable — once used the magic is lost.

Also in inventory: Arrow of Undead Slaying (d4, ×1) — a magic arrow that deals extra damage to undead creatures (as per the Arrow of Slaying rules in the DMG).

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Wand of Lightning Bolts
Wand Rare  ·  Enc: 1 lb  ·  Est. ~2,500 gp  ·  d4 charges

Casts Lightning Bolt: 8d6 lightning damage in a 100-foot-long, 5-foot-wide line. DC 15 Dexterity saving throw for half damage.

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+1 Studded Leather of Vitality
Armour (studded leather) Rare Requires Attunement  ·  Enc: 13 lb  ·  Est. ~5,000 gp

Whenever healed, whether magically or by using hit dice, increase the amount healed by +1 per die rolled.

Note: Also listed as +1 Hide Armour of Vitality in some records — identical effect applies regardless of base armour type.

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Sash of Inner Strength
Wondrous Item (belt) Uncommon Requires Attunement  ·  Enc: —  ·  Est. ~500 gp

+1 bonus to Strength saving throws. Once per day you may use your Wisdom bonus instead of Strength on an ability check or saving throw; when you do so you make the roll at Advantage.

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Amulet — Eye of the Storm
Wondrous Item (amulet) Rare Requires Attunement  ·  Enc: —  ·  Est. ~5,000 gp

As a free action, the wearer gains immunity to area effects until the start of their next turn.

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Cloak of Escape
Wondrous Item (cloak) Uncommon  ·  Enc: 1 lb  ·  Est. ~500 gp

Gives Advantage on saving throws versus Opportunity Attacks, Paralysis, Petrification, and attempts to escape grapples and similar effects.

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Cape of the Bronze Dragon
Wondrous Item (cloak) Rare  ·  Enc: 1 lb  ·  Est. ~2,500 gp  ·  d6 charges (Lightning Resist)

A short cape, bronze in colour that looks slightly like draconic wings. When the effects are activated the cape looks more like wings. Three effects that must be activated separately but can all be in place at the same time. All function as potions:

  • Flying (d0 charges) — grants a fly speed equal to your walking speed.
  • Lightning Dragon Breath (d0 charges) — bonus action: 4d6 or 5d6 lightning damage to a target.
  • Lightning Resistance 1 hour (d6 charges) — resistance to Lightning damage for 1 hour.
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Ring of Trollish Recovery
Ring Rare Requires Attunement  ·  Enc: —  ·  Est. ~5,000 gp  ·  1/LR (2/LR at Prof +5)

While injured you may activate the ring as a bonus action. On activation and at the beginning of your turns you roll a number of d6 equal to your proficiency modifier −1, and regenerate that many hit points. The ring will not function unless it has been attuned for a long rest, and only functions 1/long rest (2/long rest when proficiency bonus is +5).

Limitations

  • If you have taken fire or acid damage, the regeneration does not function.
  • For each 1 rolled, and/or if you are fully healed at the start of the turn, a die is removed from subsequent regeneration rolls.
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Ring of Fire Resistance (Garnet)
Ring Rare Requires Attunement  ·  Enc: —  ·  Est. ~5,000 gp

You have resistance to Fire damage while wearing this ring. The gem (garnet) indicates the damage type.

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Bracers of the Woodland Hunter
Wondrous Item (bracers) Uncommon Requires Attunement  ·  Enc: 1 lb  ·  Est. ~500 gp

Once per long rest, you may cast Hunter's Mark as a first level spell without using a spell slot. In addition, natural non-magical difficult terrain does not slow your movement.

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Sidestepping Boots
Wondrous Item (boots) Uncommon Requires Attunement  ·  Enc: 1 lb  ·  Est. ~500 gp

Once per day you may activate the boots as a bonus action to take a Misty Step as the spell (teleport up to 30 ft to an unoccupied visible space).

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Divine Gauntlets
Wondrous Item (gloves) Uncommon  ·  Enc: 2 lb  ·  Est. ~500 gp  ·  3/dawn

Heavy gauntlets that are gold and silver embossed. Enables a good-aligned and religious wearer to cast Divine Favor 3 times per day; recharges at dawn. An irreligious wearer cannot activate them.

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Heward's Handy Haversack
Wondrous Item Rare  ·  Enc: 5 lb (always)  ·  Est. ~5,000 gp

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

Limitations

  • If overloaded, or if a sharp object pierces or tears it, the haversack ruptures and is destroyed. Its contents are lost forever (though an artifact always turns up again somewhere).
  • If turned inside out, its contents spill forth unharmed; the haversack must be righted before use again.
  • A breathing creature placed within can survive for up to 10 minutes, after which it begins to suffocate.
  • Placing the haversack inside another extradimensional space (Bag of Holding, Portable Hole, etc.) instantly destroys both items and opens a gate to the Astral Plane. Any creature within 10 feet is sucked through and deposited randomly on the Astral Plane. The gate is one-way and cannot be reopened.
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Blanket of Rest
Wondrous Item Rare  ·  Enc: 3 lb  ·  Est. ~5,000 gp

This woolen blanket is 4 feet square and has a pattern of red and white stripes. It can be used by one person at a time. If you cover yourself with the blanket while taking a long rest, any hit dice you expend gives you at least half maximum hit points.

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Crystal Spell Storage (2nd Level)
Wondrous Item Uncommon  ·  Enc: 1 lb  ·  Est. ~500 gp  ·  Currently holds: Mirror Image

This crystal can store one spell of 2nd level. The stored spell can be cast from the crystal without expending a spell slot. Currently holds Mirror Image.

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Unicorn Pendant
Wondrous Item (amulet) Uncommon Requires Attunement  ·  Enc: —  ·  Est. ~500 gp  ·  22 hp/day

You gain or improve your Lay on Hands ability. The amount of hit points you may heal is increased by or equal to your Paladin level × 5, or other class level × 2. For Welby at level 12: 12 × 2 = 24 hp/day.

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Cloak of Manta Ray (?? — unverified)
Wondrous Item (cloak) Uncommon  ·  Enc: 1 lb  ·  Est. ~500 gp

Per the 5e SRD: While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

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Active Amethyst
Wondrous Item (gem) Uncommon  ·  Enc: —  ·  Est. ~250 gp  ·  d4 charges

A reddish-purple gem used as an adornment. Affixing it to an item will take a few hours, some skill with jeweller's tools, and 5–50 gp in precious metals.

When the wearer of the item makes a death saving throw, they may elect to activate the amethyst by expending a hit die. They will then make their death save at Advantage. If both results make the save, it counts as if a 20 had been rolled.

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Tanglefoot Bag
Wondrous Item (consumable) Uncommon  ·  Enc: 1 lb  ·  Est. ~100 gp  ·  d4 charges

When you reach into this pouch you draw forth a sticky ball of writhing tendrils. This may be thrown up to 60 feet. When thrown it makes a 15×15 ft area DC 13 Entangle (as the spell) appear that lasts for 10 rounds.

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Potion of Flying
Potion Very Rare  ·  Enc: 0.5 lb  ·  Est. ~500 gp (consumable)

When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft.

📝 Descriptions Pending — To Be Added

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Scroll — Mirror Image
Spell Scroll · Uncommon · Enc: — · ~375 gp · d4 uses
📝 Full description to be added.
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Scroll — Dispel Magic (cast at 5th)
Spell Scroll · Rare · Enc: — · ~750 gp · d4 uses
📝 Full description to be added.
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Scroll — Scorching Ray & Shatter
Spell Scroll (dual) · Uncommon · Enc: — · ~375 gp ea · 1 use each
📝 Full description to be added.
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Potion of Supreme Healing
Potion · Very Rare · Enc: 0.5 lb · ~500 gp · d4 uses
📝 Full description to be added. Effect: Regain 6d8+12 hp as an action.
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Potion of Greater Healing
Potion · Uncommon · Enc: 0.5 lb · ~100 gp · d4 uses
📝 Full description to be added. Effect: Regain 2d8+4 hp as an action.
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Potion of Healing Enhancer
Potion · Custom/Homebrew · Enc: 0.5 lb · d4 uses
📝 Full description to be added. Effect: Regain 1d8+6 hp (homebrew).
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Potion of Healing (d6 type)
Potion · Common · Enc: 0.5 lb · ~50 gp · d6 uses
📝 Full description to be added. Standard healing potion variant.
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Potion of Healing (×4 variant)
Potion · Common · Enc: 0.5 lb · ~50 gp · d4 uses · qty: 3
📝 Full description to be added. Effect: Regain 1d8+2 hp as an action.
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Potion of Regeneration
Potion · Rare · Enc: 0.5 lb · ~500 gp · d4 uses
📝 Full description to be added.
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Potion of Necrotic Resistance (d4)
Potion · Uncommon · Enc: 0.5 lb · ~150 gp · d4 uses
📝 Full description to be added. Effect: Resistance to Necrotic damage for 1 hour.
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Potion of Necrotic Resistance
Potion · Uncommon · Enc: 0.5 lb · ~150 gp
📝 Full description to be added. Effect: Resistance to Necrotic damage for 1 hour.
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Potion of Wealth
Potion · Custom/Homebrew · Enc: 0.5 lb
📝 Full description to be added (homebrew item).
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Potion of Invisibility
Potion · Very Rare · Enc: 0.5 lb · ~180 gp
📝 Full description to be added. Effect: Invisible for 1 hour; ends on attack or spell cast.
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Potion of Frost Giant Strength
Potion · Rare · Enc: 0.5 lb · ~400 gp
📝 Full description to be added. Effect: Strength score set to 23 for 1 hour.
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Potion of Fire Giant Strength
Potion · Very Rare · Enc: 0.5 lb · ~450 gp
📝 Full description to be added. Effect: Strength score set to 25 for 1 hour.