Name
|
Slot
|
Effect
|

Absolute's Talisman
|
Amulet
|
Absolute's Talisman: Aid ( )
- Cast as a level 2 spell (
Recharge: Long rest.)
- The Absolute's Mercy
- If the wearer bears the Absolute's Brand, they have
Advantage on Death Saving Throws.
|

After Death Do Us Part
|
Ring
|
- After Death Do Us Part
- When the wearer is
Downed, they rise once more with half their Hit Points restored, but are gripped by Shadow Possession.
|

Amulet of the Drunkard
|
Amulet
|
- Booze Remedy
- While wearing this amulet, regain 2d4
hit points per turn while Drunk. Additionally, increase the duration of your inebriation by 5 rounds.
|

Armour of Landfall
|
Armour (Light Armour)
|
Plant Growth ( + )
- Cast as a level 3 spell (
Recharge: Short rest.)
- High Spellcasting
- You gain a +1 bonus to Spell Save DC.
- Green Bed Regeneration
- When starting your turn on
Plant Growth or Vines regain 1d4 hit points hit points.
|

Armour of Moonbasking
|
Armour (Light Armour)
|
- Lunar Bestial Vitality
- You gain
22 temporary hit points after casting Wild Shape. While those temporary hit points are active reduce all incoming damage by 1.
- Lunar Bestial Fortitude
- You have a +2 bonus to
Armour Class. You also have Advantage on Saving throws against spells. This effect persists while using your druidic Wild Shape ability.
|

Balduran's Giantslayer
|
Main Hand Melee (Greatsword)
|
- Giantslayer
- On a hit, double the damage from your Strength modifier. This weapon grants you
Advantage on Attack rolls against Large, Huge or Gargantuan creatures.
Giant Form ( )
Grow to a fearsome size. Your weapons deal an additional 1d6 damage and you gain 27 temporary hit points and Advantage on Strength Checks and Saving throws.
Topple the Big Folk ( )
Deal additional damage equal to your proficiency bonus. On a hit, Large, Huge, or Gargantuan creatures take an additional 2d6 SlashingDRS damage and must succeed a Strength saving throw or fall Prone.
|

Blazer of Benevolence
|
Armour (Light Armour)
|
- Remedial Rhymes
- When you inspire an ally using
Bardic Inspiration, you gain 4 temporary hit points.
|

Bonespike Garb
|
Armour (Clothing)
|
- Slabjaw Determination
- You gain
15 temporary hit points whenever you Rage.
- Exoskeletal Endurance
- Reduce all incoming damage by 2. When the wearer is struck by a melee attack, the attacker takes Constitution modifier
Piercing damage.
|

Broodmother's Revenge
|
Amulet
|
- Venomous Revenge
- Whenever the wearer is healed, their weapon becomes coated in magic and deals an additional 1d6
Poison damage.
|

Circlet of Mental Anguish
|
Headgear (Non-Armour)
|
- Psychic Leech
- When an enemy fails a
Charisma, Intelligence, or Wisdom Saving throw against one of your spells or cantrips, you regain 1d4 hit points.
|

Derivation Cloak
|
Cloak
|
- Deadly Derivation
- When you
Poison a foe, heal yourself for 1d4 hit points.
|

Drunken Cloth
|
Armour (Clothing)
|
- Snowy Liver
- While
Drunk you have Advantage on Constitution Saving throws, and you gain Temporary Hit Points equal to your Constitution Modifier at the start of your turn.
|

Gloves of Soul Catching
|
Gloves (Non-Armour)
|
- Soul Fist
- Your unarmed attacks deal an additional 1d10
Force damage.
- Soul Catching
- Once per turn, on an unarmed hit, you regain 10
hit points. Alternatively, you may forego healing to gain a +5 bonus on an Attack roll or Saving throw until the end of your next turn.
|

Glowing Shield
|
Off-Hand Melee (Shield)
|
- Loving Protection
- Once per Short Rest, if you are below 50% Hit Points and take damage, you gain
8 temporary hit points.
|

Helm of Balduran
|
Headgear (Medium Armour)
|
- Balduran's Vitality
- The helmet heals you 2
hit points at the beginning of every turn.
- Balduran's Favour
- You have a +1 bonus to
Armour Class and Saving throws.
- Stun Immunity
- You can't be
Stunned.
|

Helmet of Smiting
|
Headgear (Medium Armour)
|
- Bolstering Smite
- When you apply a condition with one of your Smite spells, you gain Temporary Hit Points equal to your Charisma modifier.
|

Hoppy
|
Main Hand Melee (War Pick)
|
Revitalising Strike ( )
Smash into a foe, wounding them and healing your own injuries.
|

Icebite Robe
|
Armour (Clothing)
|
- Resistance to
Cold damage.
Armour of Agathys ( + )
- Cast as a level 3 spell (
Recharge: Long rest.)
|

Khalid's Gift
|
Amulet
|
Khalid's Gift: Aid ( )
- Cast as a level 3 spell (
Recharge: Long rest.)
- Odd Gift
- While wearing Khalid's Gift, Jaheira cannot be
Cursed.
|

Periapt of Wound Closure
|
Amulet
|
- Wound Closure
- When
Downed, automatically stabilise at the start of the turn.
- Potent Healing
- Whenever you are healed, you restore the maximum number of possible hit points.
|

Potent Robe
|
Armour (Clothing)
|
- Gregarious Caster
- Your cantrips deal additional damage equal to your Charisma Modifier.
- Well-Liked and Well-Fortified
- At the beginning of the wearer's turn, the robe activates, granting them Temporary Hit Points equal to their Charisma Modifier.
|

Psionic Ward Armour
|
Armour (Medium Armour)
|
- Psionic Ward
- If the item detects that the wearer is gith, they have Resistance to
Psychic damage.
Whenever the wearer succeeds on a Saving throw against a spell, they regain 1d4 hit points.
|

Reason's Grasp
|
Gloves (Non-Armour)
|
- Ever Vigilant
- When the wearer chooses to
End their Rage, they gain 15 temporary hit points.
|

Rhapsody
|
Main Hand Melee (Dagger)
|
- Scarlet Remittance
- Gain a +1 bonus to
Attack rolls, damage, and Spell Save DC for every foe you slay, up to a maximum of +3.
- Sweet Bloodletting
- Possibly inflict
Bleeding when hitting a creature with this weapon while Hiding or Invisible.
At 3 stacks of Scarlet Remittance:
Scarlet Feast ( )
If you have a +3 bonus from Scarlet Remittance, consume it to empower yourself in combat.
|

Ring of Regeneration
|
Ring
|
- Combat Regeneration
- At the beginning of your turn, the ring activates and heals you 1d4
hit points.
|

Robe of the Weave
|
Armour (Clothing)
|
- Arcane Enchantment
- You gain a +1 bonus to Spell Save DC and Spell Attack rolls.
- Weave Eater
- Whenever the wearer succeeds a
Saving throw against a spell, they regain 1d6 hit points.
|

Shattered Flail
|
Main Hand Melee (Flail)
|
- Yeenoghu's Gift
- Hitting an enemy with this weapon heals the wielder for 1d6
hit points - but they can go Mad if they don't continue hitting an enemy each turn.
Healing through this item doesn't trigger other passives that react to healing.
|

Shield of Devotion
|
Off-Hand Melee (Shield)
|
Shield Blow ( )
When a foe hits you with a melee attack, you can use your reaction to knock it Prone, unless they succeed a Strength saving throw.
Shield of Devotion: Aid ( )
- Cast as a level 3 spell (
Recharge: Long rest.)
- Additional Spell Slot
- You gain 1
Level 1 Spell Slot.
|

Sword of Life Stealing
|
Main Hand Melee (Shortsword)
|
- Life Stealing Critical
- On a Critical Hit, the target takes an extra 10
NecroticDRS damage as long as it isn't a construct or an undead. You also gain 10 temporary hit points.
|

The Lifebringer
|
Headgear (Non-Armour)
|
- Lifecharger
- When the wearer gains
Lightning Charges, they also gain 3 Temporary Hit Points. The temporary hit points disappear if the wearer runs out of Lightning Charges.
|

Vest of Soul Rejuvenation
|
Armour (Clothing)
|
- Defier's Rejuvenation
- Whenever the wearer succeeds on a
Saving throw against a Spell, they regain 1d4 hit points.
- Greater Kushigo Counter
- The wearer can use a
Reaction to make an Unarmed Strike against any attacker that misses.
|

Vital Conduit Boots
|
Footwear (Medium Armour)
|
- Vital Conduit
- Grants the wearer
8 temporary hit points when they cast a Spell that requires Concentration.
|

Vivacious Cloak
|
Cloak
|
- Arcane Vivaciousness
- You gain
8 temporary hit points after casting a spell while in melee.
|

Wavemother's Robe
|
Armour (Clothing)
|
Create or Destroy Water ( + )
- Cast as a level 4 spell (
Recharge: Short rest.)
- Temperature Adjustment
- You have Resistance to
Fire and Cold Damage.
- Watery Rejuvenation
- If the wearer is standing in a
Water surface at the start of their turn, they heal 1d4 hit points.
|

Woe
|
Main Hand Melee (Quarterstaff)
|
- Arcane Enchantment
- You gain a +1 bonus to Spell Save DC and Spell Attack rolls.
- Arcane Vampirism
- When the creatures affected by your spells fail any associated
Saving throws, you regain 1d4 hit points.
Blight ( + )
- Cast as a level 4 spell (
Recharge: Long rest.)
|