Name
|
Slot
|
Effect
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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 2d4hit 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.
|
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.
|
Blazer of Benevolence
|
Armour (Light Armour)
|
- Remedial Rhymes
- When you inspire an ally using Bardic Inspiration, you gain 4 temporary hit points.
|
Bonespike Garb
|
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 modifierPiercing damage.
|
Broodmother's Revenge
|
Amulet
|
- Venomous Revenge
- Whenever the wearer is healed, their weapon becomes coated in magic and deals an additional 1d6Poison 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 1d4hit points.
|
Derivation Cloak
|
Cloak
|
- Deadly Derivation
- When you Poison a foe, heal yourself for 1d4hit points.
|
Drunken Cloth
|
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
|
Handwear (Non-Armour)
|
- Soul Fist
- Your unarmed attacks deal an additional 1d10Force damage.
- Soul Catching
- Once per turn, on an unarmed hit, you regain 10hit points. Alternatively, you may forego healing to gain Advantage on Attack rolls and Saving throws 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 2hit 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.
|
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
|
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 1d4hit points.
|
Reason's Grasp
|
Handwear (Non-Armour)
|
- Ever Vigilant
- When the wearer chooses to End their Rage, they gain 15 temporary hit points.
|
Ring of Regeneration
|
Ring
|
- Combat Regeneration
- At the beginning of your turn, the ring activates and heals you 1d4hit points.
|
Robe of the Weave
|
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 1d6hit 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
|
Clothing
|
- Defier's Rejuvenation
- Whenever the wearer succeeds on a Saving throw against a Spell, they regain 1d4hit 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
|
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 1d4hit points.
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