Equipment

Simple Weapons
WeaponDamageRangeVSPropertiesMastery
Primary Weapons
Club1d4Poweragilesap6glight
wood1 2
Dagger1d4Cunningagileprecisethrownconduitassailnick12glight
metal1 2
Greatclub1d8Powertwo-handedring12g1
wood2 3
Hammer1d4Poweragilethrownnick20glight
wood1metal1 3
Handaxe1d4Cunningagilethrownpinpoint20glight
wood1metal1 3
Mace1d6Powersap18g1
wood1metal1 3
Quarterstaff1d4Cunningversatilering7g1
wood1 2
Sickle1d4Cunningagilenick16glight
metal1 2
Spear1d6Cunningversatilethrowngraze12glight
wood2 3
Light Crossbow1d880'Lucktwo-handedreloadprecisepinpoint50g1
textile1wood2metal1 10
Shortbow1d680'Luckprecisetwo-handedpinpoint50glight
textile1wood2 6
Secondary Weapons
Dagger1d4Cunningagileprecisethrownconduitassailnick12glight
metal1 2
Hammer1d4Poweragilethrownnick20glight
wood1metal1 3
Handaxe1d4Cunningagilethrownpinpoint20glight
wood1metal1 3
Sling1d430'Luckagileprecisepinpoint8g0
textile1 2
Martial Weapons
WeaponDamageRangeVSPropertiesMastery
Primary Weapons
Battleaxe1d8Focusversatilecleave20g1
wood1metal1 5
Flail1d8Powersap20glight
wood1metal1 5
Greataxe1d12Focusheavytwo-handedgraze80g1
textile1wood1metal2 7
Greatsword2d6Focusheavytwo-handedgraze80g1
textile1metal3 7
Longsword1d8Cunningversatilesap30glight
textile1metal2 6
Maul2d6Powerheavytwo-handedring80g1
textile1wood1metal3 8
Rapier1d8Cunningprecisepinpoint50glight
textile1metal2 9
Shortsword1d6Cunningagilepinpoint20glight
textile1metal1 5
Whip1d4Focusprecisereachsap20glight
textile2 5
Heavy Crossbow1d10120'Luckpreciseheavytwo-handedreloadring100g2
textile1wood2metal2 11
Longbow1d8150'Luckpreciseheavytwo-handedpinpoint100glight
textile1wood3 7
Secondary Weapons
Shortsword1d6Cunningagilepinpoint20glight
textile1metal1 5
Whip1d4Focusprecisereachsap20glight
textile2 5
Hand Crossbow1d630'Cunningagilereloadpinpoint150glight
textile1wood1metal2 10
Conduits
WeaponDamageRangeVSPropertiesMastery
Primary Weapons
Dagger1d4Cunningagileprecisethrownconduitassailnick12glight
metal1 2
Staff1d6Cunningtwo-handedconduitexpandring20g1
wood2 5
Wand1d630'Luckreloadconduitspanpinpoint20glight
wood2 5
Secondary Weapons
Dagger1d4Cunningagileprecisethrownconduitassailnick12glight
metal1 2
Orb1d430'Luckreloadagileconduitextendsap30glight
stone2 5
Armor
ArmorACPropertiesMastery
Light Armor
Leather Armor4discreetdeflect25g1
textile4 7
Padded Armor4discreetnoisyabsorb15g1
textile2 3
Studded Leather Armor5barbed75g2
textile3metal1 7
Medium Armor
Hide Armor5flexible60g2
textile4 7
Breastplate6bulky 1deflect250g2
textile1metal4 11
Scale Mail6bulky 1noisyflexible175g4
textile1metal3 10
Half Plate Armor7bulky 2noisyabsorb600g4
textile2metal8 16
Heavy Armor
Ring Mail8bulky 2noisybarbed150g4
textile1metal3 7
Splint Armor9bulky 2noisyabsorb550g6
textile1metal7 14
Plate Armor10bulky 3noisyabsorb2000g7
textile3metal16 25
Shields
Buckler+2deflect20g1
wood2metal1 4
Spiked Shield+2barbed30g2
wood2metal2 7
Tower Shield+3bulky 1noisyabsorb60g4
wood4metal4 11
Adventuring Gear
ItemDescription
Amulet

A medallion on a cord or chain.

25g0
metal0.5 2
Backpack

A satchel to hold goods up to 1-foot in any dimension. Increases carrying capacity by 2

4g-2
textile1 2
Ball Bearings

1000 small metal balls. Scattering them on the ground makes a close range area difficult terrain

4glight
metal0.5 2
Bedroll

A warm place for one small or medium creature to sleep in

10g1
textile1 2
Bell

A small bell that can be heard from up to 60’ away

2g0
metal0.25 2
Belt

A leather or cloth belt.

3g0
textile1 2
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 luck roll—on a strong hit, you become prepared as normal, on a weak hit, you instead learn something interesting, and it’s up to you to make it relevant.

Once you’ve read a book, you can’t learn anything new from it again.

25glight
textile2 8
Boots

A pair of sturdy boots.

5glight
textile1 2
Bottle

A small glass bottle with a stopper that can hold up to a pint of liquid.

3glight
stone1 4
Bracers

A pair of forearm guards.

10glight
metal1 2
Caltrops

Spread across a 10’ area—creatures that move through it make a luck roll; on a miss they take 1 damage, bypassing their AC, and become immobile for 10 minutes or until they spend a turn removing the caltrops from their feet. Once affected, subsequent rolls against the same area of caltrops are made with advantage.

4glight
metal0.5 2
Candles

A pack of 5 sturdy beeswax candles. Illuminates a 10’ area with dim light when lit, and can burn for 2 hours

2g0
textile0.5 2
Chain

10’ of metal chain. Chain can be used to restrain a creature

15g1
metal2 5
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.

15g3
wood2metal1 6
Circlet

A slender metal band worn about the brow.

50g0
metal1 2
Climbing Kit

Mundane items for climbing vertical surfaces, like boot tips, gloves, pitons, and a harness. 5 uses.

50g1
textile2metal1 6
Cloak

A plain cloak or mantle.

5glight
textile1 2
Clothes, fine

Fine clothes made from expensive fabric and adorned with expertly crafted detail or a ceremonial robe.

30glight
textile3 9
Clothes, traveler's

Basic clothing of a local traveller or a robe.

6glight
textile1 2
Crowbar

A metal crowbar, giving you +2 when trying to pry something open

8g1
metal1 4
Disguise Kit

Mirror, makeup, wigs, small rubbery prosthetic pieces, and costumes to make you look like someone else. While disguised, gain +2 ongoing to impersonate a person, or type of person.

30glight
textile2 8
Gloves

A pair of cloth or leather gloves.

5g0
textile1 2
Goggles

A pair of glass goggles in a fitted frame.

25glight
stone1 2
Hat

A simple hat.

3g0
textile1 2
Healing Kit

Herbs, tinctures, gauze, and other mundane items for stabilizing a dying creature. 10 uses.

10glight
textile1 4
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: make a Cunning attack versus the Cunning of a fiend or undead, dealing 2d8 radiant damage on a strong hit, half as much on a weak hit.

50glight
Ink

1-ounce bottle which provides enough ink to write about 500 pages

15g0
Lamp

Oil burning lamp that illuminates bright light within 10; and dim light within 30’

1glight
stone0.25 2
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.

20glight
metal1stone1 8
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.

10glight
metal1 4
Lock

Locks come with keys.

20glight
metal2 8
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 luck roll. On a miss, a lockpick breaks, loose one use. On a weak hit, gain +1 ongoing to attempts to pick this lock, but a lockpick breaks as well, loose one use. On a strong hit, you successfully pick the lock.

8g1
metal1 7
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 luck roll and only succeed on a strong hit; they spend the fatigue on a success or a failure.

15g1
metal2 5
Necklace

A plain chain or pendant worn at the neck.

25g0
metal0.5 2
Net

When thrown on a creature, they become restrained

8g1
textile2 5
Oil

One flask of flammable oil, often used for lighting a lantern, enough for 5 uses.

1glight
Parchment

One sheet of parchment can hold about 250 handwritten words. Comes in packs of 5

1g0
textile0.25 2
Perfume

Contains 10 doses of perfume. For 1 hour after applying, gain +2 ongoing to influence an intelligent creature

10g0
Pole

10 food long wooden pole

2g1
wood0.5 2
Quiver

A holder for arrows or bolts. Required for using bows and crossbows.

2glight
textile0.5 2
Ring

A plain metal band.

25g0
metal0.5 2
Rope

50’ of hempen rope

8g1
textile2 5
Scroll Case

Holds up to 10 sheets of parchment

2glight
wood0.5 2
String

10’ of string.

1g0
textile0.25 2
Supplies

Daily rations needed to survive

5glight
Tackle Box

A small wooden box of containing hooks and lures for fishing.

4glight
wood1 2
Tent

A basic shelter that can sleep 2 small or medium creatures

20g2
textile4 7
Tinderbox

A small container holding flint, fire steel, and tinder used to start a fire.

2glight
metal0.25 2
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.

2glight
wood0.5 2
Wand (Common)

A wand holding a fixed common spell, usable by anyone for 2 AP plus the spell’s fatigue. Three charges, regained on daily preparations.

1500glight
wood1metal1elementalis1 9
Wand (Rare)

A wand holding a fixed rare spell, usable by anyone for 2 AP plus the spell’s fatigue. Three charges, regained on daily preparations.

7500glight
wood1metal1fadeite1 9
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.

0g1
textile1 2
Waterskin

A watertight container that can hold 2 days worth of water (weight when full).

2g1
textile0.5 2
Tools
ItemDescription
Alchemist's Tools

A portable set of tools to make potions

100g1
metal1stone1 8
Blacksmith's Tools

A portable set of tools for working with metal.

40g2
metal3 6
Brewer's Tools

A portable set of tools for brewing alcohol and checking a liquid’s contents.

40g1
wood2metal1 6
Carpenter's Tools

A portable set of tools for working with wood

24g1
metal2 5
Cook's Tools

A portable set of tools and dried spices for cooking. Includes a dagger and a small cast iron dutch oven.

10g2
metal1 4
Drafter's Tools

A portable set of tools for making precise drawings and estimating distances and position

30g1
wood1metal1 8
Glassblower's Tools

A portable set of tools for working with glass

60g1
wood1metal2 9
Herbalism Kit

A kit of cutting tools, pouches, and a mortar and pestle for identifying and preparing herbal remedies.

25g1
textile1metal1 5
Jeweler's Tools

A portable set of tools to make and repair jewelry and assess gems

50glight
metal2 8
Leatherworker's Tools

A portable set of tools to tan, cut, and work leather and hide

10g1
metal1 4
Mason's Tools

A portable set of tools for chiseling and working with stone

20g1
wood1metal1 5
Potter's Tools

A portable set of tools for working with, throwing, and baking ceramics.

20g1
wood1metal1 5
Tinkerer's Tools

A portable set of tools for working on small, intricate items

100g1
wood1metal3 10
Weaver's Tools

A portable set of tools to weave and repair cloth

6g1
wood1 4
Instruments
ItemDescription
Bagpipes

Musical instrument

30g1
textile2wood1 9
Drum

Musical instrument

12glight
textile1wood1 5
Flute

Musical instrument

6glight
wood1 4
Horn

Musical instrument

12glight
metal1 4
Lute

Musical instrument

35glight
textile1wood2 9
Lyre

Musical instrument

30glight
textile1wood2 9
Viol

Musical instrument

30glight
textile1wood2 9
Consumables
ItemDescription
Greater Health Potion

Heals 2d4 HP

150glight
wood2stone1 6
Health Potion

Heals 1d4 HP

50glight
wood1stone1 3
Potion (Common)

A bottled, self-affecting spell built from common components. Anyone can drink it; mark the spell’s fatigue when you do.

400glight
stone1elementalis1 5
Potion (Rare)

A bottled, self-affecting spell carrying a rare cantrip or charm. Anyone can drink it; mark the spell’s fatigue when you do.

2000glight
stone1fadeite1 8
Potion of Invigoration

Heals 4d4 HP and recovers 2 fatigue

1000glight
wood4stone1elementalis1 12
Spell Scroll (Common)

A scribed cantrip, charm, or combination built from common components. Requires a spellcasting feat to use; disintegrates once cast.

300g0
textile1elementalis1 5
Spell Scroll (Rare)

A scribed spell carrying a rare cantrip or charm. Requires a spellcasting feat to use; disintegrates once cast.

1500g0
textile1fadeite1 8
Packs
ItemContents
Burglar's Pack

A backpack, a crowbar, ball bearings, a lockpicking kit, a hooded lantern, and a flask of oil.

30glight
Camping Pack

A backpack, a bedroll, a tent for basic shelter while traveling, a waterskin, a tinderbox, and 5 torches.

35g2
Diplomat's Pack

A chest, a set of fine clothes, and perfume.

45g3
Dungoneer's Pack

A backpack, a crowbar, a 10-foot pole, rope, a hooded lantern, a flask of oil, and caltrops.

30g1
Fisherman's Pack

A backpack, a 10-foot pole, a net, a tackle box with hooks and lures, 20 feet of string, and a tinderbox.

20glight
Jailer's Pack

A backpack, a lock with key, manacles, and a chain.

45glight
Writer's Pack

A backpack, a bottle of ink with pen, 2 bundles of parchment, a scroll case, and candles.

20g-2
Runes
ItemEffect
Acid Rune
weapon
Deals acid damage instead of physical damage, and deal 1d6 additional damage.
armor
Gains resistance to acid damage
conduit
Spells you cast that deal acid damage deal extra damage equal to your +SPELL.
750g
elementalis2mithril1 6
Cold Rune
weapon
Deals cold damage instead of physical damage, and deal 1d6 additional damage.
armor
Gains resistance to cold damage
conduit
Spells you cast that deal cold damage deal extra damage equal to your +SPELL.
750g
elementalis2mithril1 6
Fire Rune
weapon
Deals fire damage instead of physical damage, and deal 1d6 additional damage.
armor
Gains resistance to fire damage
conduit
Spells you cast that deal fire damage deal extra damage equal to your +SPELL.
750g
elementalis2mithril1 6
Force Rune
weapon
Deals force damage instead of physical damage, and deal 1d6 additional damage.
armor
Gains resistance to force damage
conduit
Spells you cast that deal force damage deal extra damage equal to your +SPELL.
750g
elementalis2mithril1 6
Lightning Rune
weapon
Deals lightning damage instead of physical damage, and deal 1d6 additional damage.
armor
Gains resistance to lightning damage
conduit
Spells you cast that deal lightning damage deal extra damage equal to your +SPELL.
750g
elementalis2mithril1 6
Necrotic Rune
weapon
Deals necrotic damage instead of physical damage, and deal 1d6 additional damage.
armor
Gains resistance to necrotic damage
conduit
Spells you cast that deal necrotic damage deal extra damage equal to your +SPELL.
750g
elementalis2mithril1 6
Poison Rune
weapon
Deals poison damage instead of physical damage, and deal 1d6 additional damage.
armor
Gains resistance to poison damage
conduit
Spells you cast that deal poison damage deal extra damage equal to your +SPELL.
750g
elementalis2mithril1 6
Radiant Rune
weapon
Deals radiant damage instead of physical damage, and deal 1d6 additional damage.
armor
Gains resistance to radiant damage
conduit
Spells you cast that deal radiant damage deal extra damage equal to your +SPELL.
750g
elementalis2mithril1 6
Silent Rune
armor
You ignore this armor's Noisy property.
600g
mithril2 5
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.
conduit
-1 weight. Can be collapsed into a size roughly ½ its original size.
1800g
mithril3 6
Stalwart Rune
armor
A critical hit against you while you wear this armor is reduced to a normal hit.
3000g
mithril3fadeite1 7
Vicious Rune
weapon
On a hit, add 2 of this weapon's damage dice (a 1d8 weapon deals 3d8, a 2d6 weapon 4d6).
conduit
On a hit with a spell, add 2 of the spell's damage dice.
6000g
mithril2fadeite4 9
Seals
ItemEffect
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.
conduit
Choose a weapon or weapon category when this seal is set. You are proficient with it while you wear or wield this item.
1250g
elementalis2mithril1 9
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.
conduit
Take 1 physical damage to inflict +2 damage that ignores armor.
2000g
mithril2fadeite1 9
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.
conduit
Choose an ability when this seal is set. It sets your bonus in that ability to +2 if it is lower.
1250g
elementalis2mithril1 9
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.
conduit
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.
1750g
elementalis2mithril2 10
Potent Seal
weapon
+1 piercing
armor
+1 AC
conduit
+1 piercing
4000g
mithril2fadeite3 11
Seeking Seal
weapon
+1 to attack rolls
conduit
+1 to attack rolls
4000g
mithril2fadeite3 11
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.
conduit
Choose a creature type when this seal is set. Your spells deal an extra 2d6 damage to creatures of that type.
3000g
mithril2fadeite2 10
Vigilant Seal
weapon
+1 ongoing to your attack rolls during the first round of combat.
armor
+1 to your AC during the first round of combat.
conduit
+1 ongoing to your attack rolls during the first round of combat.
2000g
mithril2fadeite1 9
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.
conduit
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.
6000g
mithril2fadeite2 10
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.
conduit
Choose a damage type or a condition when this seal is set. You are immune to it.
8000g
mithril2fadeite3 11
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.
8000g
mithril2fadeite3 11
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.
conduit
Choose an ability when this seal is set. It sets your bonus in that ability to +4 if it is lower.
8000g
mithril2fadeite3 11
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.
conduit
Attacks against you have disadvantage. When you take damage, this lapses until the start of your next turn.
6000g
mithril2fadeite2 10
Prismatic Seal
weapon
Damage bypasses armor
armor
Gains resistance to the last damage hit by
conduit
Damage bypasses armor
26500g
elementalis6mithril2fadeite10 24
Vorpal Seal
weapon
On a critical hit, roll one more set of this weapon's damage dice. If the damage exceeds the target's high threshold by 10 or more, its head is severed and it is slain. A creature with no severable head, or immune to being slain this way, takes the damage but is not slain.
23000g
mithril3fadeite10 19
Warding Seal
armor
Spell attacks against you are made at disadvantage.
conduit
Spell attacks against you are made at disadvantage, and you have advantage on Focus rolls to maintain concentration.
10000g
mithril2fadeite4 12
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.
conduit
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.
8000g
mithril2fadeite3 11
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
Wondrous Items
Item Effect
Amulet of Proof against Detection and Location

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.

5000g0
metal0.5fadeite1 8
Bag of Devouring

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 roll; on a miss it is drawn into the Fade and consumed, otherwise it escapes back out. Reaching in to retrieve something risks the same.

500g1
textile2fadeite1 9
Bag of Holding

A worn satchel whose mouth opens into an extradimensional space. It holds up to 50 weight of gear but always counts as 1 weight to carry; reach in with the Retrieve Item technique. It holds about 10 minutes of air divided among any living things sealed inside. If the bag is destroyed, everything within is lost to the Fade. Placing it inside another extradimensional space (a portable hole, another bag of holding) ruptures both: everything within 10 feet is torn into the Fade and lost.

500g1
textile2fadeite1 9
Bead of Nourishment

A small, flavorless sphere that sustains the body for a day. Eat it (Use Item) to gain a full day’s food and water—even where you normally can’t eat, drink, or breathe—and recover 1 exhaustion. Single use.

25g0
stone1elementalis1 3
Cordial Flask

On command (Use Item) the flask fills with a drinkable liquid of your choice—water, weak wine, vinegar, oil, honey, or beer—producing up to a 5 gallons over a day.

500glight
stone1elementalis1 5
Decanter of Endless Water

A stoppered flask that never runs dry. When you use it (Use Item), it pours fresh or salt water 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 roll—on a miss it is shoved 10 feet and knocked prone, on a weak hit shoved 5 feet, on a strong hit unmoved.

500glight
stone1elementalis1 5
Dimensional Shackles

Rune-etched manacles that anchor a captive to the here and now. 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.

2500glight
metal2fadeite1 9
Driftglobe

A fist-sized sphere of clouded crystal with a core of solid mithril that weighs almost nothing in the hand. When activated, it hovers in place. Whoever activated it can give it one of five spoken commands, each costing 1 AP: follow, and it keeps within 10 feet of you; come, and it travels up to 20 feet toward you; stay, and it holds where it is; rise or fall, and it travels up to 20 feet straight up or down.

300glight
stone2mithril1 6
Dust of Sneezing and Choking

A pinch of fine grey powder. Thrown or flung into the air, the dust bursts in a 30-foot radius. Each creature there makes a Power roll; on a miss it is Stunned by uncontrollable sneezing and choking, repeating the roll at the end of each of its turns to end it. Single use.

1000g0
elementalis2 8
Eversmoking Bottle

A brass bottle that when opened (Use Item) pours out thick smoke that heavily obscures a 60-foot radius, spreading 10 feet further each round, until it is stoppered again (Use Item). A strong wind disperses it.

500glight
stone1elementalis1 5
Folding Boat

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.

2500g1
wood2fadeite1 9
Gloves of Swimming and Climbing

While you wear these, you have a climb speed and a swim speed equal to your walking speed, and climbing costs you no extra movement.

1000g0
textile1elementalis1 5
Gloves of Thievery

While you wear these gloves, they’re invisible, and you have advantage on ability checks to pick locks and pockets and to disarm traps.

1000g0
textile1elementalis1 5
Goggles of Night

While you wear these, you have darkvision out to 60 feet. If you already have darkvision, its range increases by 60 feet.

1000glight
stone1elementalis1 5
Handy Haversack

A backpack with three extradimensional pockets. A central pocket holds up to 50 weight and two side pouches up to 20 weight each, yet the whole pack always has a weight of 1. It holds about 10 minutes of air divided among any living things inside; if destroyed, everything within is lost to the Fade, and placing it inside another extradimensional space ruptures both as a bag of holding does.

2500g1
textile2fadeite1 9
Immovable Rod

A flat iron rod with a single button. Press the button and the rod fixes in place in midair, bearing up to 100 weight before it slips; press it again to release. A fixed rod makes a foothold, a bar, or a lever.

500glight
metal2elementalis1 6
Instant Fortress

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.

2500g2
metal2fadeite1 9
Pearl of Power

A lustrous pearl that when used (Use Item) lets the user recover 2 fatigue. Once used, it cannot be used again until the next dawn.

1000g0
stone1elementalis1 5
Periapt of Health

A small heart shaped pendant. When used (Use Item), the wearer regains 2d4+2 HP. While you wear it, the duration of the Weakened condition on you is halved, rounded down. Once used, it cannot be used again until the next dawn.

1000g0
metal0.5elementalis1 5
Periapt of Proof against Poison

A black gem on a fine silver chain. While you wear it, the duration of the Weakened condition on you is halved, rounded down, and you are immune to poison damage.

5000g0
metal0.5fadeite1 8
Periapt of Wound Closure

While you wear it, you have advantage on death saves, and you double the HP you regain from supplies spent as part of a downtime activity.

1000g0
metal0.5elementalis1 5
Portable Hole

A folded silk 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. Placing it inside another extradimensional space ruptures both, opening a one-way gate to the Fade that pulls everything within 10 feet through.

2500glight
textile1fadeite2 9
Ring of the Ram

A ring shaped like a ram’s head. It has 3 charges, regaining 1d3 as part of your daily preparations. Spend 1–3 charges (Use Item) to make a ranged attack (+4) against a creature within 60 feet; on a strong hit it takes 2d10 force damage and is shoved 5 feet for each charge spent, on a weak hit, half damage and it is not shoved. Nonmagical objects take double damage when hit.

5000g0
metal0.5fadeite1 8
Robe of Eyes

A robe with eye patterned fabric. While you wear it, you see in all directions: you have advantage on ability 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.

5000glight
textile2elementalis1fadeite1 10
Robe of Useful Items

A robe 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.

500glight
textile2elementalis1 9
Rope of Climbing

60 feet of rope that obeys a spoken command (Use Item): it climbs and anchors itself to a point you name, knots or unknots at 1-foot intervals, or holds fast up to 50 weight.

500glight
textile2elementalis1 6
Slippers of Spider Climbing

While you wear soft velvet black slippers, you can move up, down, and across vertical surfaces and along ceilings with your hands free, with a climb speed equal to your walking speed. They fail on slick surfaces such as ice or grease.

1000g0
textile1elementalis1 5
The Deck of Luck and Loss

A legendary deck of fate, found in a box or pouch, its cards cut from ivory or vellum. Most such decks have thirteen cards; some have twenty-two.

Before you draw, you must declare how many cards you intend to draw, then draw them at random; any cards drawn beyond that number have no effect. Otherwise, the moment a card is drawn its magic takes hold, and you must draw each card within an hour of the last. If you fail to draw your declared number, the rest fly from the deck on their own and take effect at once. Once drawn, a card vanishes—except the Fool and the Jester, which return to the deck and so can be drawn twice.

Card 13-card (d100) 22-card (d100)
Balance 01–05
Comet 06–10
Donjon 11–14
Euryale 01–08 15–18
Fates 19–23
Flames 09–16 24–27
Fool 28–31
Gem 32–36
Jester 17–24 37–41
Key 25–32 42–46
Knight 33–40 47–51
Moon 41–48 52–56
Puzzle 57–60
Rogue 49–56 61–64
Ruin 57–64 65–68
Sage 69–73
Skull 65–72 74–77
Star 73–80 78–82
Sun 81–88 83–87
Talons 88–91
Throne 89–96 92–96
Void 97–00 97–00
Balance
Increase one of your abilities by +1 (to a maximum of +10) and decrease another by −1; or leave them unchanged, in which case this card does nothing.
Comet
The next time you enter combat against hostile creatures, you may name one as your foe. If you bring that foe to 0 HP during the fight, you have advantage on death saves for a year. If you name no foe, or someone else fells it, this card does nothing.
Donjon
You vanish, entombed in suspended animation in an extradimensional cell. Everything you wear and carry stays behind, save artifacts. You remain imprisoned until found and freed; no divination can locate you, though Wish reveals your prison. You draw no more cards.
Euryale
A petrifying curse settles on you: attacks against you land at +1 step. Only a deity or the Fates card can lift it.
Fates
Reality's weave unravels and re-knits. You may avoid or erase one event as though it never happened—when you draw the card, or any later time before you die.
Flames
A powerful fiend becomes your sworn enemy, savoring your suffering before it sets out to destroy you. The enmity lasts until one of you is dead.
Fool
You have disadvantage on every roll for the next 72 hours. Draw another card; this draw does not count against your declared number.
Gem
Treasure spills at your feet: twenty-five pieces of jewelry worth 2,000g each, or fifty gems worth 1,000g each.
Jester
You have advantage on every roll for the next 72 hours—or you may instead draw two more cards beyond your declared number.
Key
A rare or finer magic weapon you are proficient with appears in your hand.
Knight
A loyal Knight appears in an open space within 30 feet and serves you faithfully until death.
Moon
You gain 1d3 castings of the Wish charm, which you may cast with no fatigue.
Puzzle
Your mind dulls: permanently reduce your FOCUS by 1 (to a minimum of −2). Draw one more card beyond your declared number.
Rogue
An NPC of the GM's choice turns secretly hostile to you. You won't know who until they—or someone else—reveal it; nothing short of Wish or divine intervention ends their hatred.
Ruin
Every form of wealth you hold, save magic items, is lost—coin, gems, portable goods, and any business, building, or land you own slips away, along with any proof you ever owned it.
Sage
Within the next year, you may pose one question and receive a truthful answer.
Skull
An Avatar of Death (scaled by the GM to your tier) appears in the nearest open space and attacks only you. If an ally aids you against it, a second Avatar appears to attack that ally instead. Anyone an Avatar slays cannot be restored to life.
Star
Increase one of your abilities by +1, to a maximum of +10.
Sun
A magic item of the GM's choice appears in your hands, and each dawn until you die you wake with 10 temporary HP.
Talons
Every magic item you wear or carry crumbles to nothing; artifacts in your possession vanish instead.
Throne
You gain proficiency and expertise in a social or knowledge skill of your choice, and the rightful deed to a small keep—though monsters hold it now, and you must clear them out to claim it.
Void
Your soul is torn from your body and bound into an object hidden by the GM. Your body falls inert—ceasing to age, needing no food, air, or water. Wish cannot return your soul, but reveals where it is held. You draw no more cards.
0
Tome of Bodily Might

Its regimens of strength, breath, and endurance reforge the body that follows them. You can Work on a Project, Countdown 16, to study this tome: if you complete the project in a tenday, your POWER increases by +1, to a maximum of +10. The tome then loses its magic for the next century.

light
Tome of Boundless Luck

Its verses and rituals court fortune itself until chance bends toward the reader. You can Work on a Project, Countdown 16, to study this tome: if you complete the project in a tenday, your LUCK increases by +1, to a maximum of +10. The tome then loses its magic for the next century.

light
Tome of Clear Thought

Its meditations and exercises discipline the mind to perfect clarity and unshakable will. You can Work on a Project, Countdown 16, to study this tome: if you complete the project in a tenday, your FOCUS increases by +1, to a maximum of +10. The tome then loses its magic for the next century.

light
Tome of Deft Cunning

Its drills of reflex, sleight, and quick wit hone every motion to a razor’s edge. You can Work on a Project, Countdown 16, to study this tome: if you complete the project in a tenday, your CUNNING increases by +1, to a maximum of +10. The tome then loses its magic for the next century.

light