Aurelius Items
Elven Chain
(Chain Shirt)
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
What do I want;
Mizzium Armor
Plate Armor of Etherealness
What type of magic items:
- Mizzium Armor makes any critical hit a normal hit, and when you have to make a Strength or Con save you gain Evasion, effectively
- Plate Armor of Etherealness lets you move through objects and blink out of existence, so you can move through walls
Winged Boots
Rarity: Uncommon
Attunement: Yes
Effect: While wearing these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, either all at once or in several shorter flights, each consuming at least 1 minute from the duration. If you're flying when the time expires, you descend at 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use. AideDD+8DND 2024+85E Magic Shop Generator with Prices+8AideDD+10Kassoon+10
### Cloak of the Manta Ray
Rarity: Uncommon
Attunement: No
Effect: While wearing this cloak with its hood up, you can breathe underwater and have a swimming speed of 60 feet. Pulling the hood up or down requires an action. D&D Wiki+6Roll20+6Forgotten Realms Wiki+6AideDD+16D&D 5E Info+165th Edition SRD+16D&D Beyond+10Dungeons and Dragons Wiki+10
Cloak of Displacement
Rarity: Rare
Attunement: Yes
Effect: While wearing this cloak:DND 5th Edition+25th Edition SRD+2Forgotten Realms Wiki+2D&D 5E Info+11Caverns & Creatures+11DND 5th Edition+11D&D Beyond+7D&D 5E Info+7Kassoon+7
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It projects an illusion making you appear to be standing near your actual location.DND 2024+7The Thieves Guild+75th Edition SRD+7
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Attack rolls against you have disadvantage.Roll20+5D&D 5E Info+5Roll20+5
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If you take damage, this property ceases until the start of your next turn.The Thieves Guild+7Kassoon+7D&D Beyond+7
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The property is suppressed while you are incapacitated, restrained, or otherwise unable to move. DND 2024+7Kassoon+7
Ring of Free Action
Rarity: Rare
Attunement: Yes
Effect: While wearing this ring:Giant in the Playground+5DND 2024+5Roll20+5D&D Beyond+31Roll20+31mythical.ink+31
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Difficult terrain doesn't cost you extra movement.D&D Beyond+9AideDD+9DND 5th Edition+9
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Magic can't reduce your speed or cause you to be paralyzed or restrained. DND 2024+9AideDD+
Horn of Valhalla
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Rarity: Varies (Rare to Legendary)
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Attunement: Yes
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Effect: Summons warrior spirits to fight for you. The type of horn determines how many berserkers are summoned and what proficiencies are required:
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Silver (Rare): 2d4 + 2 berserkers; no proficiency required.
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Brass (Rare): 3d4 + 3 berserkers; requires proficiency with all simple weapons.
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Bronze (Very Rare): 4d4 + 4 berserkers; requires proficiency with all medium armor.
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Iron (Legendary): 5d4 + 5 berserkers; requires proficiency with all martial weapons.
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The summoned berserkers last for 1 hour or until reduced to 0 HP. Usable once every 7 days.
Horn of Blasting
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Rarity: Rare
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Attunement: No
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Effect: Emits a 30-foot cone of thunder (audible up to 600 feet). Creatures in the area must make a DC 15 Constitution save:
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Fail: 5d6 thunder damage and deafened for 1 minute.
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Success: Half damage, no deafness.
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Creatures made of glass/crystal have disadvantage and take 10d6 instead.
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20% chance to explode, dealing 10d6 fire damage to the user and destroying the horn.
Circlet of Blasting
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Rarity: Uncommon
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Attunement: No
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Effect: Cast Scorching Ray (three rays, each dealing 2d6 fire damage) once per day with a +5 to hit. Rechargeable at dawn.
Necklace of Fireballs
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Rarity: Rare
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Attunement: No
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Effect: Contains 1d6 + 3 beads. You can throw a bead up to 60 ft. to cast Fireball (3rd-level, DC 15). Multiple beads can be thrown to increase the spell's level (one per bead). Entire necklace can be thrown in one action.
These items offer powerful area-of-effect damage, crowd control, and summoning capabilities—ideal for tactical or explosive responses to groups of enemies or battlefield disruption.
Dancing Sword
Weapon (any sword), very rare (requires attunement)
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.