Fighter 12 · Eldritch Knight · The Lightbringers · CY 596
| 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.
| 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 |
| 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) |
| 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 |
| 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) |
| 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 |
| 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 |
| 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 |
| 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 |
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.
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.
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.
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.
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.
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.
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.
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.
A magical hammer with +1 to attack and damage rolls and additional utility enchantments. Details to be recorded.
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).
Casts Lightning Bolt: 8d6 lightning damage in a 100-foot-long, 5-foot-wide line. DC 15 Dexterity saving throw for half damage.
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.
+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.
As a free action, the wearer gains immunity to area effects until the start of their next turn.
Gives Advantage on saving throws versus Opportunity Attacks, Paralysis, Petrification, and attempts to escape grapples and similar effects.
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:
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).
You have resistance to Fire damage while wearing this ring. The gem (garnet) indicates the damage type.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.