Equipment

Kind of item
Showing 0 of 0
Simple Weapons
WeaponDmgRngVSPropertiesMasteryCostWeight
Primary Weapons
Club1d4–PWRPoweragilesapCost6gWeightlight
wood1 2
Dagger1d4–CNGCunningagileprecisethrownconduitassailnickCost12gWeightlight
metal1 2
Greatclub1d8–PWRPowertwo-handedringCost12gWeight1
wood2 3
Hammer1d4–PWRPoweragilethrownnickCost20gWeightlight
wood1metal1 3
Handaxe1d4–CNGCunningagilethrownpinpointCost20gWeightlight
wood1metal1 3
Mace1d6–PWRPower–sapCost18gWeight1
wood1metal1 3
Quarterstaff1d4–CNGCunningversatileringCost7gWeight1
wood1 2
Sickle1d4–CNGCunningagilenickCost16gWeightlight
metal1 2
Spear1d6–CNGCunningversatilethrowngrazeCost12gWeightlight
wood2 3
Light Crossbow1d880'LCKLucktwo-handedreloadprecisepinpointCost50gWeight1
textile1wood2metal1 10
Shortbow1d680'LCKLuckprecisetwo-handedpinpointCost50gWeightlight
textile1wood2 6
Secondary Weapons
Dagger1d4–CNGCunningagileprecisethrownconduitassailnickCost12gWeightlight
metal1 2
Hammer1d4–PWRPoweragilethrownnickCost20gWeightlight
wood1metal1 3
Handaxe1d4–CNGCunningagilethrownpinpointCost20gWeightlight
wood1metal1 3
Sling1d430'LCKLuckagileprecisepinpointCost8gWeight0
textile1 2
Martial Weapons
WeaponDmgRngVSPropertiesMasteryCostWeight
Primary Weapons
Battleaxe1d8–FCSFocusversatilecleaveCost20gWeight1
wood1metal1 5
Flail1d8–PWRPower–sapCost20gWeightlight
wood1metal1 5
Greataxe1d12–FCSFocusheavytwo-handedgrazeCost80gWeight1
textile1wood1metal2 7
Greatsword2d6–FCSFocusheavytwo-handedgrazeCost80gWeight1
textile1metal3 7
Longsword1d8–CNGCunningversatilesapCost30gWeightlight
textile1metal2 6
Maul2d6–PWRPowerheavytwo-handedringCost80gWeight1
textile1wood1metal3 8
Rapier1d8–CNGCunningprecisepinpointCost50gWeightlight
textile1metal2 9
Shortsword1d6–CNGCunningagilepinpointCost20gWeightlight
textile1metal1 5
Whip1d4–FCSFocusprecisereachsapCost20gWeightlight
textile2 5
Heavy Crossbow1d10120'LCKLuckpreciseheavytwo-handedreloadringCost100gWeight2
textile1wood2metal2 11
Longbow1d8150'LCKLuckpreciseheavytwo-handedpinpointCost100gWeightlight
textile1wood3 7
Secondary Weapons
Shortsword1d6–CNGCunningagilepinpointCost20gWeightlight
textile1metal1 5
Whip1d4–FCSFocusprecisereachsapCost20gWeightlight
textile2 5
Hand Crossbow1d630'CNGCunningagilereloadpinpointCost150gWeightlight
textile1wood1metal2 10
Conduits
WeaponDmgRngVSPropertiesMasteryCostWeight
Primary Weapons
Dagger1d4–CNGCunningagileprecisethrownconduitassailnickCost12gWeightlight
metal1 2
Staff1d6–CNGCunningtwo-handedconduitexpandringCost20gWeight1
wood2 5
Wand1d630'LCKLuckreloadconduitspanpinpointCost20gWeightlight
wood2 5
Secondary Weapons
Dagger1d4–CNGCunningagileprecisethrownconduitassailnickCost12gWeightlight
metal1 2
Orb1d430'LCKLuckreloadagileconduitextendsapCost30gWeightlight
stone2 5
Armor
ArmorDamage thresholdsPropertiesMasteryCostWeight
Light Armor
Leather Armor4discreetdeflectCost25gWeight1
textile4 7
Padded Armor4discreetnoisyabsorbCost15gWeight1
textile2 3
Studded Leather Armor5–barbedCost75gWeight2
textile3metal1 7
Medium Armor
Hide Armor5–flexibleCost60gWeight2
textile4 7
Breastplate6bulky 1deflectCost250gWeight2
textile1metal4 11
Scale Mail6bulky 1noisyflexibleCost175gWeight4
textile1metal3 10
Half Plate Armor7bulky 2noisyabsorbCost600gWeight4
textile2metal8 16
Heavy Armor
Ring Mail8bulky 2noisybarbedCost150gWeight4
textile1metal3 7
Splint Armor9bulky 2noisyabsorbCost550gWeight6
textile1metal7 14
Plate Armor10bulky 3noisyabsorbCost2000gWeight7
textile3metal16 25
Shields
Buckler+2–deflectCost20gWeight1
wood2metal1 4
Spiked Shield+2–barbedCost30gWeight2
wood2metal2 7
Tower Shield+3bulky 1noisyabsorbCost60gWeight4
wood4metal4 11
Adventuring Gear
ItemDescriptionCostWeight
Amulet

A medallion on a cord or chain.

Cost25gWeight0
metal0.5 2
Backpack

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

Cost4gWeight-2
textile1 2
Ball Bearings

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

Cost4gWeightlight
metal0.5 2
Bedroll

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

Cost10gWeight1
textile1 2
Bell

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

Cost2gWeight0
metal0.25 2
Belt

A leather or cloth belt.

Cost3gWeight0
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.

Cost25gWeightlight
textile2 8
Boots

A pair of sturdy boots.

Cost5gWeightlight
textile1 2
Bottle

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

Cost3gWeightlight
stone1 4
Bracers

A pair of forearm guards.

Cost10gWeightlight
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 DT, 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.

Cost4gWeightlight
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

Cost2gWeight0
textile0.5 2
Chain

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

Cost15gWeight1
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.

Cost15gWeight3
wood2metal1 6
Circlet

A slender metal band worn about the brow.

Cost50gWeight0
metal1 2
Cloak

A plain cloak or mantle.

Cost5gWeightlight
textile1 2
Clothes, fine

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

Cost30gWeightlight
textile3 9
Clothes, traveler's

Basic clothing of a local traveller or a robe.

Cost6gWeightlight
textile1 2
Crowbar

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

Cost8gWeight1
metal1 4
Gloves

A pair of cloth or leather gloves.

Cost5gWeight0
textile1 2
Goggles

A pair of glass goggles in a fitted frame.

Cost25gWeightlight
stone1 2
Hat

A simple hat.

Cost3gWeight0
textile1 2
Holy 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.

Cost50gWeightlight
Ink

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

Cost15gWeight0
Lamp

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

Cost1gWeightlight
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.

Cost20gWeightlight
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.

Cost10gWeightlight
metal1 4
Lock

Locks come with keys.

Cost20gWeightlight
metal2 8
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.

Cost15gWeight1
metal2 5
Necklace

A plain chain or pendant worn at the neck.

Cost25gWeight0
metal0.5 2
Net

When thrown on a creature, they become restrained

Cost8gWeight1
textile2 5
Oil

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

Cost1gWeightlight
Parchment

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

Cost1gWeight0
textile0.25 2
Perfume

Contains 10 doses of perfume. For 1 hour after applying, gain advantage on rolls to influence an intelligent creature.

Cost10gWeight0
Pole

10 food long wooden pole

Cost2gWeight1
wood0.5 2
Quiver

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

Cost2gWeightlight
textile0.5 2
Ring

A plain metal band.

Cost25gWeight0
metal0.5 2
Rope

50’ of hempen rope

Cost8gWeight1
textile2 5
Scroll Case

Holds up to 10 sheets of parchment

Cost2gWeightlight
wood0.5 2
String

10’ of string.

Cost1gWeight0
textile0.25 2
Supplies

Daily rations needed to survive

Cost5gWeightlight
Tackle Box

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

Cost4gWeightlight
wood1 2
Tent

A basic shelter that can sleep 2 small or medium creatures

Cost20gWeight2
textile4 7
Tinderbox

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

Cost2gWeightlight
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.

Cost2gWeightlight
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.

Cost1500gWeightlight
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.

Cost7500gWeightlight
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.

Cost0gWeight1
textile1 2
Waterskin

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

Cost2gWeight1
textile0.5 2
Tools
ItemDescriptionCostWeight
Alchemist's Tools

A portable set of tools to make potions

Cost100gWeight1
metal1stone1 8
Apothecary's Tools

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

Cost25gWeight1
textile1metal1 5
Blacksmith's Tools

A portable set of tools for working with metal.

Cost40gWeight2
metal3 6
Brewer's Tools

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

Cost40gWeight1
wood2metal1 6
Carpenter's Tools

A portable set of tools for working with wood

Cost24gWeight1
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.

Cost10gWeight2
metal1 4
Drafter's Tools

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

Cost30gWeight1
wood1metal1 8
Glassblower's Tools

A portable set of tools for working with glass

Cost60gWeight1
wood1metal2 9
Jeweler's Tools

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

Cost50gWeightlight
metal2 8
Leatherworker's Tools

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

Cost10gWeight1
metal1 4
Mason's Tools

A portable set of tools for chiseling and working with stone

Cost20gWeight1
wood1metal1 5
Potter's Tools

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

Cost20gWeight1
wood1metal1 5
Tinkerer's Tools

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

Cost100gWeight1
wood1metal3 10
Weaver's Tools

A portable set of tools to weave and repair cloth

Cost6gWeight1
wood1 4
Instruments
ItemDescriptionCostWeight
Bagpipes

Musical instrument

Cost30gWeight1
textile2wood1 9
Drum

Musical instrument

Cost12gWeightlight
textile1wood1 5
Flute

Musical instrument

Cost6gWeightlight
wood1 4
Horn

Musical instrument

Cost12gWeightlight
metal1 4
Lute

Musical instrument

Cost35gWeightlight
textile1wood2 9
Lyre

Musical instrument

Cost30gWeightlight
textile1wood2 9
Viol

Musical instrument

Cost30gWeightlight
textile1wood2 9
Kits
ItemDescriptionCostWeight
Climbing Kit

Mundane items for climbing vertical surfaces, like boot tips, gloves, pitons, and a harness. When climbing, you can spend a use and make a Power roll to set a route for others to follow. On a miss, you can’t find a route and climb back down. On a weak hit, you make it up, and anyone following your route can make a Power roll to climb after you. On a strong hit, you make it up and anyone who follows your path has advantage on their Power roll to follow it.

Cost50gWeight1
textile2metal1 6
Disguise Kit

Mirror, makeup, wigs, small rubbery prosthetic pieces, and costumes to make you look like someone else. When disguising yourself to look like someone else, spend a use and make a Cunning roll. On a weak hit, the disguise passes at a distance but not up close. On a strong hit, the disguise holds up to scrutiny.

Cost30gWeightlight
textile2 8
Healing Kit

Herbs, tinctures, gauze, and other mundane items for tending to the dying. When treating a dying creature with a healing kit, spend a use and make a Focus roll. On a weak hit, they hold 1-deathsave. On a strong hit, they stabilize.

Cost10gWeightlight
textile1 4
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, lose one use. On a weak hit, gain a +1 bonus to attempts to pick this lock, but a lockpick breaks as well, lose one use. On a strong hit, you successfully pick the lock.

Cost8gWeight1
metal1 7
Consumables
ItemDescriptionCostWeight
Greater Health Potion

Heals 2d4 HP

Cost150gWeightlight
wood2stone1 6
Health Potion

Heals 1d4 HP

Cost50gWeightlight
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.

Cost400gWeightlight
stone1elementalis1 5
Potion (Rare)

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

Cost2000gWeightlight
stone1fadeite1 8
Potion of Invigoration

Heals 4d4 HP and recovers 2 fatigue

Cost1000gWeightlight
wood4stone1elementalis1 12
Spell Scroll (Common)

A scribed spell built from common components. Requires a spellcasting feat to use; disintegrates once cast.

Cost300gWeight0
textile1elementalis1 5
Spell Scroll (Rare)

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

Cost1500gWeight0
textile1fadeite1 8
Packs
ItemContentsCostWeight
Burglar's Pack

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

Cost30gWeightlight
Camping Pack

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

Cost35gWeight2
Diplomat's Pack

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

Cost45gWeight3
Dungoneer's Pack

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

Cost30gWeight1
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.

Cost20gWeightlight
Jailer's Pack

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

Cost45gWeightlight
Writer's Pack

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

Cost20gWeight-2
Runes
ItemEffectCost
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.
Cost750g
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.
Cost750g
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.
Cost750g
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.
Cost750g
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.
Cost750g
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.
Cost750g
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.
Cost750g
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.
Cost750g
elementalis2mithril1 6
Silent Rune
armor
You ignore this armor's Noisy property.
Cost600g
mithril2 5
Folding RuneRare
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.
Cost1800g
mithril3 6
Stalwart RuneRare
armor
A critical hit against you while you wear this armor is reduced to a normal hit.
Cost3000g
mithril3fadeite1 7
Vicious RuneRare
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.
Cost6000g
mithril2fadeite4 9
Seals
ItemEffectCost
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.
Cost1250g
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.
Cost2000g
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.
Cost1250g
elementalis2mithril1 9
Enspelled Seal
weapon
Stores a spell that anyone can use 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 spell that anyone can use 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 spell that anyone can use 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.
Cost1750g
elementalis2mithril2 10
Potent Seal
weapon
+1 piercing
armor
+1 DT
conduit
+1 piercing
Cost4000g
mithril2fadeite3 11
Seeking Seal
weapon
+1 to attack rolls
conduit
+1 to attack rolls
Cost4000g
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.
Cost3000g
mithril2fadeite2 10
Vigilant Seal
weapon
+1 on your attack rolls during the first round of combat.
armor
+1 to your DT during the first round of combat.
conduit
+1 on your attack rolls during the first round of combat.
Cost2000g
mithril2fadeite1 9
Animate SealRare
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.
Cost6000g
mithril2fadeite2 10
Bulwark SealRare
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.
Cost8000g
mithril2fadeite3 11
Deflecting SealRare
armor
When you're hit by a ranged attack, you can use your reaction to gain +5 DT against it. If the damage falls below your lowest damage threshold, you can redirect the damage to a creature of your choice within 15 feet.
Cost8000g
mithril2fadeite3 11
Greater Empowering SealRare
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.
Cost8000g
mithril2fadeite3 11
Mirage SealRare
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.
Cost6000g
mithril2fadeite2 10
Prismatic SealRare
weapon
Damage bypasses armor
armor
Gains resistance to the last damage hit by
conduit
Damage bypasses armor
Cost26500g
elementalis6mithril2fadeite10 24
Vorpal SealRare
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.
Cost23000g
mithril3fadeite10 19
Warding SealRare
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.
Cost10000g
mithril2fadeite4 12
Wounding SealRare
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.
Cost8000g
mithril2fadeite3 11
Seal of the BullLegendary
armor
+1 +POWER to a maximum of +6
Cost—
Seal of the FoxLegendary
armor
+1 +CUNNING to a maximum of +6
Cost—
Seal of the OwlLegendary
armor
+1 +FOCUS to a maximum of +6
Cost—
Seal of the RabbitLegendary
armor
+1 +LUCK to a maximum of +6
Cost—
Wondrous Items
Item Effect Cost Weight
Amulet of Proof against Detection and Location Rare

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.

Cost 5000g Weight 0
metal0.5fadeite1 8
Bag of Devouring Rare

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.

Cost 500g Weight 1
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.

Cost 500g Weight 1
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.

Cost 25g Weight 0
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.

Cost 500g Weight light
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.

Cost 500g Weight light
stone1elementalis1 5
Dimensional Shackles Rare

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.

Cost 2500g Weight light
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.

Cost 300g Weight light
stone2mithril1 6
Dust of Sneezing and Choking Rare

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.

Cost 1000g Weight 0
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.

Cost 500g Weight light
stone1elementalis1 5
Folding Boat Rare

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.

Cost 2500g Weight 1
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.

Cost 1000g Weight 0
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.

Cost 1000g Weight 0
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.

Cost 1000g Weight light
stone1elementalis1 5
Handy Haversack Rare

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.

Cost 2500g Weight 1
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.

Cost 500g Weight light
metal2elementalis1 6
Instant Fortress Rare

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.

Cost 2500g Weight 2
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.

Cost 1000g Weight 0
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.

Cost 1000g Weight 0
metal0.5elementalis1 5
Periapt of Proof against Poison Rare

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.

Cost 5000g Weight 0
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.

Cost 1000g Weight 0
metal0.5elementalis1 5
Portable Hole Rare

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.

Cost 2500g Weight light
textile1fadeite2 9
Ring of the Ram Rare

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.

Cost 5000g Weight 0
metal0.5fadeite1 8
Robe of Eyes Rare

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.

Cost 5000g Weight light
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.

Cost 500g Weight light
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.

Cost 500g Weight light
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.

Cost 1000g Weight 0
textile1elementalis1 5
The Deck of Luck and Loss Legendary

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.
Cost — Weight 0
Tome of Bodily Might Legendary

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.

Cost — Weight light
Tome of Boundless Luck Legendary

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.

Cost — Weight light
Tome of Clear Thought Legendary

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.

Cost — Weight light
Tome of Deft Cunning Legendary

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.

Cost — Weight light