Equipment
Weapons
| Weapon | Damage | Range | Properties | Mastery | ||
|---|---|---|---|---|---|---|
| Primary Weapons | ||||||
| Club | 1d4 | – | agile | sap | 6g | light |
| wood1 1 | ||||||
| Dagger | 1d4 | – | agile, precise, thrown, focus, assail | nick | 12g | light |
| metal1 1 | ||||||
| Greatclub | 1d8 | – | two-handed | ring | 12g | 1 |
| wood2 2 | ||||||
| Hammer | 1d4 | – | agile, thrown | nick | 20g | light |
| wood1metal1 2 | ||||||
| Handaxe | 1d4 | – | agile, thrown | pinpoint | 20g | light |
| wood1metal1 2 | ||||||
| Mace | 1d6 | – | – | sap | 18g | 1 |
| wood1metal1 2 | ||||||
| Quarterstaff | 1d4 | – | versatile | ring | 7g | 1 |
| wood1 1 | ||||||
| Sickle | 1d4 | – | agile | nick | 16g | light |
| metal1 1 | ||||||
| Spear | 1d6 | – | versatile, thrown | graze | 12g | light |
| wood2 2 | ||||||
| Light Crossbow | 1d8 | 80' | two-handed, reload, precise | pinpoint | 50g | 1 |
| textile1wood2metal1 4 | ||||||
| Shortbow | 1d6 | 80' | precise, two-handed | pinpoint | 50g | light |
| textile1wood2 3 | ||||||
| Secondary Weapons | ||||||
| Dagger | 1d4 | – | agile, precise, thrown, focus, assail | nick | 12g | light |
| metal1 1 | ||||||
| Hammer | 1d4 | – | agile, thrown | nick | 20g | light |
| wood1metal1 2 | ||||||
| Handaxe | 1d4 | – | agile, thrown | pinpoint | 20g | light |
| wood1metal1 2 | ||||||
| Sling | 1d4 | 30' | agile, precise | pinpoint | 8g | 0 |
| textile1 1 | ||||||
| Weapon | Damage | Range | Properties | Mastery | ||
|---|---|---|---|---|---|---|
| Primary Weapons | ||||||
| Battleaxe | 1d8 | – | versatile | cleave | 20g | 1 |
| wood1metal1 2 | ||||||
| Flail | 1d8 | – | – | sap | 20g | light |
| wood1metal1 2 | ||||||
| Greataxe | 1d12 | – | heavy, two-handed | graze | 80g | 1 |
| textile1wood1metal2 4 | ||||||
| Greatsword | 2d6 | – | heavy, two-handed | graze | 80g | 1 |
| textile1metal3 4 | ||||||
| Longsword | 1d8 | – | versatile | sap | 30g | light |
| textile1metal2 3 | ||||||
| Maul | 2d6 | – | heavy, two-handed | ring | 80g | 1 |
| textile1wood1metal3 5 | ||||||
| Rapier | 1d8 | – | precise | pinpoint | 50g | light |
| textile1metal2 3 | ||||||
| Shortsword | 1d6 | – | agile | pinpoint | 20g | light |
| textile1metal1 2 | ||||||
| Whip | 1d4 | – | precise, reach | sap | 20g | light |
| textile2 2 | ||||||
| Heavy Crossbow | 1d10 | 120' | precise, heavy, two-handed, reload | ring | 100g | 2 |
| textile1wood2metal2 5 | ||||||
| Longbow | 1d8 | 150' | precise, heavy, two-handed | pinpoint | 100g | light |
| textile1wood3 4 | ||||||
| Secondary Weapons | ||||||
| Shortsword | 1d6 | – | agile | pinpoint | 20g | light |
| textile1metal1 2 | ||||||
| Whip | 1d4 | – | precise, reach | sap | 20g | light |
| textile2 2 | ||||||
| Hand Crossbow | 1d6 | 30' | agile, reload | pinpoint | 150g | light |
| textile1wood1metal2 4 | ||||||
| Weapon | Damage | Range | Properties | Mastery | ||
|---|---|---|---|---|---|---|
| Primary Weapons | ||||||
| Dagger | 1d4 | – | agile, precise, thrown, focus, assail | nick | 12g | light |
| metal1 1 | ||||||
| Staff | 1d6 | – | two-handed, focus, expand | ring | 20g | 1 |
| wood2 2 | ||||||
| Wand | 1d6 | 30' | reload, focus, span | pinpoint | 20g | light |
| wood2 2 | ||||||
| Secondary Weapons | ||||||
| Dagger | 1d4 | – | agile, precise, thrown, focus, assail | nick | 12g | light |
| metal1 1 | ||||||
| Orb | 1d4 | 30' | reload, agile, focus, extend | sap | 30g | light |
| stone2 2 | ||||||
Armor
| Armor | AC | Type | Min Power | ||
|---|---|---|---|---|---|
| Leather Armor | 0 / 4 / 9 | light | 0 | 25g | 1 |
| textile4 4 | |||||
| Padded Armor | 0 / 4 / 9 | light | 0 | 15g | 1 |
| textile2 2 | |||||
| Studded Leather Armor | 1 / 5 / 10 | light | 0 | 75g | 2 |
| textile3metal1 4 | |||||
| Hide Armor | 2 / 5 / 11 | medium | 0 | 60g | 2 |
| textile4 4 | |||||
| Breastplate | 3 / 6 / 12 | medium | 1 | 250g | 2 |
| textile1metal4 5 | |||||
| Scale Mail | 3 / 6 / 12 | medium | 1 | 175g | 4 |
| textile1metal3 4 | |||||
| Half Plate Armor | 4 / 7 / 13 | medium | 2 | 600g | 4 |
| textile2metal8 10 | |||||
| Ring Mail | 6 / 8 / 15 | heavy | 2 | 150g | 4 |
| textile1metal3 4 | |||||
| Splint Armor | 7 / 9 / 16 | heavy | 2 | 550g | 6 |
| textile1metal7 8 | |||||
| Plate Armor | 8 / 10 / 17 | heavy | 3 | 2000g | 7 |
| textile3metal16 19 | |||||
| Shield | +2 | shield | 0 | 20g | 1 |
| wood2metal1 3 | |||||
Gear
| Item | Description | ||
|---|---|---|---|
| Adventuring Gear | |||
| Amulet | A medallion on a cord or chain. | 25g | 0 |
| metal0.5 0.5 | |||
| Backpack | A satchel to hold goods up to 1-foot in any dimension. Increases | 4g | -2 |
| textile1 1 | |||
| Ball Bearings | 1000 small metal balls. Scattering them on the ground makes a close range area difficult terrain | 4g | light |
| metal0.5 0.5 | |||
| Bedroll | A warm place for one small or medium creature to sleep in | 10g | 1 |
| textile1 1 | |||
| Bell | A small bell that can be heard from up to 60’ away | 2g | 0 |
| metal0.25 0.25 | |||
| Belt | A leather or cloth belt. | 3g | 0 |
| textile1 1 | |||
| Book | You can consult an accurate nonfiction book about a topic. If you know it’s relevant and read it, you become prepared to act on the knowledge you gained. If you don’t know if it’s relevant, make a Once you’ve read a book, you can’t learn anything new from it again. | 25g | light |
| textile2 2 | |||
| Boots | A pair of sturdy boots. | 5g | light |
| textile1 1 | |||
| Bottle | A small glass bottle with a stopper that can hold up to a pint of liquid. | 3g | light |
| stone1 1 | |||
| Bracers | A pair of forearm guards. | 10g | light |
| metal1 1 | |||
| Caltrops | Spread across a 10’ area—creatures that move through it make a | 4g | light |
| metal0.5 0.5 | |||
| Candles | A pack of 5 sturdy beeswax candles. Illuminates a 10’ area with dim light when lit, and can burn for 2 hours | 2g | 0 |
| textile0.5 0.5 | |||
| Chain | 10’ of metal chain. Chain can be used to restrain a creature | 15g | 1 |
| metal2 2 | |||
| Chest | A wooden, with metal reinforcements, chest 4 foot wide, 3 foot deep, and 1 foot tall (when closed) with handles to carry. Can be locked. | 15g | 3 |
| wood2metal1 3 | |||
| Circlet | A slender metal band worn about the brow. | 50g | 0 |
| metal1 1 | |||
| Climbing Kit | Mundane items for climbing vertical surfaces, like boot tips, gloves, pitons, and a harness. 5 uses. | 50g | 1 |
| textile2metal1 3 | |||
| Cloak | A plain cloak or mantle. | 5g | light |
| textile1 1 | |||
| Clothes, fine | Fine clothes made from expensive fabric and adorned with expertly crafted detail or a ceremonial robe. | 30g | light |
| textile3 3 | |||
| Clothes, traveler's | Basic clothing of a local traveller or a robe. | 6g | light |
| textile1 1 | |||
| Crowbar | A metal crowbar, giving you +2 when trying to pry something open | 8g | 1 |
| metal1 1 | |||
| Disguise Kit | Mirror, makeup, wigs, small rubbery prosthetic pieces, and costumes to make you look like someone else. While disguised, gain | 30g | light |
| textile2 2 | |||
| Gloves | A pair of cloth or leather gloves. | 5g | 0 |
| textile1 1 | |||
| Goggles | A pair of glass goggles in a fitted frame. | 25g | light |
| stone1 1 | |||
| Hat | A simple hat. | 3g | 0 |
| textile1 1 | |||
| Healing Kit | Herbs, tinctures, gauze, and other mundane items for stabilizing a dying creature. 10 uses. | 10g | light |
| textile1 1 | |||
| Hoy Water | A flask of holy water can be used to coat a weapon, making it deal radiant damage for 1 minute, or thrown a short range, dealing 2d8 radiant damage to a fiend or undead on a miss on a cunning | 50g | light |
| 0 | |||
| Ink | 1-ounce bottle which provides enough ink to write about 500 pages | 15g | 0 |
| 0 | |||
| Lamp | Oil burning lamp that illuminates bright light within 10; and dim light within 30’ | 1g | light |
| stone0.25 0.25 | |||
| Lantern, bullseye | Oil burning lantern that shed bright light in a 30’ long, 5’ wide line directly in front of you and dim light for a another 100’ further. | 20g | light |
| metal1stone1 2 | |||
| Lantern, hooded | Oil burning lantern that illuminates bright light in a 30’ area and dim light in an 80’. Hood can be lowered to shed dim light only in a 10’ area. | 10g | light |
| metal1 1 | |||
| Lock | Locks come with keys. | 20g | light |
| metal2 2 | |||
| Lockpicking Kit | A set of small files, a small handle-mounted mirror, narrow scissors, a small set of pliers, and lockpicks. When trying to pick a non-magical lock with a lockpicking kit, make a | 8g | 1 |
| metal1 1 | |||
| Manacles | Metal bindings with a lock and key. When applied to a creature, they become restrained. Whenever they try to free themselves, they must make a | 15g | 1 |
| metal2 2 | |||
| Necklace | A plain chain or pendant worn at the neck. | 25g | 0 |
| metal0.5 0.5 | |||
| Net | When thrown on a creature, they become restrained | 8g | 1 |
| textile2 2 | |||
| Oil | One flask of flammable oil, often used for lighting a lantern, enough for 5 uses. | 1g | light |
| 0 | |||
| Parchment | One sheet of parchment can hold about 250 handwritten words. Comes in packs of 5 | 1g | 0 |
| textile0.25 0.25 | |||
| Perfume | Contains 10 doses of perfume. For 1 hour after applying, gain | 10g | 0 |
| 0 | |||
| Pole | 10 food long wooden pole | 2g | 1 |
| wood0.5 0.5 | |||
| Quiver | A holder for arrows or bolts. Required for using bows and crossbows. | 2g | light |
| textile0.5 0.5 | |||
| Ring | A plain metal band. | 25g | 0 |
| metal0.5 0.5 | |||
| Rope | 50’ of hempen rope | 8g | 1 |
| textile2 2 | |||
| Scroll Case | Holds up to 10 sheets of parchment | 2g | light |
| wood0.5 0.5 | |||
| String | 10’ of string. | 1g | 0 |
| textile0.25 0.25 | |||
| Supplies | Daily rations needed to survive | 5g | light |
| 0 | |||
| Tackle Box | A small wooden box of containing hooks and lures for fishing. | 4g | light |
| wood1 1 | |||
| Tent | A basic shelter that can sleep 2 small or medium creatures | 20g | 2 |
| textile4 4 | |||
| Tinderbox | A small container holding flint, fire steel, and tinder used to start a fire. | 2g | light |
| metal0.25 0.25 | |||
| Torch | When lit it illuminates bright light within 30’ and dim light within 80’, burning for 1 hour. Can be used as a club, dealing fire damage. Pack of 5. | 2g | light |
| wood0.5 0.5 | |||
| Wand (Common) | A wand holding a fixed common spell, usable by anyone for | 1500g | light |
| wood1metal1elementalis1 3 | |||
| Wand (Rare) | A wand holding a fixed rare spell, usable by anyone for | 7500g | light |
| wood1metal1fadeite1 3 | |||
| Wanderer's Pack | A well-worn pack of useful miscellany. When you use Retrieve Item from it, you can pull out a mundane item useful for your current situation, working with your GM on what it is. Only a character with the Wanderer heritage can use the pack this way. | 0g | 1 |
| textile1 1 | |||
| Waterskin | A watertight container that can hold 2 days worth of water ( | 2g | 1 |
| textile0.5 0.5 | |||
| Tools | |||
| Alchemist's Tools | A portable set of tools to make potions | 100g | 1 |
| metal1stone1 2 | |||
| Blacksmith's Tools | A portable set of tools for working with metal. | 40g | 2 |
| metal3 3 | |||
| Brewer's Tools | A portable set of tools for brewing alcohol and checking a liquid’s contents. | 40g | 1 |
| wood2metal1 3 | |||
| Carpenter's Tools | A portable set of tools for working with wood | 24g | 1 |
| metal2 2 | |||
| Cook's Tools | A portable set of tools and dried spices for cooking. Includes a dagger and a small cast iron dutch oven. | 10g | 2 |
| metal1 1 | |||
| Drafter's Tools | A portable set of tools for making precise drawings and estimating distances and position | 30g | 1 |
| wood1metal1 2 | |||
| Glassblower's Tools | A portable set of tools for working with glass | 60g | 1 |
| wood1metal2 3 | |||
| Herbalism Kit | A kit of cutting tools, pouches, and a mortar and pestle for identifying and preparing herbal remedies. | 25g | 1 |
| textile1metal1 2 | |||
| Jeweler's Tools | A portable set of tools to make and repair jewelry and assess gems | 50g | light |
| metal2 2 | |||
| Leatherworker's Tools | A portable set of tools to tan, cut, and work leather and hide | 10g | 1 |
| metal1 1 | |||
| Mason's Tools | A portable set of tools for chiseling and working with stone | 20g | 1 |
| wood1metal1 2 | |||
| Potter's Tools | A portable set of tools for working with, throwing, and baking ceramics. | 20g | 1 |
| wood1metal1 2 | |||
| Tinkerer's Tools | A portable set of tools for working on small, intricate items | 100g | 1 |
| wood1metal3 4 | |||
| Weaver's Tools | A portable set of tools to weave and repair cloth | 6g | 1 |
| wood1 1 | |||
| Instruments | |||
| Bagpipes | Musical instrument | 30g | 1 |
| textile2wood1 3 | |||
| Drum | Musical instrument | 12g | light |
| textile1wood1 2 | |||
| Flute | Musical instrument | 6g | light |
| wood1 1 | |||
| Horn | Musical instrument | 12g | light |
| metal1 1 | |||
| Lute | Musical instrument | 35g | light |
| textile1wood2 3 | |||
| Lyre | Musical instrument | 30g | light |
| textile1wood2 3 | |||
| Viol | Musical instrument | 30g | light |
| textile1wood2 3 | |||
Consumables
| Item | Description | ||
|---|---|---|---|
| Greater Health Potion | Heals | 150g | light |
| wood2stone1 3 | |||
| Health Potion | Heals | 50g | light |
| wood1stone1 2 | |||
| Potion (Common) | A bottled, self-affecting spell built from common components. Anyone can drink it; mark the spell’s | 400g | light |
| stone1elementalis1 2 | |||
| Potion (Rare) | A bottled, self-affecting spell carrying a rare cantrip or charm. Anyone can drink it; mark the spell’s | 2000g | light |
| stone1fadeite1 2 | |||
| Potion of Invigoration | Heals | 1000g | light |
| wood4stone1elementalis1 6 | |||
| Spell Scroll (Common) | A scribed cantrip, charm, or combination built from common components. Requires a spellcasting feat to use; disintegrates once cast. | 300g | 0 |
| textile1elementalis1 2 | |||
| Spell Scroll (Rare) | A scribed spell carrying a rare cantrip or charm. Requires a spellcasting feat to use; disintegrates once cast. | 1500g | 0 |
| textile1fadeite1 2 | |||
Packs
A backpack, a crowbar, ball bearings, a lockpicking kit, a hooded lantern, and a flask of oil.
A backpack, a bedroll, a tent for basic shelter while traveling, a waterskin, a tinderbox, and 5 torches.
A chest, a set of fine clothes, and perfume.
A backpack, a crowbar, a 10-foot pole, rope, a hooded lantern, a flask of oil, and caltrops.
A backpack, a 10-foot pole, a net, a tackle box with hooks and lures, 20 feet of string, and a tinderbox.
A backpack, a lock with key, manacles, and a chain.
A backpack, a bottle of ink with pen, 2 bundles of parchment, a scroll case, and candles.
Runes & Seals
Runes
Acid Rune
- Weapon
- Deals acid damage instead of physical damage, and deal 1d6 additional damage.
- Armor
- Gains resistance to acid damage
- Focus
- Spells you cast that deal acid damage deal extra damage equal to your +SPELL.
Cold Rune
- Weapon
- Deals cold damage instead of physical damage, and deal 1d6 additional damage.
- Armor
- Gains resistance to cold damage
- Focus
- Spells you cast that deal cold damage deal extra damage equal to your +SPELL.
Fire Rune
- Weapon
- Deals fire damage instead of physical damage, and deal 1d6 additional damage.
- Armor
- Gains resistance to fire damage
- Focus
- Spells you cast that deal fire damage deal extra damage equal to your +SPELL.
Force Rune
- Weapon
- Deals force damage instead of physical damage, and deal 1d6 additional damage.
- Armor
- Gains resistance to force damage
- Focus
- Spells you cast that deal force damage deal extra damage equal to your +SPELL.
Lightning Rune
- Weapon
- Deals lightning damage instead of physical damage, and deal 1d6 additional damage.
- Armor
- Gains resistance to lightning damage
- Focus
- Spells you cast that deal lightning damage deal extra damage equal to your +SPELL.
Necrotic Rune
- Weapon
- Deals necrotic damage instead of physical damage, and deal 1d6 additional damage.
- Armor
- Gains resistance to necrotic damage
- Focus
- Spells you cast that deal necrotic damage deal extra damage equal to your +SPELL.
Poison Rune
- Weapon
- Deals poison damage instead of physical damage, and deal 1d6 additional damage.
- Armor
- Gains resistance to poison damage
- Focus
- Spells you cast that deal poison damage deal extra damage equal to your +SPELL.
Radiant Rune
- Weapon
- Deals radiant damage instead of physical damage, and deal 1d6 additional damage.
- Armor
- Gains resistance to radiant damage
- Focus
- Spells you cast that deal radiant damage deal extra damage equal to your +SPELL.
Silent Rune
- Armor
- You ignore this armor's Stealth disadvantage.
Folding Rune
- Weapon
- -1 weight. Can be collapsed into a size roughly ½ its original size.
- Armor
- -1 weight. Can be collapsed into a size that can fit in a backpack.
- Focus
- -1 weight. Can be collapsed into a size roughly ½ its original size.
Stalwart Rune
- Armor
- A critical hit against you while you wear this armor is reduced to a normal hit.
Vicious Rune
- Weapon
- On a hit, add 2 of this weapon's damage dice (a 1d8 weapon deals 3d8, a 2d6 weapon 4d6).
- Focus
- On a hit with a spell, add 2 of the spell's damage dice.
Seals
Adept Seal
- Weapon
- Choose a weapon or weapon category when this seal is set. You are proficient with it while you wear or wield this item.
- Armor
- Choose a weapon or weapon category when this seal is set. You are proficient with it while you wear or wield this item.
- Focus
- Choose a weapon or weapon category when this seal is set. You are proficient with it while you wear or wield this item.
Bloodthirsty Seal
- Weapon
- Take 1 physical damage to inflict +2 damage that ignores armor.
- Armor
- Take 2 additional damage that ignores armor when hit by enemy in close range; they take 4 physical damage that also ignores armor in return.
- Focus
- Take 1 physical damage to inflict +2 damage that ignores armor.
Empowering Seal
- Weapon
- Choose an ability when this seal is set. It sets your bonus in that ability to +2 if it is lower.
- Armor
- Choose an ability when this seal is set. It sets your bonus in that ability to +2 if it is lower.
- Focus
- Choose an ability when this seal is set. It sets your bonus in that ability to +2 if it is lower.
Enspelled Seal
- Weapon
- Stores a cantrip, charm, or combination. Anyone can use it for 2 AP plus the spell's fatigue, spending 1 of its 3 charges (a stored reaction-spell is used as that reaction instead). It casts as a fixed spell—treat its modifier as +2, or +4 if it stores a rare component (which makes the seal rare). Regains all charges on your daily preparations.
- Armor
- Stores a cantrip, charm, or combination. Anyone can use it for 2 AP plus the spell's fatigue, spending 1 of its 3 charges (a stored reaction-spell is used as that reaction instead). It casts as a fixed spell—treat its modifier as +2, or +4 if it stores a rare component (which makes the seal rare). Regains all charges on your daily preparations.
- Focus
- Stores a cantrip, charm, or combination. Anyone can use it for 2 AP plus the spell's fatigue, spending 1 of its 3 charges (a stored reaction-spell is used as that reaction instead). It casts as a fixed spell—treat its modifier as +2, or +4 if it stores a rare component (which makes the seal rare). Regains all charges on your daily preparations.
Potent Seal
- Weapon
- +1 piercing
- Armor
- +1 AC
- Focus
- +1 piercing
Seeking Seal
- Weapon
- +1 to attack rolls
- Focus
- +1 to attack rolls and spell save DCs
Slayer Seal
- Weapon
- Choose a creature type when this seal is set. You deal an extra 2d6 damage to creatures of that type.
- Armor
- Choose a creature type when this seal is set. You have resistance to damage dealt by creatures of that type.
- Focus
- Choose a creature type when this seal is set. Your spells deal an extra 2d6 damage to creatures of that type.
Vigilant Seal
- Weapon
- You have advantage on initiative and can't be surprised.
- Armor
- You have advantage on initiative and can't be surprised.
- Focus
- You have advantage on initiative and can't be surprised.
Animate Seal
- Weapon
- Use Item to activate—the item hovers beside you for 1 minute. While it hovers, you can use it and gain its benefits as if you were holding it, leaving your hands free.
- Armor
- Use Item to activate—the item hovers beside you for 1 minute. While it hovers, you can use it and gain its benefits as if you were holding it, leaving your hands free.
- Focus
- Use Item to activate—the item hovers beside you for 1 minute. While it hovers, you can use it and gain its benefits as if you were holding it, leaving your hands free.
Bulwark Seal
- Weapon
- Choose a damage type or a condition when this seal is set. You are immune to it.
- Armor
- Choose a damage type or a condition when this seal is set. You are immune to it.
- Focus
- Choose a damage type or a condition when this seal is set. You are immune to it.
Deflecting Seal
- Armor
- When you're hit by a ranged attack, you can use your reaction to gain +5 AC against it, which may turn the hit into a miss.
Greater Empowering Seal
- Weapon
- Choose an ability when this seal is set. It sets your bonus in that ability to +4 if it is lower.
- Armor
- Choose an ability when this seal is set. It sets your bonus in that ability to +4 if it is lower.
- Focus
- Choose an ability when this seal is set. It sets your bonus in that ability to +4 if it is lower.
Mirage Seal
- Weapon
- Attacks against you have disadvantage. When you take damage, this lapses until the start of your next turn.
- Armor
- Attacks against you have disadvantage. When you take damage, this lapses until the start of your next turn.
- Focus
- Attacks against you have disadvantage. When you take damage, this lapses until the start of your next turn.
Prismatic Seal
- Weapon
- Damage bypasses armor
- Armor
- Gains resistance to the last damage hit by
- Focus
- Damage bypasses armor
Seal of the Bull
- Armor
- +1 +POWER to a maximum of +6
Seal of the Fox
- Armor
- +1 +CUNNING to a maximum of +6
Seal of the Owl
- Armor
- +1 +FOCUS to a maximum of +6
Seal of the Rabbit
- Armor
- +1 +LUCK to a maximum of +6
Vorpal Seal
- Weapon
- On a critical hit with this slashing weapon, the target makes a POWER saving throw against your attack. On a miss it is slain, its head severed; on a weak hit the attack's damage is doubled. A creature with no severable head, or immune to being slain this way, treats a miss as a weak hit.
Warding Seal
- Armor
- You have advantage on saving throws against spells, and spell attacks against you are made at disadvantage.
- Focus
- You have advantage on saving throws against spells, including saves to maintain concentration.
Wounding Seal
- Weapon
- On a hit, the target suffers a bleeding wound, taking ongoing damage until it spends an action to staunch it—1 on a weak hit, 2 on a strong hit, 3 on a critical hit. On a strong or critical hit it also can't regain HP until the wound is staunched.
- Focus
- On a hit with a spell, the target suffers a bleeding wound, taking ongoing damage until it spends an action to staunch it—1 on a weak hit, 2 on a strong hit, 3 on a critical hit. On a strong or critical hit it also can't regain HP until the wound is staunched.
No runes or seals match your filters.
Wondrous Items
While you wear it, you can't be targeted by divination magic or perceived through magical scrying or location, and creatures can't read your thoughts by magic.
A cursed bag that looks and acts like a bag of holding, but its interior is the maw of an otherworldly creature. Objects placed inside are devoured over a few minutes. A creature pulled or climbing inside makes a POWER save or is drawn into the Fade and consumed; on a success it escapes back out. Reaching in to retrieve something risks the same.
Holds up to
Eat it (a Use Item action) to gain a full day's food and water—even where you normally can't eat, drink, or breathe—and recover
On command (a Use Item action) the flask fills with a drinkable liquid of your choice—water, weak wine, vinegar, oil, honey, or beer—producing up to a few gallons over a day.
A Use Item action pours water, fresh or salt, in one of three streams: a trickle (1 gallon per round), a gush (5 gallons as an action), or an aimed geyser (30 gallons per round). A creature struck by the geyser makes a POWER save—on a miss it is shoved 10 feet and knocked prone, on a weak hit shoved 5 feet, on a strong hit unmoved.
Locked onto a creature (it must be willing or restrained), the shackles prevent it from teleporting or traveling to or through other planes, the Fade, or extradimensional spaces. They open with their key or a Cunning check to pick.
When activated, hovers in place. Whoever activated it can It answers five spoken commands, each costing
Thrown or flung into the air, the dust bursts in a 30-foot radius. Each creature there makes a POWER save or is Stunned by uncontrollable sneezing and choking, repeating the save at the end of each of its turns to end it. Single use.
Open the stopper (a Use Item action) and the bottle pours out thick smoke that heavily obscures a 60-foot radius, spreading 10 feet further each round, until you stopper it again (also a Use Item action). A strong wind disperses it.
A box the size of a brick that, on command, unfolds into a 10-foot rowboat or a 24-foot keelboat, and folds back to a box at a word.
While you wear these, you have a
While you wear these—and they're invisible on your hands—you have advantage on ability checks to pick locks and pockets and to disarm traps.
While you wear these, you have darkvision out to 60 feet. If you already have darkvision, its range increases by 60 feet.
A central pocket holds up to
Press the button and the rod fixes in place in midair, bearing up to
A small cube that, on command, grows into a square stone tower 20 feet on a side with a single door that opens only at your word; it shrinks back to a cube on command, refusing to close on anything larger than it can hold.
Use Item once per day to recover
Use Item once per day to regain 2d4
While you wear it, you are immune to the Poisoned condition and to poison damage.
While you wear it, you have advantage on death saves, and you double the HP you regain from any rest or recovery die.
A folded cloth that unfurls into a 10-foot-deep, 6-foot-wide extradimensional pit; fold the cloth to close it, sealing anything inside. A closed hole holds 1 hour of air divided among the creatures within. A creature can climb out of an open hole with an Athletics check. Placing it inside another extradimensional space ruptures both, opening a one-way gate to the Fade that pulls everything within 10 feet through.
3 charges, regaining 1d3 at your
While you wear this, you see in all directions: advantage on Perception checks that rely on sight, and you can't be surprised by anything you can see. You also have darkvision and truesight out to 120 feet. A bright-light effect cast on the robe, or sudden daylight, blinds it—and you—for 1 minute.
Covered in cloth patches that each peel off to become a real object: it always bears a lantern, a dagger, a mirror, a pole, a coil of rope, and a sack, plus a handful of stranger patches (a ladder, a chest, a window, a rowboat, a pit) chosen by the GM. Once a patch is used, it is gone.
60 feet of rope that obeys a spoken command (a Use Item action): it climbs and anchors itself to a point you name, knots or unknots at 1-foot intervals, or holds fast up to
While you wear these, you can move up, down, and across vertical surfaces and along ceilings with your hands free, with a
Studied as a
Studied as a
Studied as a
Studied as a
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