Cleric 12 · Tempest Domain · The Lightbringers · CY 596
| Slot | Item(s) | Att. | Rarity | Notes |
|---|---|---|---|---|
| Head | Circlet of Defiance | ✦ | Rare | Advantage vs charm/frighten · reaction to reroll save once/SR |
| Neck | ✦ — — — |
Rare | Armament: summon weapon · Resistance: +1d4 save · Climbing: climb speed · Everloyal: yuan-ti bane | |
| Body | Plate Mail of Free Action | ✦ | Very Rare | Full plate AC 18 · immune paralysis/restrain · unhindered movement |
| Shield | +1 Shield (Kord Emblem) | — | Uncommon | +1 AC · thunder damage 1/day · Kord holy symbol |
| Bracers | Silver Bracers of the Fey | ✦ | Rare | Fey ancestry bonuses · resist charm · see description |
| Gloves | Gauntlets of Spectral Grasp | ✦ | Rare | See Border Ethereal 30 ft · touch ethereal creatures · pull from Ethereal 1/day |
| Belt | Belt of Striking | ✦ | Uncommon | +1 to weapon attack/damage rolls |
| Cloak | ✦ — — |
Very Rare | Misty Step 60 ft · Dimension Door 1/day · Fly d6 charges | |
| Ring #1 | Ring of Spell Storing | ✦ | Rare | Store up to 5 spell levels; cast stored spells |
| Ring #2 | Ring of Evasion | ✦ | Rare | Reaction: Dodge for 1 round (d4 charges) |
| Ring #3 | Greater Fanged Ring | — | Rare | +4d6 poison on any hit (2/day, d6 charges) |
| Ring #4 | Mongoose Ring | — | Uncommon | +1 spell atk/DC vs serpents & yuan-ti (ring version) |
| Boots | Boots of Thundering Step | ✦ | Rare | Thunder damage on movement · bonus speed; see description |
Items marked ✦ require attunement. Max 3 attuned slots standard 5e.
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Circlet of Defiance ✦ | Rare | ~3,000 gp | 1/SR | 1 | Adv. vs charm/frighten · reaction: reroll failed save 1/SR |
| Amulet of Armament ✦ | Rare | ~3,000 gp | — | 1 | Bonus action: summon/dismiss bonded weapon |
| Amulet of Resistance | Uncommon | ~500 gp | d4 | 1 | Reaction on failed save: +1d4 to the roll |
| Amulet of Climbing | Uncommon | ~400 gp | d6 | 1 | Climb speed = walk speed; adv. Athletics (climbing) · d6 charges |
| Amulet of the Everloyal Army | Rare | ~3,000 gp | — | 1 | Adv. vs yuan-ti charms · temp HP on yuan-ti kill · regrow obsidian blade |
| Plate Mail of Free Action ✦ | Very Rare | ~15,000 gp | — | 1 | AC 18 · immune paralysis, restrain, reduce speed · move through difficult terrain freely |
| +1 Shield (Kord Emblem) | Uncommon | ~500 gp | 1/day | 1 | +1 AC (AC 19 total) · 1/day: thunder dmg burst · holy symbol of Kord |
| Silver Bracers of the Fey ✦ | Rare | ~4,000 gp | — | 1 | Fey ancestry · resist charm · Misty Step 1/SR · see description |
| Gauntlets of Spectral Grasp ✦ | Rare | ~4,000 gp | 1/day | 1 | See Border Ethereal 30 ft · touch ethereal creatures · pull from Ethereal 1/day |
| Belt of Striking ✦ | Uncommon | ~500 gp | — | 1 | +1 to weapon attack rolls and damage rolls |
| Cloak of Misty Step (60 ft) ✦ | Rare | ~4,000 gp | — | 1 | Cast Misty Step (60 ft range) as bonus action at will |
| Mountebank Cloak | Rare | ~3,000 gp | 1/day | 1 | Cast Dimension Door (500 ft) 1/day |
| Cloak — Fly Enhancement | Rare | ~2,000 gp | d6 | 1 | Cast Fly (self, 60 ft speed) per charge from cloak · d6 charges |
| Ring of Spell Storing ✦ | Rare | ~5,000 gp | up to 5 levels | 1 | Store up to 5 levels of spells cast into ring; cast stored spells using ring |
| Ring of Evasion ✦ | Rare | ~5,000 gp | d4 | 1 | Reaction: Dodge for 1 round (d4 charges) |
| Greater Fanged Ring | Rare | ~2,000 gp | d6 | 1 | +4d6 poison on any hit (2/day max, 1/turn) |
| Mongoose Ring | Uncommon | ~300 gp | — | 1 | +1 spell atk / DC vs serpents & yuan-ti |
| Boots of Thundering Step ✦ | Rare | ~3,000 gp | — | 1 | +10 ft speed · thunder on movement option; see description |
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Battleaxe of Baghtru | Rare | ~3,000 gp | 1/day | 1 | Magical axe · double damage 1/day (1 use for non-orcs) |
| Dark Deliverance | Rare | ~4,000 gp | — | 1 | Magical weapon; shadowy necrotic element; see description |
| Vampiric Greataxe +1 ✦ | Rare | ~5,000 gp | — | 1 | +1 · crit: +2d6 necrotic, regain that many HP (not undead/construct) |
| Lesser Planar Blade | Uncommon | ~500 gp | — | 1 | Vicious dagger · attacks Border Ethereal creatures · magical |
| Mongoose Blade | Uncommon | ~500 gp | — | 1 | +1 to hit/dmg vs serpents & yuan-ti · adv. attack vs them |
| Obsidian Glaive | Rare | ~2,000 gp | — | 1 | Obsidian weapon · vicious but brittle (regrows at dawn) |
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Silver Allosaurus | Rare | ~5,000 gp | 1/7 days | 1 | Figurine: allosaurus for up to 8 hrs · powerful combat mount |
| Prism of Storing | Rare | ~3,000 gp | — | 1 | Store one spell (up to 5th level) for later release |
| Pearl of Power (1st level) ✦ | Uncommon | ~500 gp | 1/dawn | 1 | Recover one expended 1st level spell slot 1/dawn |
| Handy Haversack | Rare | ~2,000 gp | — | 1 | Three extradimensional pockets · always retrieves desired item |
| Mongoose Wand | Uncommon | ~200 gp | — | 1 | +1 spell atk / DC vs serpents & yuan-ti |
| Moon Vials | Uncommon | ~100 gp ea. | single use | ×8 | Contain moonlight-charged water for use as spell components or light sources |
| Bone Box | Uncommon | ~400 gp | d4 | 1 | Store a corpse in extradimensional stasis (d4 charges) |
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Potion of Healing | Common | ~50 gp | single use | d4×3 + d6×2 | Heal 2d4+2 hp · 3 at d4 qty, 2 at d6 qty |
| Potion of Greater Healing | Uncommon | ~150 gp | single use | d4 ×2 | Heal 4d4+4 hp |
| Potion of Superior Healing | Rare | ~450 gp | single use | d4 | Heal 8d4+8 hp |
| Potion of Regeneration | Rare | ~1,500 gp | single use | d4 | Recover 3 hp/turn · up to 10 min · d6 each tick → 1 ends |
| Potion of Mana | Uncommon | ~300 gp | single use | d4 ×2 | Recover one 1st level spell slot · max 1/SR or 2/LR |
| Potion of Greater Mana | Uncommon | ~500 gp | single use | d4 ×2 | Recover one 2nd level spell slot |
| Potion of Enlarge | Uncommon | ~300 gp | single use | d4 | Enlarge: size up · +1d4 weapon dmg · adv. Str checks/saves · 1d4 hours |
| Potion of Heroism | Rare | ~500 gp | single use | d4 | 10 temp HP + Bless effect for 1 hour (no concentration) |
| Potion of Invulnerability | Rare | ~3,000 gp | single use | d4 | Resistance to all damage for 1 minute |
| Wings of the Kobold | Uncommon | ~400 gp | single use | d4 | Vestigial wings: fly speed 30 ft for 1 hour (clumsy, no hover) |
| Item | Rarity | Est. Cost | Charges | Qty | Notes |
|---|---|---|---|---|---|
| Scroll of Bless | Common | ~75 gp | single use | d4 ×2 | 3 creatures: +1d4 to attacks & saves, 1 min concentration |
| Scroll of Cure Wounds (1st) | Common | ~75 gp | single use | d4 ×3 | Touch: 1d8 + spellcasting modifier hp restored |
| Scroll of Cure Wounds (2nd) | Uncommon | ~150 gp | single use | d4 + d6 | Touch: 2d8 + mod hp restored |
| Scroll of Guiding Bolt | Common | ~75 gp | single use | d4 ×2 | 4d6 radiant on hit · next attack vs target has advantage |
| Scroll of Detect Evil & Good | Common | ~75 gp | single use | d4 | Sense aberrations, celestials, fiends, undead within 30 ft · 10 min conc. |
| Scroll of Fog Cloud | Common | ~75 gp | single use | d4 | 20 ft radius heavily obscured cloud · conc. 1 hour |
| Scroll of Darkness | Uncommon | ~150 gp | single use | d4 | Magical darkness 15 ft radius · conc. 10 min |
| Scroll of Protection from Energy | Uncommon | ~300 gp | single use | d4 | Resistance to one energy type for 1 hour · conc. |
| Scroll of Tongues | Uncommon | ~300 gp | single use | d4 | Understand and speak any language for 1 hour |
| Scroll of Water Walking | Uncommon | ~300 gp | single use | d4 | Up to 10 willing creatures walk on liquid for 1 hour |
| Scroll of Revivify | Uncommon | ~500 gp | single use | d4 | Return creature dead ≤1 min to life with 1 hp · 300 gp diamond |
| Scroll of Death Ward | Uncommon | ~500 gp | single use | d4 | 1st time reduced to 0 hp: drop to 1 hp instead · 8 hours |
| Scroll of Freedom of Movement | Uncommon | ~500 gp | single use | d4 | Immune paralysis/restrain, ignore difficult terrain · 1 hour |
| Scroll of Dispel Magic (5th level) | Rare | ~2,000 gp | single use | d4 | Dispel Magic at 5th level · auto-strips spells 5th level and below |
| Scroll of Suggestion (4th level) | Rare | ~1,500 gp | single use | d4 | Suggestion cast at 4th level · extended or enhanced effect |
A plain iron circlet forged with a defiant rune. While attuned, you have advantage on saving throws against being charmed or frightened.
1/short rest: As a reaction when you fail a saving throw, you may reroll the saving throw and use the second result.
While attuned, you may bond one weapon to the amulet (1 hour of attunement with the weapon in hand). As a bonus action, cause the bonded weapon to appear in your hand from up to 100 feet away, or dismiss it to its stored location. The weapon cannot be disarmed while bonded unless you are incapacitated.
As a reaction when you fail a saving throw, activate the amulet to add 1d4 to your saving throw result, potentially turning a failure into a success. Does not stack with Resistance or Bless.
While charges remain, you gain a climbing speed equal to your walking speed and advantage on Strength (Athletics) checks made to climb. Expend a charge to activate for 1 hour.
A silver and ivory amulet of an armoured warrior crushing a yuan-ti. Attuned by someone who has struck a killing blow against a yuan-ti in the past year while wearing it.
Secret powers once active:
Full plate armour (AC 18) enchanted with the Freedom of Movement spell made permanent. While wearing and attuned:
A sturdy shield bearing the emblem of Kord, god of strength and storms. Provides +1 AC (total AC 19 with plate) and functions as a holy symbol of Kord for cleric spellcasting.
1/day: As a bonus action, invoke Kord's wrath — the shield crackles with electricity and the next creature you successfully hit with a melee attack in the next minute also takes 2d6 lightning damage.
Delicate silver bracers etched with spiraling fey knot-work. While attuned:
Heavy white-grey gauntlets made from the leathery skin of a phase spider, stitched with its web. Once attuned, they exist mainly on the Border Ethereal (visible only to the wearer); when the wearer loses consciousness they lose attunement and the gloves reappear.
A wide leather belt with an iron buckle carved with a fist. While attuned, you gain a +1 bonus to weapon attack rolls and weapon damage rolls.
A shimmering grey-blue cloak that blurs at the edges. While attuned, you may cast an enhanced Misty Step as a bonus action — teleporting up to 60 feet (double the normal range) to an unoccupied space you can see. This may be used at will.
1/day: Cast Dimension Door — teleport yourself and one willing creature holding your hand to any spot within 500 feet you can see or picture in your mind.
A stored magical charge sewn into the lining of the cloak. Expend a charge to gain a fly speed of 60 feet for 10 minutes (no concentration required). The effect ends early if you are incapacitated.
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels of spells at once. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring and casting the spell. The spell has no effect but is stored in the ring instead.
While wearing the ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster. The spells remain stored until used or until the ring is broken.
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 until the start of your next turn.
An enhanced version of the Fanged Ring with two large serpent heads. Twice a day (only once per turn), when you hit someone with any melee or ranged weapon attack, you may activate the ring — both heads strike and the target takes an extra 4d6 poison damage.
A ring carved in the shape of a coiled mongoose. When casting a spell against a serpent or yuan-ti, you gain +1 to spell attack rolls and/or the spell save DC is 1 higher for that spell.
Iron-soled boots that crackle with electrical energy and boom with each step when activated. While attuned:
A magical axe corrupted by the devotional worship of Baghtru, the orcish god of brute strength. The wielder can elect to strike with the brutish power of Baghtru and deal double weapon damage on a hit.
A darkened steel greataxe with shadow-like wisps that cling to its blade. This weapon is magical and deals 1d12 slashing damage.
A +1 magical greataxe whose blade darkens after drawing blood. When you score a critical hit against a creature that is not a construct or undead, the target takes an extra 2d6 necrotic damage and you regain hit points equal to the necrotic damage dealt.
A thin grey steel magic dagger with the Vicious property (+2d6 on a natural 20). If the wielder can see a creature on the Border Ethereal, they may use this weapon to attack them as if they were on the same plane.
A shortsword carved with mongoose reliefs. Against serpents and yuan-ti, this weapon deals +1 to attack and damage rolls and you make attack rolls against them with advantage. The weapon is magical.
An Obsidian Weapon of the Ancients — vicious and brittle. This weapon is magical and has the Vicious property (+2d6 on a natural 20).
The blade breaks if a 1 is rolled on the damage dice (any die including bonus dice such as from the Vicious property). If the base damage die breaks, the blade is gone; if only extra dice break, the damage from those dice is reduced to 0. The blade regrows at the next dawn.
A silver figurine of an allosaurus. If you use an action to speak the command word and throw it to the ground, it becomes a living allosaurus for up to 8 hours. The allosaurus obeys your commands and can serve as a powerful combat mount.
Allosaurus statistics: AC 13, HP 51, Speed 60 ft. Multiattack: Bite +6 (2d10+4) + Claw ×2 +6 (1d8+4). Pounce: DC 13 Str save or knocked prone + bonus bite. Once used, cannot be used again for 7 days.
A multifaceted crystal prism. A spellcaster may cast any spell of 5th level or lower into the prism (the spell has no immediate effect; its energy is stored within). The spell remains stored indefinitely. As an action, a creature holding the prism may release the stored spell, targeting creatures or areas as the original spell would. The caster's spell save DC and attack bonus are used.
Once a spell is released, the prism is empty and may store a new spell.
While this pearl is on your person, you can use an action to speak its command word and regain one expended 1st-level spell slot. Once used, it cannot be used again until the next dawn.
A backpack with a central pouch and two side pouches, each being a portal to an extradimensional space. Side pouches: up to 20 lbs / 2 cubic feet each. Central pouch: up to 80 lbs / 8 cubic feet. Retrieving an item requires a bonus action — the haversack always produces the desired item from the top. The haversack weighs 5 lbs regardless of contents.
A common wand used by rank-and-file arcane casters in the Everloyal Army. When casting a spell against a serpent or yuan-ti, you gain +1 to spell attack rolls and/or the spell save DC is 1 higher.
Small crystal vials filled with water that has absorbed moonlight during a full moon. They glow faintly at night and can be used as a spell component in place of any valuable gem up to 50 gp in value (the vial shatters and fades as it is expended). They can also be shattered as an action to create dim light in a 10-foot radius for 10 minutes.
Z'rahk carries 8 vials.
A small carved bone box. As an action, expend a charge to place a Small or Medium corpse into extradimensional stasis within the box — the body is preserved perfectly and does not decay. A second action retrieves the body. The box holds one body at a time.
Regain 2d4 + 2 hit points. Z'rahk carries two stacks: 3 at d4 quantity, 2 at d6 quantity.
Duration up to 10 minutes. If below maximum hp at the start of your turn, recover 3 hit points. Roll a d6 each time — on a 1, the effect ends.
Recover one expended 1st level spell slot. Max 1/short rest or 2/long rest.
Recover one expended 2nd level spell slot.
You gain the Enlarge effect for 1d4 hours: size increases one category, melee weapon attacks deal +1d4 damage, and you have advantage on Strength checks and saving throws.
Gain 10 temporary hit points and the effect of the Bless spell (no concentration required) for 1 hour: add 1d4 to attack rolls and saving throws.
For 1 minute after drinking this potion, you have resistance to all damage.
After drinking this potion, small vestigial wings sprout from your shoulders. You gain a flying speed of 30 feet for 1 hour. The wings are clumsy — you cannot hover, and if you end your turn in the air without moving you begin to fall.
Up to 3 creatures add 1d4 to attack rolls and saving throws for 1 minute (concentration). Z'rahk carries 2 stacks at d4 quantity each.
Touch a creature to restore 1d8 + spellcasting modifier hit points. 3 stacks at d4 quantity each.
Touch a creature to restore 2d8 + spellcasting modifier hit points. Two stacks: one at d4, one at d6 quantity.
Ranged spell attack: on hit, 4d6 radiant damage and the next attack roll against the target before your next turn has advantage. 2 stacks at d4 quantity.
For 10 minutes (concentration), sense the presence of aberrations, celestials, elementals, fey, fiends, and undead within 30 feet, and know the general direction to any consecrated or desecrated location within 30 feet.
Create a 20-foot-radius sphere of thick fog at a point within range. The sphere spreads around corners and is heavily obscured. Concentration, up to 1 hour.
Magical darkness fills a 15-foot radius. Darkvision cannot pierce it; no nonmagical light illuminates it. Concentration, 10 minutes.
Touch a willing creature to grant resistance to one damage type of your choice (acid, cold, fire, lightning, or thunder) for 1 hour (concentration).
For 1 hour, a creature you touch can understand any spoken language it hears and speak any language it knows to be understood by any creature with a language.
Up to ten willing creatures you can see can walk on the surface of liquid as if it were solid ground for 1 hour.
Return a creature that has been dead no longer than 1 minute to life with 1 hit point. This spell cannot restore life to a creature that has died of old age. Requires a diamond worth 300 gp as a material component.
You touch a creature and grant it protection against death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. Lasts 8 hours.
Touch a willing creature. For 1 hour, difficult terrain doesn't cost extra movement, and magical effects cannot reduce speed or cause paralysis/restraint. The creature can also spend 5 feet of movement to escape a grapple or magical restraint.
Cast at 5th level: all spells of 5th level or lower on the target automatically end — no ability check required. Spells of 6th level or higher on the target require an ability check (DC 10 + spell level).
Cast at 4th level — a creature that can hear and understand you must make a Wisdom saving throw or follow a reasonable-sounding suggestion for up to 8 hours. At 4th level the duration is significantly extended compared to the base spell.