Weapons
Antare's Fang
Weapon (Dagger), Legendary (Requires Attunement)
Credit: SomethingWorkshop
A pair of daggers forged from the fangs of Monarch of Destruction Antares.
- Magic Bonus. You gain a +3 bonus to attack and damage rolls made with these magic weapon.
- Extra Attack. These daggers grant the extra attack feature if you do not already have it. If you do have the Extra Attack feature already, this does not grant an additional attack.
- Frightful Presence. As an action, your presence can exude fear and dread. Each creature of your choice equal to the weapons bonus (minimum 1) that is within 60 feet and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute and have their speed reduced to 0. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
- Fear Induced Pain. Your critical hit range is reduced to 19-20 for each creature afflicted with Fear by your Frightful Presence.
- Elemental Damage. When you make an attack, you deal an additional 2d12 damage. This damage can be from the following list: acid, cold, fire, lightning, psychic, thunder.
- Spellcasting. While you wield this dagger you can cast the following spells 1 per long rest: Disguise Self, Haste, Arcane Gate, True Poly Morph (Adult Red Dragon)
Baruka's Dagger
Weapon (Dagger), Rare (Requires Attunement)
Credit: SomethingWorkshop
A dagger once used by the elf warlord Baruka.
- You gain a +2 bonus to attack and damage rolls made with this magic weapon.
- You gain Cold resistance.
- Improved Agility. You gain advantage to acrobatics checks and dexterity saving throws while you are holding the dagger.
- Swift Steps. Increase walking speed by 10 ft while holding the dagger.
Demon King's daggers
Weapon dagger, Legendary (Requires Attunement)
Credit: Netmarble
A pair of daggers once used by the Demon King Baran. Has a second effect called Two as One, which grants bonus attack power to each dagger based on the user's strength stat.
You gain a +3 to attack and damage rolls made with per magic weapon.
- Set Bonus. When you have both daggers equipped and attuned, your dexterity or strength score (your choice) increases by +2 to a maximum of 24. These daggers also take up a single attunement slot when both are attuned.
- Two as One. The damage dice dealt with these daggers both attuned increases to 1d8 piercing + 2d6 lightning damage per dagger. Your proficiency bonus is also added to damage but is not doubled if you score a critical hit with this pair of daggers.
- Extra Attack. These daggers grant the extra attack feature if you do not already have it. If you do have the Extra Attack feature already, this does not grant an additional attack.
- Twin Dagger 1. This dagger harnesses negative emotions to strike opponents down in the blink of an eye. The critical hit range of the twin dagger is increased to 19-20.
- Twin Dagger 2. This dagger thrives through the very chaotic nature of the demon it was created from. You have advantage against any spell, magical effect or natural trait that both devils and demons try to cast at you while twin dagger 2 is attuned. This twin dagger's damage is increased to 2d4.
Demon king's longsword
Weapon (Longsword), Very Rare (Requires Attunement)
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A longsword once used by Baran. Has a second effect called Storm of White Flames, which summons a small lightning storm within a certain area.
- This longsword has 3 charges and can be wielded as a magic longsword that grants a +3 bonus to attack rolls and damage rolls made with it. A charge can be expended to activate the effect of the Demon King's Longsword, Storm of White Flames.
- Shocking Touch. When you make a melee attack with the Demon King's Longsword, you deal an additional 4d6 lightning damage on hit.
- Storm of White Flames. Roll percentile dice. If you roll a number equal to or lower than your class level, you cast Storm of Vengeance. If you roll a number higher than your class level, you cast Call Lightning.
- When all charges are expended, you cannot regain all charges until you finish a long rest.
Kamish's Wrath
Weapon (Dagger), Very Rare (Requires Attunement)
Credit: Jang Sung-rak, Artist of Solo Leveling
A pair of daggers forged from the fang of the dragon Kamish. They are mana-sensitive, meaning that their power aligns with their user's strength stat, and also allow their user to alter their weight however they please.
You gain a +3 to attack and damage rolls made with per magic weapon.
- Extra Attack. These daggers grant the extra attack feature if you do not already have it. If you do have the Extra Attack feature already, this does not grant an additional attack.
- Spellcaster Friendly. When attuned to this weapon, you can use it as your Spellcasting Focus for you spells. You can also use your Spellcasting Ability instead of Strength or Dexterity for attacks made with this weapon.
- Mana Sensitivity. When you gain greater power, there is a need for a weapon that matches that. For every even number spellcasting modifier, your Spellsave DC is increased shown by the table below.
| Spellcasting Modifier | Spellsave DC Bonus |
|---|---|
| +2 | +1 |
| +4 | +2 |
| +6 | +3 |
| +8 | +4 |
| +10 | +5 |
Kasaka's Venom Fang
Weapon (Dagger), Varies (Requires Attunement)
Credit: Jang Sung-rak, Artist of Solo Leveling
A dagger made from Kasaka's Venom Fang. Has two effects: Paralyze and Bleed.
While wielding this dagger, you have a bonus to attack rolls and damage rolls made with the dagger based on the rarity. The bonus is determined by Kasaka's Venom Fang rarity, and the attacks dealt by the dagger can cause paralysis and bleeding. A creature struck by an attack made with Kasaka's Venom Fang must make a DC 15 constitution saving throw.
On a failed save the creature is paralyzed for 1 minute and starts to bleed. At the end of each turn the creature can make another consitituion saving throw to stop the paralyzed condition. The creature must take an action to stop the bleeding.
| Name | Rarity | Bleed Damage | DC |
|---|---|---|---|
| Kasaka's Venom Fang, +1 | Uncommon | 1d4 | 15 |
| Kasaka's Venom Fang, +2 | Rare | 2d4 | 16 |
| Kasaka's Venom Fang, +3 | Very Rare | 3d4 | 17 |
Knight Killer
Weapon (Dagger), Uncommon (Requires Attunement)
Credit: Jang Sung-rak, Artist of Solo Leveling
A dagger designed to fight against armored enemies. Deals an extra +25% damage against armored opponents.
You gain a +1 to attack and damage rolls made with per magic weapon.
- Armor Attracted. Against opponents with armor that is listed in the PHB Chatper 6: Equipment, Armor table the Knight Killer deals 2d4 damage instead of 1d4.
- Weak Point. When you deal a critical hit against an armored opponent, your next attack is taken at advantage.
Equipment
Archer's Gloves
Wondrous Item, Uncommon
These gloves were worn by an archer.
While wearing these gloves, your ranged attacks gain +10 feet, and you gain a +2 bonus to ranged damage rolls.
Assassin's Shoes
Wondrous Item, Uncommon
These shoes were worn by an assassin.
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. If you take the dash action while hidden, you do not reveal yourself.
Demon Monarch's Earring
Wonderous item, Very Rare (Requires Attunement)
Credit: Jang Sung-rak, Artist of Solo Leveling
Set: The Crown Jewels of the Monarch of Demons
- Demon Monarch's Earring
- Demon Monarch's Necklace
- Demon Monarch's Ring
Set Bonus:
- Set bonus effect: All Stats +3 (2 Items)
- Set bonus effect: All Stats +4 (3 Items)
- This item raises both your strength and constitution scores by +2 to a maximum of 22.
- You gain the ability to see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Your sight also pierces even the toughest of veils, you gain a range of True Sight up to 30 feet.
Demon Monarch's Necklace
Wonderous Item, Rare (Requires Attunement)
Credit: Jang Sung-rak, Artist of Solo Leveling
Set: The Crown Jewels of the Monarch of Demons
- Your Dexterity and Intelligence Scores increase by +2.
- While attuned to Demon Monarch's Necklace, you become resistant to fire.
- While the necklace is worn, you gain the ability to speak any language.
Demon Monarch's Ring
Wonderous Item, Legendary (Requires Attunement)
*Credit: *
Jang Sung-rak, Artist of Solo Leveling
Your wisdom and intelligence scores increase by +2.
The ring has 8 charges. It regains 1d4 + 2 expended charges daily at dawn.
You can expend 3 charges to cast Summon Lesser Demons or 4 charges to cast Summon Greater Demon. For each extra charge used above the original cost allows you to cast either spell at a higher level up to a maximum of 9th level.
While attuned to the Demon Monarch's ring you gain the spells Summon Lesser Demons and Summon Greater Demon if you do not already have them, the demons that are summon cannot lose loyalty to you who are attuned to the ring.
- Set Bonus 1: When 2 of the Demon Monarch items are attuned, increases the stats by 3. You can go beyond 20 but not 30.
- Set Bonus 2: When 3 of the Demon Monarch items are attuned, increase the stats by 4. you can go beyond 20 but not 30.
Solitary Item. When you gain the third of the Demon Monarch items in no particular order, they combine to take up only a single attunement slot.
Magic of the Demon Monarch. When you complete the first Set Bonus when attuning 2 items together you gain the ability to cast Lightning Arrow (5th level). When you cast Lightning Arrow you do not need a bow and arrow, but instead like Zeus would with his lighning bolts. Once you use this spell, you cannot cast it again until you finish a long rest. When you complete the second Set Bonus when attuning all 3 items together you gain the ability to cast Chain Lightning and Prismatic Spray (Yellow), once you cast either spell you cannot do so until you finish a long rest.
Gatekeeper's Necklace
Wonderous Item, Uncommon
Credit: Jang Sung-rak, Artist of Solo Leveling
This necklace was once worn by the gatekeeper to the land of the dead
- You gain a +5 to movement speed.
- Your Wisdom (Perception) increases by +2.
- Animal Senses. Your senses have become sharper, you now have advantage on wisdom (Perception) checks that involve smell and hearing.
High Knight's Chestplace
Armor, Rare
Credit: Jang Sung-rak, Artist of Solo Leveling
This was once worn by a knight of great skill whose name has been long forgotten.
- 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 heavy armor.
- Damage Reduction. You gain resistance to slashing and piercing damage.
High Knight's Gauntlet
Wondrous Item, Uncommon
Credit: Jang Sung-rak, Artist of Solo Leveling
This was once worn by a knight of great skill whose name has been long forgotten.
- While wearing these bracers, you have proficiency with the Longsword and Greatsword, and you gain a +2 bonus to damage rolls made with such weapons.
- Parry (Not the Platypus). You can use your reaction to gain a +2 to your AC when targeted by an attack roll.
High Magician's Rings
Wondrous Item, Rare (Attunement Requirement)
This ring was once worn by a mage in a tower lost in time.
- Spell Slot Addition. You gain an additional spell slot per level up to level 5.
- Spell Slot on Demand. You can regain the last spell slot used up to level 6, once you use this feature it can be regained after a long rest.
Red Knight's Helmet
Armor, Rare (Requires attunement)
Credit: Jang Sung-rak, Artist of Solo Leveling
This helmet once belonged to Igris, the Blood Red Commander in life. A fair and chivalrous knight who remained loyal to a fault with any who bested him in combat.
- This item raises both your strength and constitution scores by +2.
- Your AC increases by +2 while wearing the helmet.
Damage debuff. When you take damage, you can reduce that damage equal to your level, you can used this feature twice per long rest.
Truth Seeker's Gloves
Wondrous Item, Uncommon (Attunement Requirement)
To he who seeks truth.
Set: The Truth Seeker’s Armament Set
- Truth Seeker’s Shirt
- Truth Seeker’s Gloves
- Truth Seeker’s Shoes
- Truth Seeker’s Pants
Set Bonus:
- Set bonus effect. You gain advantage on Insight checks against possible lies being told. (2 Items)
- Set bonus effect. You and your allies in a 30 feet range gain a bonus to saving throws equal to your Intelligence modifier (minimum bonus of +1). (3 items)
- Set bonus effect. Your items now only take up a single attunement slot. You can cast Holy Aura and Hallow once per day. When you expend the uses of these spells, you regain them after finishing a long rest. (4 Items)
You can cast Zone of Truth 2 times a day. When all uses are expended you regain them on a long rest.
Truth Seeker's Pants
Armor, Uncommon (Attunement Required)
Credit: Jang Sung-rak, Artist of Solo Leveling
To he who seeks the light.
- You can cast daylight 3/day. When all uses are expended, you regain all uses on a long rest.
Truth Seeker's Shirt
Armor,Rare (Attunement Requirement)
Credit: Jang Sung-rak, Artist of Solo Leveling
To he who seeks justice.
- Your AC increases by +2 while wearing the shirt. This feature does not affect the Unarmored Defense feature a class has.
- Any feature you have that deals damage now deals an additional 2 damage dice to fiends, abyssals, aberrations, monstrosities, and undead.
Truth Seeker's Shoes
Wondrous, Very Rare (Attunement Requirement)
Come, find us in the darkest of the depths.
- You can cast Find the Path 1/day. When you expend the use, you regain it after a long rest.
- You gain advantage against all magic and magical affects that are casted by fiends, abyssals, aberrations, monstrosities, and undead.
Warm Fur Coat
Wondrous Item, Common
This is a warm coat for cold places
You gain advantage on saving throws against being exhausted in cold climate.
Warm Gloves
Wondrous, Common
These are decent gloves for the cold weather.
Your hands do not freeze when touching things with extreme cold.
Inventory
Cover Image Credits
Jang Sung-rak, Artist of Solo Leveling