Equipment

Weapons

Simple Weapons
Weapon Damage Range Properties Mastery
Primary Weapons
Club1d4agilesap6glight
wood1 1
Dagger1d4agile, precise, thrown, focus, assailnick12glight
metal1 1
Greatclub1d8two-handedring12g1
wood2 2
Hammer1d4agile, thrownnick20glight
wood1metal1 2
Handaxe1d4agile, thrownpinpoint20glight
wood1metal1 2
Mace1d6sap18g1
wood1metal1 2
Quarterstaff1d4versatilering7g1
wood1 1
Sickle1d4agilenick16glight
metal1 1
Spear1d6versatile, throwngraze12glight
wood2 2
Light Crossbow1d880'two-handed, reload, precisepinpoint50g1
textile1wood2metal1 4
Shortbow1d680'precise, two-handedpinpoint50glight
textile1wood2 3
Secondary Weapons
Dagger1d4agile, precise, thrown, focus, assailnick12glight
metal1 1
Hammer1d4agile, thrownnick20glight
wood1metal1 2
Handaxe1d4agile, thrownpinpoint20glight
wood1metal1 2
Sling1d430'agile, precisepinpoint8g0
textile1 1
Martial Weapons
Weapon Damage Range Properties Mastery
Primary Weapons
Battleaxe1d8versatilecleave20g1
wood1metal1 2
Flail1d8sap20glight
wood1metal1 2
Greataxe1d12heavy, two-handedgraze80g1
textile1wood1metal2 4
Greatsword2d6heavy, two-handedgraze80g1
textile1metal3 4
Longsword1d8versatilesap30glight
textile1metal2 3
Maul2d6heavy, two-handedring80g1
textile1wood1metal3 5
Rapier1d8precisepinpoint50glight
textile1metal2 3
Shortsword1d6agilepinpoint20glight
textile1metal1 2
Whip1d4precise, reachsap20glight
textile2 2
Heavy Crossbow1d10120'precise, heavy, two-handed, reloadring100g2
textile1wood2metal2 5
Longbow1d8150'precise, heavy, two-handedpinpoint100glight
textile1wood3 4
Secondary Weapons
Shortsword1d6agilepinpoint20glight
textile1metal1 2
Whip1d4precise, reachsap20glight
textile2 2
Hand Crossbow1d630'agile, reloadpinpoint150glight
textile1wood1metal2 4
Foci
Weapon Damage Range Properties Mastery
Primary Weapons
Dagger1d4agile, precise, thrown, focus, assailnick12glight
metal1 1
Staff1d6two-handed, focus, expandring20g1
wood2 2
Wand1d630'reload, focus, spanpinpoint20glight
wood2 2
Secondary Weapons
Dagger1d4agile, precise, thrown, focus, assailnick12glight
metal1 1
Orb1d430'reload, agile, focus, extendsap30glight
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.

25g0
metal0.5 0.5
Backpack

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

4g-2
textile1 1
Ball Bearings

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

4glight
metal0.5 0.5
Bedroll

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

10g1
textile1 1
Bell

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

2g0
metal0.25 0.25
Belt

A leather or cloth belt.

3g0
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 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 2
Boots

A pair of sturdy boots.

5glight
textile1 1
Bottle

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

3glight
stone1 1
Bracers

A pair of forearm guards.

10glight
metal1 1
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 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

2g0
textile0.5 0.5
Chain

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

15g1
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.

15g3
wood2metal1 3
Circlet

A slender metal band worn about the brow.

50g0
metal1 1
Climbing Kit

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

50g1
textile2metal1 3
Cloak

A plain cloak or mantle.

5glight
textile1 1
Clothes, fine

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

30glight
textile3 3
Clothes, traveler's

Basic clothing of a local traveller or a robe.

6glight
textile1 1
Crowbar

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

8g1
metal1 1
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 2
Gloves

A pair of cloth or leather gloves.

5g0
textile1 1
Goggles

A pair of glass goggles in a fitted frame.

25glight
stone1 1
Hat

A simple hat.

3g0
textile1 1
Healing Kit

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

10glight
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 saving throw, half as much on a weak hit.

50glight
0
Ink

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

15g0
0
Lamp

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

1glight
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.

20glight
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.

10glight
metal1 1
Lock

Locks come with keys.

20glight
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 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 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 luck roll and only succeed on a strong hit; they spend the fatigue on a success or a failure.

15g1
metal2 2
Necklace

A plain chain or pendant worn at the neck.

25g0
metal0.5 0.5
Net

When thrown on a creature, they become restrained

8g1
textile2 2
Oil

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

1glight
0
Parchment

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

1g0
textile0.25 0.25
Perfume

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

10g0
0
Pole

10 food long wooden pole

2g1
wood0.5 0.5
Quiver

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

2glight
textile0.5 0.5
Ring

A plain metal band.

25g0
metal0.5 0.5
Rope

50’ of hempen rope

8g1
textile2 2
Scroll Case

Holds up to 10 sheets of parchment

2glight
wood0.5 0.5
String

10’ of string.

1g0
textile0.25 0.25
Supplies

Daily rations needed to survive

5glight
0
Tackle Box

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

4glight
wood1 1
Tent

A basic shelter that can sleep 2 small or medium creatures

20g2
textile4 4
Tinderbox

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

2glight
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.

2glight
wood0.5 0.5
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 3
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 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.

0g1
textile1 1
Waterskin

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

2g1
textile0.5 0.5
Tools
Alchemist's Tools

A portable set of tools to make potions

100g1
metal1stone1 2
Blacksmith's Tools

A portable set of tools for working with metal.

40g2
metal3 3
Brewer's Tools

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

40g1
wood2metal1 3
Carpenter's Tools

A portable set of tools for working with wood

24g1
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.

10g2
metal1 1
Drafter's Tools

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

30g1
wood1metal1 2
Glassblower's Tools

A portable set of tools for working with glass

60g1
wood1metal2 3
Herbalism Kit

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

25g1
textile1metal1 2
Jeweler's Tools

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

50glight
metal2 2
Leatherworker's Tools

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

10g1
metal1 1
Mason's Tools

A portable set of tools for chiseling and working with stone

20g1
wood1metal1 2
Potter's Tools

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

20g1
wood1metal1 2
Tinkerer's Tools

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

100g1
wood1metal3 4
Weaver's Tools

A portable set of tools to weave and repair cloth

6g1
wood1 1
Instruments
Bagpipes

Musical instrument

30g1
textile2wood1 3
Drum

Musical instrument

12glight
textile1wood1 2
Flute

Musical instrument

6glight
wood1 1
Horn

Musical instrument

12glight
metal1 1
Lute

Musical instrument

35glight
textile1wood2 3
Lyre

Musical instrument

30glight
textile1wood2 3
Viol

Musical instrument

30glight
textile1wood2 3

Consumables

Item Description
Greater Health Potion

Heals 2d4 HP

150glight
wood2stone1 3
Health Potion

Heals 1d4 HP

50glight
wood1stone1 2
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 2
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 2
Potion of Invigoration

Heals 4d4 HP and recovers 2 fatigue

1000glight
wood4stone1elementalis1 6
Spell Scroll (Common)

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

300g0
textile1elementalis1 2
Spell Scroll (Rare)

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

1500g0
textile1fadeite1 2

Packs

Burglar's Pack 30g light

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

Camping Pack 35g 2

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

Diplomat's Pack 45g 3

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

Dungoneer's Pack 30g 1

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

Fisherman's Pack 20g light

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

Jailer's Pack 45g light

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

Writer's Pack 20g -2

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

Runes & Seals

Runes

Acid Rune 750g
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.
Elementalis2Mithril1 3
Cold Rune 750g
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.
Elementalis2Mithril1 3
Fire Rune 750g
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.
Elementalis2Mithril1 3
Force Rune 750g
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.
Elementalis2Mithril1 3
Lightning Rune 750g
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.
Elementalis2Mithril1 3
Necrotic Rune 750g
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.
Elementalis2Mithril1 3
Poison Rune 750g
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.
Elementalis2Mithril1 3
Radiant Rune 750g
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.
Elementalis2Mithril1 3
Silent Rune 600g
Armor
You ignore this armor's Stealth disadvantage.
Mithril2 2
Folding Rune 1800g
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.
Mithril3 3
Stalwart Rune 3000g
Armor
A critical hit against you while you wear this armor is reduced to a normal hit.
Mithril3Fadeite1 4
Vicious Rune 6000g
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.
Mithril2Fadeite4 6

Seals

Adept Seal 1250g
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.
Elementalis2Mithril1 3
Bloodthirsty Seal 2000g
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.
Mithril2Fadeite1 3
Empowering Seal 1250g
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.
Elementalis2Mithril1 3
Enspelled Seal 1750g
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.
Elementalis2Mithril2 4
Potent Seal 4000g
Weapon
+1 piercing
Armor
+1 AC
Focus
+1 piercing
Mithril2Fadeite3 5
Seeking Seal 4000g
Weapon
+1 to attack rolls
Focus
+1 to attack rolls and spell save DCs
Mithril2Fadeite3 5
Slayer Seal 3000g
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.
Mithril2Fadeite2 4
Vigilant Seal 2000g
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.
Mithril2Fadeite1 3
Animate Seal 6000g
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.
Mithril2Fadeite2 4
Bulwark Seal 8000g
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.
Mithril2Fadeite3 5
Deflecting Seal 8000g
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.
Mithril2Fadeite3 5
Greater Empowering Seal 8000g
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.
Mithril2Fadeite3 5
Mirage Seal 6000g
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.
Mithril2Fadeite2 4
Prismatic Seal 26500g
Weapon
Damage bypasses armor
Armor
Gains resistance to the last damage hit by
Focus
Damage bypasses armor
Elementalis6Mithril2Fadeite10 18
Seal of the Bull 18000g
Armor
+1 +POWER to a maximum of +6
Mithril2Fadeite8 10
Seal of the Fox 18000g
Armor
+1 +CUNNING to a maximum of +6
Mithril2Fadeite8 10
Seal of the Owl 18000g
Armor
+1 +FOCUS to a maximum of +6
Mithril2Fadeite8 10
Seal of the Rabbit 18000g
Armor
+1 +LUCK to a maximum of +6
Mithril2Fadeite8 10
Vorpal Seal 23000g
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.
Mithril3Fadeite10 13
Warding Seal 10000g
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.
Mithril2Fadeite4 6
Wounding Seal 8000g
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.
Mithril2Fadeite3 5

Wondrous Items

Amulet of Proof against Detection and Location Attunement 5000g 0

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.

Bag of Devouring 500g 1

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.

Bag of Holding 500g 1

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.

Bead of Nourishment 25g 0

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 1 exhaustion. Single use.

Cordial Flask 500g light

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.

Decanter of Endless Water 500g light

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.

Dimensional Shackles 2500g light

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.

Driftglobe 300g light

When activated, hovers in place. Whoever activated it can It answers 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.

Dust of Sneezing and Choking 1000g 0

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.

Eversmoking Bottle 500g light

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.

Folding Boat 2500g 1

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.

Gloves of Swimming and Climbing 1000g 0

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.

Gloves of Thievery 1000g 0

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.

Goggles of Night 1000g light

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

Handy Haversack 2500g 1

A central pocket holds up to 50 weight and two side pouches up to 20 weight each, yet the whole pack always weighs 1. Its contents ride at the top, so a Retrieve Item from it costs no AP. 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.

Immovable Rod 500g light

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.

Instant Fortress 2500g 2

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.

Pearl of Power Attunement 1000g 0

Use Item once per day to recover 2 fatigue.

Periapt of Health Attunement 1000g 0

Use Item once per day to regain 2d4+2 HP. While you wear it, you also have advantage on saves to avoid or end the Poisoned condition.

Periapt of Proof against Poison Attunement 5000g 0

While you wear it, you are immune to the Poisoned condition and to poison damage.

Periapt of Wound Closure Attunement 1000g 0

While you wear it, you have advantage on death saves, and you double the HP you regain from any rest or recovery die.

Portable Hole 2500g light

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.

Ring of the Ram Attunement 5000g 0

3 charges, regaining 1d3 at your daily preparations. Spend 1–3 charges as a Use Item action to make a ranged attack (+4) against a creature within 60 feet; on a hit it takes 2d10 force damage and is shoved 5 feet for each charge spent. Alternatively, spend 1–3 charges to batter a nonmagical object within 60 feet (a POWER check at +5 per charge).

Robe of Eyes Attunement 5000g light

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.

Robe of Useful Items 500g light

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.

Rope of Climbing 500g light

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 50 weight.

Slippers of Spider Climbing Attunement 1000g 0

While you wear these, 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.

Tome of Bodily Might 50000g light

Studied as a Work on a Project (Countdown 16) completed within a tenday, it permanently raises your POWER by +1, to a maximum of +10; the tome then loses its magic for a century.

Tome of Boundless Luck 50000g light

Studied as a Work on a Project (Countdown 16) completed within a tenday, it permanently raises your LUCK by +1, to a maximum of +10; the tome then loses its magic for a century.

Tome of Clear Thought 50000g light

Studied as a Work on a Project (Countdown 16) completed within a tenday, it permanently raises your FOCUS by +1, to a maximum of +10; the tome then loses its magic for a century.

Tome of Deft Cunning 50000g light

Studied as a Work on a Project (Countdown 16) completed within a tenday, it permanently raises your CUNNING by +1, to a maximum of +10; the tome then loses its magic for a century.