Chapter 6: Equipment
| Cost | |
| Countdown |
Weight and carrying capacity
While adventuring, you’re going to pick up stuff, and that stuff has
Each
Your
Weapons
Weapons deal damage! If you have mastery with a weapon, you can use its mastery property whenever you hit a creature with that weapon. Some weapons also have properties describing how they can, or need to, be used. All PCs have proficiency with simple weapons.
Unarmed and improvised attacks deal 1 damage.
Some weapons have special weapon properties—every property always applies to the weapon when wielded. All weapons also have a mastery property—if you gain weapon mastery of that weapon, you can use the mastery property.
| Weapon | Damage | Range | VS | Properties | Mastery | ||
|---|---|---|---|---|---|---|---|
| Primary Weapons | |||||||
| Club | 1d4 | – | Power | 6g | light | ||
| Dagger | 1d4 | – | Cunning | 12g | light | ||
| Greatclub | 1d8 | – | Power | 12g | 1 | ||
| Hammer | 1d4 | – | Power | 20g | light | ||
| Handaxe | 1d4 | – | Cunning | 20g | light | ||
| Mace | 1d6 | – | Power | – | 18g | 1 | |
| Quarterstaff | 1d4 | – | Cunning | 7g | 1 | ||
| Sickle | 1d4 | – | Cunning | 16g | light | ||
| Spear | 1d6 | – | Cunning | 12g | light | ||
| Light Crossbow | 1d8 | 80' | Luck | 50g | 1 | ||
| Shortbow | 1d6 | 80' | Luck | 50g | light | ||
| Secondary Weapons | |||||||
| Dagger | 1d4 | – | Cunning | 12g | light | ||
| Hammer | 1d4 | – | Power | 20g | light | ||
| Handaxe | 1d4 | – | Cunning | 20g | light | ||
| Sling | 1d4 | 30' | Luck | 8g | 0 | ||
| Weapon | Damage | Range | VS | Properties | Mastery | ||
|---|---|---|---|---|---|---|---|
| Primary Weapons | |||||||
| Battleaxe | 1d8 | – | Focus | 20g | 1 | ||
| Flail | 1d8 | – | Power | – | 20g | light | |
| Greataxe | 1d12 | – | Focus | 80g | 1 | ||
| Greatsword | 2d6 | – | Focus | 80g | 1 | ||
| Longsword | 1d8 | – | Cunning | 30g | light | ||
| Maul | 2d6 | – | Power | 80g | 1 | ||
| Rapier | 1d8 | – | Cunning | 50g | light | ||
| Shortsword | 1d6 | – | Cunning | 20g | light | ||
| Whip | 1d4 | – | Focus | 20g | light | ||
| Heavy Crossbow | 1d10 | 120' | Luck | 100g | 2 | ||
| Longbow | 1d8 | 150' | Luck | 100g | light | ||
| Secondary Weapons | |||||||
| Shortsword | 1d6 | – | Cunning | 20g | light | ||
| Whip | 1d4 | – | Focus | 20g | light | ||
| Hand Crossbow | 1d6 | 30' | Cunning | 150g | light | ||
Weapon Properties
- Agile
Rewards quick strikes over brute force—can use +CUNNING instead of +POWER for attack and damage rolls.
If wielding two agile weapons and you hit a creature with your primary weapon, you can spend
1-fatigue to attack the same creature with your secondary weapon. This damage does not include your ability score.A ranged weapon with this property must use +CUNNING for its attack and damage rolls.
- Conduit
Can be used as a conduit—can use +SPELL for attack and damage rolls.
- Heavy
Requires +POWER of 1 or greater to wield.
- Piercing
Damage rolls with +n piercing ignore n of a creature’s AC.
- Precise
Rewards careful strikes over brute force—can use +FOCUS instead of +POWER for attack and damage rolls.
A ranged weapon with this property must use +FOCUS for its attack and damage rolls.
- Reach
Melee weapons only. Your reach with this weapon is increased by 5’.
- Reload
Takes extra effort to reload—it can only be fired once per turn.
- Simple
Basic weapons anyone can use.
- Thrown
Can be thrown. If thrown, it and has a range of 30’.
- Two-Handed
Unwieldy and must be used with two hands.
- Versatile
Can wield with one hand or two; if wielding with two, add +1 damage to damage rolls when used as a melee weapon. Can swap between one handed and two handed by using
Use Item .
Weapon Mastery
- Cleave
When you
strike with this weapon, mark1-fatigue to deal half the damage you dealt to your target to another creature within the weapon’s reach.- Graze
When you
strike with this weapon and miss, deal damage equal to the ability used to roll the attack.- Nick
When you
strike with this weapon, mark2-fatigue to apply sundered.- Pinpoint
When you
strike with this weapon, mark1-fatigue on a hit to become prepared for your nextattack roll against that creature.- Ring
When you
strike with this weapon, mark2-fatigue on a hit to apply impaired.- Sap
When you
strike with this weapon, mark1-fatigue on a hit to apply weakened.
Conduits
Conduits are special weapons specifically for spellcasters that let you substitute your +SPELL for attack and damage rolls. Each conduit has a set of properties that affect your spellcasting when equipped. In addition to the conduits below, any simple melee weapon can be used as a conduit and have the assail property—a few common weapon conduits are presented below. Some conduits have weapon properties like two-handed and versatile—refer to those properties for definitions.
| Weapon | Damage | Range | VS | Properties | Mastery | ||
|---|---|---|---|---|---|---|---|
| Primary Weapons | |||||||
| Dagger | 1d4 | – | Cunning | 12g | light | ||
| Staff | 1d6 | – | Cunning | 20g | 1 | ||
| Wand | 1d6 | 30' | Luck | 20g | light | ||
| Secondary Weapons | |||||||
| Dagger | 1d4 | – | Cunning | 12g | light | ||
| Orb | 1d4 | 30' | Luck | 30g | light | ||
Conduit Properties
- Assail
Can be used as the normal weapon, or can
Use Item and channel one of your cantrips. While channeled, the weapon takes on a magical appearance in line with the cantrip being used, you can cast spells with that cantrip at melee range, and you can substitute a base level cantrip for a weapon attack taking reactions. You canUse Item again to change your weapon back to its normal form or to another cantrip.- Expand
Increase the size of a targeting charm by 5’ in one dimension.
- Extend
When you apply a condition with a spell through this conduit, you can mark
1-fatigue per target to extend its duration by 1 round. You can choose how many targets to extend.- Span
When you attack a creature at range through this conduit, increase the maximum distance by 10’.
Armor
Armor is your level of protection against incoming blows, and comes in three types:
You can also equip a shield. Shields provide a bonus to your AC while wielding it. Unlike armor, shields are part of your loadout.
Wearing armor you’re not proficient with restricts your movement: all ability checks that rely on movement are made at
| Armor | AC | Properties | Mastery | ||
|---|---|---|---|---|---|
| Light Armor | |||||
| Leather Armor | 4 | 25g | 1 | ||
| Padded Armor | 4 | 15g | 1 | ||
| Studded Leather Armor | 5 | – | 75g | 2 | |
| Medium Armor | |||||
| 5 | – | 60g | 2 | ||
| Breastplate | 6 | 250g | 2 | ||
| Scale Mail | 6 | 175g | 4 | ||
| Half Plate Armor | 7 | 600g | 4 | ||
| Heavy Armor | |||||
| Ring Mail | 8 | 150g | 4 | ||
| Splint Armor | 9 | 550g | 6 | ||
| Plate Armor | 10 | 2000g | 7 | ||
| Shields | |||||
| Buckler | +2 | – | 20g | 1 | |
| Spiked Shield | +2 | – | 30g | 2 | |
| Tower Shield | +3 | 60g | 4 | ||
Armor Properties
- Bulky
Subtract your +POWER from this armor’s bulky score. For each remaining point, reduce your
speed by 5 feet.- Discreet
Can be concealed under clothing.
- Noisy
Ability checks made to sneak or be stealthy are rolled with
disadvantage .
Armor Mastery
- Absorb
As a reaction to taking damage, you can reduce the damage you take by one threshold. You can do this a number of times equal to your
Prowess , and recover all spent uses as part of yourdaily preparations .- Barbed
As a reaction to taking damage from a creature within your reach, mark
1-fatigue to deal damage equal to your +POWER to it.- Deflect
As a reaction to taking damage below your low threshold, you can prevent yourself from marking
fatigue . You can do this a number of times equal to yourProwess , and recover all spent uses as part of yourdaily preparations .- Flexible
Increase the amount of your defending ability you can add to your AC by 1 while wearing this armor.
Gear & Packs
Weapons and armor aren’t the only things you need to survive on your adventure, you need gear too! Gear can be broken down into four categories: adventuring gear, musical instruments, and tools.
- Adventuring Gear
- Gear and equipment an adventurer may need throughout their travels.
- Musical instruments
- A tool to play music. If you have a talent that would give you proficiency with a musical instrument, you can typically earn extra gold when you perform with one when you use the Get a Job downtime activity. Under some circumstances, a GM may let you use a musical instrument as a conduit.
- Tools
- Let you Work on a Project that requires special tools when you’re not in a settlement that has a permanent workshop dedicated to the required craft.
Packs are specially priced collections of predefined adventuring gear (presented weights are approximates). When you start your adventure, you get 50 gold to spend on gear and packs.
Packs
Packs are specially priced collections of predefined adventuring gear (presented weights are approximates)
| Item | Contents | ||
|---|---|---|---|
| Burglar's Pack | A backpack, a crowbar, ball bearings, a lockpicking kit, a hooded lantern, and a flask of oil. | 30g | light |
| Camping Pack | A backpack, a bedroll, a tent for basic shelter while traveling, a waterskin, a tinderbox, and 5 torches. | 35g | 2 |
| Diplomat's Pack | A chest, a set of fine clothes, and perfume. | 45g | 3 |
| Dungoneer's Pack | A backpack, a crowbar, a 10-foot pole, rope, a hooded lantern, a flask of oil, and caltrops. | 30g | 1 |
| 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. | 20g | light |
| Jailer's Pack | A backpack, a lock with key, manacles, and a chain. | 45g | light |
| Writer's Pack | A backpack, a bottle of ink with pen, 2 bundles of parchment, a scroll case, and candles. | 20g | -2 |
Adventuring Gear
Gear and equipment an adventurer may need throughout their travels.
| Item | Description | ||
|---|---|---|---|
| Amulet | A medallion on a cord or chain. | 25g | 0 |
| Backpack | A satchel to hold goods up to 1-foot in any dimension. Increases | 4g | -2 |
| Ball Bearings | 1000 small metal balls. Scattering them on the ground makes a close range area difficult terrain | 4g | light |
| Bedroll | A warm place for one small or medium creature to sleep in | 10g | 1 |
| Bell | A small bell that can be heard from up to 60’ away | 2g | 0 |
| Belt | A leather or cloth belt. | 3g | 0 |
| 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. | 25g | light |
| Boots | A pair of sturdy boots. | 5g | light |
| Bottle | A small glass bottle with a stopper that can hold up to a pint of liquid. | 3g | light |
| Bracers | A pair of forearm guards. | 10g | light |
| Caltrops | Spread across a 10’ area—creatures that | 4g | light |
| Candles | A pack of 5 sturdy beeswax candles. Illuminates a 10’ area with dim light when lit, and can burn for 2 hours | 2g | 0 |
| Chain | 10’ of metal chain. Chain can be used to restrain a creature | 15g | 1 |
| Chest | A wooden, with metal reinforcements, chest 4 foot wide, 3 foot deep, and 1 foot tall (when closed) with handles to carry. Can be locked. | 15g | 3 |
| Circlet | A slender metal band worn about the brow. | 50g | 0 |
| Climbing Kit | Mundane items for climbing vertical surfaces, like boot tips, gloves, pitons, and a harness. 5 uses. | 50g | 1 |
| Cloak | A plain cloak or mantle. | 5g | light |
| Clothes, fine | Fine clothes made from expensive fabric and adorned with expertly crafted detail or a ceremonial robe. | 30g | light |
| Clothes, traveler's | Basic clothing of a local traveller or a robe. | 6g | light |
| Crowbar | A metal crowbar, giving you +2 when trying to pry something open | 8g | 1 |
| Disguise Kit | Mirror, makeup, wigs, small rubbery prosthetic pieces, and costumes to make you look like someone else. While disguised, gain | 30g | light |
| Gloves | A pair of cloth or leather gloves. | 5g | 0 |
| Goggles | A pair of glass goggles in a fitted frame. | 25g | light |
| Hat | A simple hat. | 3g | 0 |
| Healing Kit | Herbs, tinctures, gauze, and other mundane items for stabilizing a dying creature. 10 uses. | 10g | light |
| 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. | 50g | light |
| Ink | 1-ounce bottle which provides enough ink to write about 500 pages | 15g | 0 |
| Lamp | Oil burning lamp that illuminates bright light within 10; and dim light within 30’ | 1g | light |
| Lantern, bullseye | Oil burning lantern that shed bright light in a 30’ long, 5’ wide line directly in front of you and dim light for a another 100’ further. | 20g | light |
| Lantern, hooded | Oil burning lantern that illuminates bright light in a 30’ area and dim light in an 80’. Hood can be lowered to shed dim light only in a 10’ area. | 10g | light |
| Lock | Locks come with keys. | 20g | light |
| 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 | 8g | 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 | 15g | 1 |
| Necklace | A plain chain or pendant worn at the neck. | 25g | 0 |
| Net | When thrown on a creature, they become restrained | 8g | 1 |
| Oil | One flask of flammable oil, often used for lighting a lantern, enough for 5 uses. | 1g | light |
| Parchment | One sheet of parchment can hold about 250 handwritten words. Comes in packs of 5 | 1g | 0 |
| Perfume | Contains 10 doses of perfume. For 1 hour after applying, gain | 10g | 0 |
| Pole | 10 food long wooden pole | 2g | 1 |
| Quiver | A holder for arrows or bolts. Required for using bows and crossbows. | 2g | light |
| Ring | A plain metal band. | 25g | 0 |
| Rope | 50’ of hempen rope | 8g | 1 |
| Scroll Case | Holds up to 10 sheets of parchment | 2g | light |
| String | 10’ of string. | 1g | 0 |
| Supplies | Daily rations needed to survive | 5g | light |
| Tackle Box | A small wooden box of containing hooks and lures for fishing. | 4g | light |
| Tent | A basic shelter that can sleep 2 small or medium creatures | 20g | 2 |
| Tinderbox | A small container holding flint, fire steel, and tinder used to start a fire. | 2g | light |
| Torch | When lit it illuminates bright light within 30’ and dim light within 80’, burning for 1 hour. Can be used as a club, dealing fire damage. Pack of 5. | 2g | light |
| Wand (Common) | A wand holding a fixed common spell, usable by anyone for | 1500g | light |
| Wand (Rare) | A wand holding a fixed rare spell, usable by anyone for | 7500g | light |
| Wanderer's Pack | A well-worn pack of useful miscellany. When you use | 0g | 1 |
| Waterskin | A watertight container that can hold 2 days worth of water ( | 2g | 1 |
Musical Instruments
A tool to play music. If you have a talent that would give you proficiency with a musical instrument, you can typically earn extra gold when you perform with one when you use the
| Item | Description | ||
|---|---|---|---|
| Bagpipes | Musical instrument | 30g | 1 |
| Drum | Musical instrument | 12g | light |
| Flute | Musical instrument | 6g | light |
| Horn | Musical instrument | 12g | light |
| Lute | Musical instrument | 35g | light |
| Lyre | Musical instrument | 30g | light |
| Viol | Musical instrument | 30g | light |
Tools
Let you
| Item | Description | ||
|---|---|---|---|
| Alchemist's Tools | A portable set of tools to make potions | 100g | 1 |
| Blacksmith's Tools | A portable set of tools for working with metal. | 40g | 2 |
| Brewer's Tools | A portable set of tools for brewing alcohol and checking a liquid’s contents. | 40g | 1 |
| Carpenter's Tools | A portable set of tools for working with wood | 24g | 1 |
| Cook's Tools | A portable set of tools and dried spices for cooking. Includes a dagger and a small cast iron dutch oven. | 10g | 2 |
| Drafter's Tools | A portable set of tools for making precise drawings and estimating distances and position | 30g | 1 |
| Glassblower's Tools | A portable set of tools for working with glass | 60g | 1 |
| Herbalism Kit | A kit of cutting tools, pouches, and a mortar and pestle for identifying and preparing herbal remedies. | 25g | 1 |
| Jeweler's Tools | A portable set of tools to make and repair jewelry and assess gems | 50g | light |
| Leatherworker's Tools | A portable set of tools to tan, cut, and work leather and | 10g | 1 |
| Mason's Tools | A portable set of tools for chiseling and working with stone | 20g | 1 |
| Potter's Tools | A portable set of tools for working with, throwing, and baking ceramics. | 20g | 1 |
| Tinkerer's Tools | A portable set of tools for working on small, intricate items | 100g | 1 |
| Weaver's Tools | A portable set of tools to weave and repair cloth | 6g | 1 |
Potions, Spell Scrolls, and Wands
Potions, spell scrolls, and wands are all containers for magic. A potion or wand lets anyone trigger the magic stored within; a spell scroll is a caster’s tool. A potion or wand is a fixed spell—when its spell calls for a casting modifier (+SPELL), use a value set by its rarity instead of your own: +2 for a common item, +4 for a rare one, as well as for attack rolls made with it. A spell scroll is the exception: you cast it yourself, using your own +SPELL.
Each is common unless the cantrip or charm bound into it is rare, in which case it’s rare—a spell’s power is paid in the
| Item | Rarity | |
|---|---|---|
| Spell Scroll | Common | 300g |
| Spell Scroll | Rare | 1500g |
| Potion | Common | 400g |
| Potion | Rare | 2000g |
| Wand | Common | 1500g |
| Wand | Rare | 7500g |
Potions
A potion holds a spell that targets the drinker or emanates from them. Anyone can use a potion with the
You can also throw a potion, treating the creature it strikes—or the point it bursts on, as the consumer or spell’s origin. If it’s a willing ally, they can choose to have the potion activate when it hits them. Otherwise, make a ranged attack against their Cunning, treating the ranged attack as the spell’s attack. On a miss, the potion shatters, wasted.
Rituals cannot be stored in potions, and any material component that has a cost must be paid as part of crafting the potion.
Spell Scrolls
A spell scroll holds a cantrip, a charm, or a cantrip-and-charm combination. You must have a spellcasting feat to use one—to anyone else, the instructions are just ink.
You can cast a scroll’s cantrip or combination as written, or, if it holds a charm, apply that charm to a cantrip you have prepared that the charm can affect—a prepared Fire Bolt and a scroll holding a haste charm together cast one hasted Fire Bolt. Pay the spell’s
Because a scroll’s instructions are legible and durable, a spellcaster can study one to copy or learn its cantrip or charm without using it up.
Wands
A wand holds a cantrip, a charm, or a cantrip-and-charm combination—any spell, like a scroll, not only self-targeting ones—and anyone can use it, no spellcasting feat needed.
Activating a wand costs a fixed 2 AP (you trade the spell’s gestures for channeling it through the wand) plus the spell’s
(A Wand of [Spell] is a distinct item from the plain wand conduit a spellcaster channels their own spells through.)
Healing Potions
Healing potions aren’t magic—they’re potent herbal remedies brewed with a herbalism kit, meant for quick healing outside of a rest. They come in three forms, all with a
| Potion | Healing | |
|---|---|---|
| Health Potion | 50g | |
| Greater Health Potion | 150g | |
| Potion of Invigoration | 1000g |
Upgrading Equipment
As you adventure, you’ll want to upgrade your gear to be able to take on tougher and tougher foes. There are upgrades you can make to your equipment: you can plate a weapon with silver, you can improve it with mithril, you can refine it into a masterwork item, and you can enhance it with runes and seals.
Silvered Weapons
A weapon can be plated or alloyed with silver by any blacksmith. Attacks with a silvered weapon ignore a creature’s resistance to physical damage. Ammunition is silvered in batches of 20.
Silvering a weapon costs a flat 100g and is permanent.
Mithril Equipment
While Mithril comes in many forms, at its core it’s a material that’s been seeped in magic, resulting in an incredibly strong and light material. Mithril items gain 1 rune slot and has their
- Weapons
- Conduits
- Armor
- Shields
- Amulets
- Belts
- Boots
- Bracers
- Circlets
- Cloaks
- Hats
- Gloves
- Goggles
- Necklaces
- Fine Clothes
Working with mithril is as easy as working with common materials, so an item’s countdown is unchanged—but the material is rare and a spoiled piece is costly to replace, so mithril equipment is priced well above its raw stock. Its purchase price is the cost of its mithril material times 2½ for a simple item, 3 for a normal one, or 3½ for a complex one. To craft mithril equipment yourself, replace all of its materials with mithril, keeping the same amount.
Masterwork Equipment
Masterwork equipment is the pinnacle of craftsmanship—perfectly fit and balanced, finely decorated, and of the highest quality. All masterwork equipment at their core are made of mithril, and any mithril item can be made a masterwork item, so they gain all the benefits of mithril equipment. Additionally, they all gain 1 seal slot; weapons and conduits also gain
The attention to detail required to create masterwork equipment requires a significant time investment, and its cost shows. Masterwork equipment costs twice as much as its mithril equivalent, and if you wanted to craft it on your own, its countdown would be doubled (but the material amount would remain the same). You can only attempt to make masterwork equipment yourself if you have expertise in the talent that lets you craft.
Runes & Seals
Runes and seals are magical enhancements set into a slot on an item—any item, including wondrous gear. Runes generally modify an item’s existing properties, whereas seals generally add new ones. Runes and seals are not permanent—if you have a talent that lets you craft the kind of item it’s attached to, you can remove them intact and replace them as a countdown 1 project per item. Some items you find in the wild may have runes or seals on them and aren’t mithril or masterwork equipment—while you can remove the runes and seals from these items, you can’t replace them once you do.
An item’s first rune slot comes from being mithril and its first seal slot from being masterwork. To add further slots, you imbue the item—a Complex crafting project, requiring expertise in the relevant craft, that grants one extra rune or seal slot. Each added slot of a kind is dearer than the last: the next rune slot needs (current rune slots + 1) × 2 mithril, the next seal slot (current seal slots + 1) × 2 fadeite. An item can hold at most 3 rune slots and 3 seal slots.
Runes
| Item | Effect | |
|---|---|---|
| Acid Rune |
| 750g |
| Cold Rune |
| 750g |
| Fire Rune |
| 750g |
| Force Rune |
| 750g |
| Lightning Rune |
| 750g |
| Necrotic Rune |
| 750g |
| Poison Rune |
| 750g |
| Radiant Rune |
| 750g |
| Silent Rune |
| 600g |
| Folding Rune |
| 1800g |
| Stalwart Rune |
| 3000g |
| Vicious Rune |
| 6000g |
Seals
| Item | Effect | |
|---|---|---|
| Adept Seal |
| 1250g |
| Bloodthirsty Seal |
| 2000g |
| Empowering Seal |
| 1250g |
| Enspelled Seal |
| 1750g |
| Potent Seal |
| 4000g |
| Seeking Seal |
| 4000g |
| Slayer Seal |
| 3000g |
| Vigilant Seal |
| 2000g |
| Animate Seal |
| 6000g |
| Bulwark Seal |
| 8000g |
| Deflecting Seal |
| 8000g |
| Greater Empowering Seal |
| 8000g |
| Mirage Seal |
| 6000g |
| Prismatic Seal |
| 26500g |
| Vorpal Seal |
| 23000g |
| Warding Seal |
| 10000g |
| Wounding Seal |
| 8000g |
| Seal of the Bull |
| — |
| Seal of the Fox |
| — |
| Seal of the Owl |
| — |
| Seal of the Rabbit |
| — |
Attunement
Some magic asks to be bonded before it works. You can be attuned to a number of magic items at once equal to your Prowess (2 at Journeyman, up to 5 at Legendary). Attune to, or release, your items during your
Attunement is required by:
- Any item bearing one or more runes or seals—the whole item is a single attunement, however many it holds.
- Wondrous items marked Attunement in their entry—the ones granting a strong
ongoing benefit.
Everything else is yours to use freely: most wondrous items (including passive grants like darkvision goggles), consumables, and one-time items like the Tomes.
This is the second of two brakes on stacked magic: the three-rune / three-seal slot cap limits power within a single item, and attunement limits how many magic items work at once.
Wondrous Items
Wondrous items are bespoke magical objects—made, not enchanted onto ordinary gear. Each is built from its own recipe, and its rarity reflects how readily it turns up, not what it’s made of. Anyone can use one.
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.
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.
Bag of Holding
A worn satchel whose mouth opens into an extradimensional space. It holds up to
Bead of Nourishment
A small, flavorless sphere that sustains the body for a day. Eat it (
Cordial Flask
On command (
Decanter of Endless Water
A stoppered flask that never runs dry. When you use it (
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.
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
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.
Eversmoking Bottle
A brass bottle that when opened (
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.
Gloves of Swimming and Climbing
While you wear these, you have a
Gloves of Thievery
While you wear these gloves, they’re invisible, and you have
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.
Handy Haversack
A backpack with three extradimensional pockets. A central pocket holds up to
Immovable Rod
A flat iron rod with a single button. Press the button and the rod fixes in place in midair, bearing up to
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.
Pearl of Power
A lustrous pearl that when used (
Periapt of Health
A small heart shaped pendant. When used (
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.
Periapt of Wound Closure
While you wear it, you have
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.
Ring of the Ram
A ring shaped like a ram’s head. It has 3 charges, regaining 1d3 as part of your
Robe of Eyes
A robe with eye patterned fabric. While you wear it, you see in all directions: you have
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.
Rope of Climbing
60 feet of rope that obeys a spoken command (
Slippers of Spider Climbing
While you wear soft velvet black slippers, you can
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.
Tome of Bodily Might
Its regimens of strength, breath, and endurance reforge the body that follows them. You can
Tome of Boundless Luck
Its verses and rituals court fortune itself until chance bends toward the reader. You can
Tome of Clear Thought
Its meditations and exercises discipline the mind to perfect clarity and unshakable will. You can
Tome of Deft Cunning
Its drills of reflex, sleight, and quick wit hone every motion to a razor’s edge. You can
Crafting
Who buys stuff nowadays when making your own is so easy.
Crafting Material
As you adventure, in addition to picking up gear and weapons, you’ll pick up crafting material that can either be sold or used to create new equipment. Crafting material comes in two varieties: standard crafting material and rare crafting material.
| Material | ||
|---|---|---|
| Junk | 1g | light |
| Standard | ||
| Textile | 3g | light |
| Wood | 3g | light |
| Metal | 6g | 1 |
| Stone | 2g | 1 |
| Rare | ||
| Elementalis | 150g | light |
| Mithril | 200g | light |
| Fadeite | 400g | light |
Standard crafting material is fairly common to buy and sell—most towns and cities should have a store where you can buy them. Junk can generally be sold to general stores and taverns as well—think of it like rotten food, or silverware or plates.
Rare crafting material is harder to come by. You typically need a speciality vendor, and it typically sells for three times its value. There are three kinds of rare crafting material, Elementalis, Mithril, and Fadeite.
- Elementalis
- Usually the easiest to come by—think fire sacks from a red dragon or poison glands from a purple worm. The material hums with elemental essence that can be extracted to recreate elemental effects
- Mithril
- An unusually hard, light, and flexible material—think dragon bone or or wood from an ancient tree. Mithril is versatile enough that it can equally be spun into textiles or replace metal in buildings.
- Fadeite
- Fadeite is the most rare of the three. It’s usually a cutting or a piece of an item that’s been so deeply steeped in magic that it can bend the Fade itself—think a piece of a lich’s robes, the horn of a devil, or floorboard from a centuries old magical academy.
Time and Cost
To craft an item you either need to be under the instruction of an artisan of the kind of item you’re making (like a blacksmith), or have a background or proficiency in crafting it yourself (usually from a talent or a class). You also need the relevant tools on hand.
With those met, you craft by taking the work on a project downtime activity and making a
- Power
- Forge and stonework—blacksmith’s, mason’s, and carpenter’s tools.
- Focus
- Fine and technical work—jeweler’s, tinkerer’s, alchemist’s, glassblower’s, drafter’s, and brewer’s tools, and the herbalism kit.
- Cunning
- Quick, deft work—weaver’s, leatherworker’s, potter’s, and cook’s tools.
Every craftable item has a countdown (), the amount of work needed to finish it. Each time you work on the project, make the check and resolve it by tier:
| Result | Countdown | Material |
|---|---|---|
| Miss | — | ruin a unit |
| Weak hit | −1 | ruin a unit |
| Strong hit | −2 | — |
| Critical hit | −2 | save a unit |
To ruin a unit is to spoil one of the project’s materials—it’s wasted and must be replaced before the item can be finished. It can be any of them, including a lone rare reagent, so a fumble on costly stock stings. To save a unit is to finish needing one less; a save can never reduce a material to 0, so you always need at least one of each.
When you
An item’s countdown is the number of crafting materials it requires plus a value for its complexity:
- Simple (+1)
- Quick, simple work, like clubs, daggers, and other basic weapons, padded armor, and most household goods.
- Normal (+3)
- Skilled but routine work, like most martial weapons, bows, leather and mail armor, conduits, tools, and instruments.
- Complex (+6)
- Exacting work, like the rapier, crossbows, breastplates and fitted plate, fine tools, locks, and bound books.
You need all of an item’s materials to finish it, and crafting consumes them.
Crafting with scraps. Some cheap goods need only a fraction of a material. Total the materials your project needs—across every item in it—then round each kind up to the next whole unit; that’s what it consumes. Crafting one such item on its own rounds its scrap up to a full unit, but batching several so their fractions add up to whole units wastes nothing. You don’t get anything until the project’s whole countdown is complete.
| Item | Materials | Complexity | |
|---|---|---|---|
| weapons | |||
| Battleaxe | wood1metal1 | normal | 5 |
| Club | wood1 | simple | 2 |
| Dagger | metal1 | simple | 2 |
| Flail | wood1metal1 | normal | 5 |
| Greataxe | textile1wood1metal2 | normal | 7 |
| Greatclub | wood2 | simple | 3 |
| Greatsword | textile1metal3 | normal | 7 |
| Hammer | wood1metal1 | simple | 3 |
| Hand Crossbow | textile1wood1metal2 | complex | 10 |
| Handaxe | wood1metal1 | simple | 3 |
| Heavy Crossbow | textile1wood2metal2 | complex | 11 |
| Light Crossbow | textile1wood2metal1 | complex | 10 |
| Longbow | textile1wood3 | normal | 7 |
| Longsword | textile1metal2 | normal | 6 |
| Mace | wood1metal1 | simple | 3 |
| Maul | textile1wood1metal3 | normal | 8 |
| Orb | stone2 | normal | 5 |
| Quarterstaff | wood1 | simple | 2 |
| Rapier | textile1metal2 | complex | 9 |
| Shortbow | textile1wood2 | normal | 6 |
| Shortsword | textile1metal1 | normal | 5 |
| Sickle | metal1 | simple | 2 |
| Sling | textile1 | simple | 2 |
| Spear | wood2 | simple | 3 |
| Staff | wood2 | normal | 5 |
| Wand | wood2 | normal | 5 |
| Whip | textile2 | normal | 5 |
| armor | |||
| Breastplate | textile1metal4 | complex | 11 |
| Buckler | wood2metal1 | simple | 4 |
| Half Plate Armor | textile2metal8 | complex | 16 |
| textile4 | normal | 7 | |
| Leather Armor | textile4 | normal | 7 |
| Padded Armor | textile2 | simple | 3 |
| Plate Armor | textile3metal16 | complex | 25 |
| Ring Mail | textile1metal3 | normal | 7 |
| Scale Mail | textile1metal3 | complex | 10 |
| Spiked Shield | wood2metal2 | normal | 7 |
| Splint Armor | textile1metal7 | complex | 14 |
| Studded Leather Armor | textile3metal1 | normal | 7 |
| Tower Shield | wood4metal4 | normal | 11 |
| gear | |||
| Alchemist's Tools | metal1stone1 | complex | 8 |
| Amulet | metal0.5 | simple | 2 |
| Backpack | textile1 | simple | 2 |
| Bagpipes | textile2wood1 | complex | 9 |
| Ball Bearings | metal0.5 | simple | 2 |
| Bedroll | textile1 | simple | 2 |
| Bell | metal0.25 | simple | 2 |
| Belt | textile1 | simple | 2 |
| Blacksmith's Tools | metal3 | normal | 6 |
| Book | textile2 | complex | 8 |
| Boots | textile1 | simple | 2 |
| Bottle | stone1 | normal | 4 |
| Bracers | metal1 | simple | 2 |
| Brewer's Tools | wood2metal1 | normal | 6 |
| Caltrops | metal0.5 | simple | 2 |
| Candles | textile0.5 | simple | 2 |
| Carpenter's Tools | metal2 | normal | 5 |
| Chain | metal2 | normal | 5 |
| Chest | wood2metal1 | normal | 6 |
| Circlet | metal1 | simple | 2 |
| Climbing Kit | textile2metal1 | normal | 6 |
| Cloak | textile1 | simple | 2 |
| Clothes, fine | textile3 | complex | 9 |
| Clothes, traveler's | textile1 | simple | 2 |
| Cook's Tools | metal1 | normal | 4 |
| Crowbar | metal1 | normal | 4 |
| Disguise Kit | textile2 | complex | 8 |
| Drafter's Tools | wood1metal1 | complex | 8 |
| Drum | textile1wood1 | normal | 5 |
| Flute | wood1 | normal | 4 |
| Glassblower's Tools | wood1metal2 | complex | 9 |
| Gloves | textile1 | simple | 2 |
| Goggles | stone1 | simple | 2 |
| Hat | textile1 | simple | 2 |
| Healing Kit | textile1 | normal | 4 |
| Herbalism Kit | textile1metal1 | normal | 5 |
| Horn | metal1 | normal | 4 |
| Jeweler's Tools | metal2 | complex | 8 |
| Lamp | stone0.25 | simple | 2 |
| Lantern, bullseye | metal1stone1 | complex | 8 |
| Lantern, hooded | metal1 | normal | 4 |
| Leatherworker's Tools | metal1 | normal | 4 |
| Lock | metal2 | complex | 8 |
| Lockpicking Kit | metal1 | complex | 7 |
| Lute | textile1wood2 | complex | 9 |
| Lyre | textile1wood2 | complex | 9 |
| Manacles | metal2 | normal | 5 |
| Mason's Tools | wood1metal1 | normal | 5 |
| Necklace | metal0.5 | simple | 2 |
| Net | textile2 | normal | 5 |
| Parchment | textile0.25 | simple | 2 |
| Pole | wood0.5 | simple | 2 |
| Potter's Tools | wood1metal1 | normal | 5 |
| Quiver | textile0.5 | simple | 2 |
| Ring | metal0.5 | simple | 2 |
| Rope | textile2 | normal | 5 |
| Scroll Case | wood0.5 | simple | 2 |
| String | textile0.25 | simple | 2 |
| Tackle Box | wood1 | simple | 2 |
| Tent | textile4 | normal | 7 |
| Tinderbox | metal0.25 | simple | 2 |
| Tinkerer's Tools | wood1metal3 | complex | 10 |
| Torch | wood0.5 | simple | 2 |
| Viol | textile1wood2 | complex | 9 |
| Wand (Common) | wood1metal1elementalis1 | complex | 9 |
| Wand (Rare) | wood1metal1fadeite1 | complex | 9 |
| Wanderer's Pack | textile1 | simple | 2 |
| Waterskin | textile0.5 | simple | 2 |
| Weaver's Tools | wood1 | normal | 4 |
| consumables | |||
| Greater Health Potion | wood2stone1 | normal | 6 |
| Health Potion | wood1stone1 | simple | 3 |
| Potion (Common) | stone1elementalis1 | normal | 5 |
| Potion (Rare) | stone1fadeite1 | complex | 8 |
| Potion of Invigoration | wood4stone1elementalis1 | complex | 12 |
| Spell Scroll (Common) | textile1elementalis1 | normal | 5 |
| Spell Scroll (Rare) | textile1fadeite1 | complex | 8 |
| wondrous | |||
| Amulet of Proof against Detection and Location | metal0.5fadeite1 | complex | 8 |
| Bag of Devouring | textile2fadeite1 | complex | 9 |
| Bag of Holding | textile2fadeite1 | complex | 9 |
| Bead of Nourishment | stone1elementalis1 | simple | 3 |
| Cordial Flask | stone1elementalis1 | normal | 5 |
| Decanter of Endless Water | stone1elementalis1 | normal | 5 |
| Dimensional Shackles | metal2fadeite1 | complex | 9 |
| Driftglobe | stone2mithril1 | normal | 6 |
| Dust of Sneezing and Choking | elementalis2 | complex | 8 |
| Eversmoking Bottle | stone1elementalis1 | normal | 5 |
| Folding Boat | wood2fadeite1 | complex | 9 |
| Gloves of Swimming and Climbing | textile1elementalis1 | normal | 5 |
| Gloves of Thievery | textile1elementalis1 | normal | 5 |
| Goggles of Night | stone1elementalis1 | normal | 5 |
| Handy Haversack | textile2fadeite1 | complex | 9 |
| Immovable Rod | metal2elementalis1 | normal | 6 |
| Instant Fortress | metal2fadeite1 | complex | 9 |
| Pearl of Power | stone1elementalis1 | normal | 5 |
| Periapt of Health | metal0.5elementalis1 | normal | 5 |
| Periapt of Proof against Poison | metal0.5fadeite1 | complex | 8 |
| Periapt of Wound Closure | metal0.5elementalis1 | normal | 5 |
| Portable Hole | textile1fadeite2 | complex | 9 |
| Ring of the Ram | metal0.5fadeite1 | complex | 8 |
| Robe of Eyes | textile2elementalis1fadeite1 | complex | 10 |
| Robe of Useful Items | textile2elementalis1 | complex | 9 |
| Rope of Climbing | textile2elementalis1 | normal | 6 |
| Slippers of Spider Climbing | textile1elementalis1 | normal | 5 |
| runes | |||
| Acid Rune | elementalis2mithril1 | normal | 6 |
| Cold Rune | elementalis2mithril1 | normal | 6 |
| Fire Rune | elementalis2mithril1 | normal | 6 |
| Folding Rune | mithril3 | normal | 6 |
| Force Rune | elementalis2mithril1 | normal | 6 |
| Lightning Rune | elementalis2mithril1 | normal | 6 |
| Necrotic Rune | elementalis2mithril1 | normal | 6 |
| Poison Rune | elementalis2mithril1 | normal | 6 |
| Radiant Rune | elementalis2mithril1 | normal | 6 |
| Silent Rune | mithril2 | normal | 5 |
| Stalwart Rune | mithril3fadeite1 | normal | 7 |
| Vicious Rune | mithril2fadeite4 | normal | 9 |
| seals | |||
| Adept Seal | elementalis2mithril1 | complex | 9 |
| Animate Seal | mithril2fadeite2 | complex | 10 |
| Bloodthirsty Seal | mithril2fadeite1 | complex | 9 |
| Bulwark Seal | mithril2fadeite3 | complex | 11 |
| Deflecting Seal | mithril2fadeite3 | complex | 11 |
| Empowering Seal | elementalis2mithril1 | complex | 9 |
| Enspelled Seal | elementalis2mithril2 | complex | 10 |
| Greater Empowering Seal | mithril2fadeite3 | complex | 11 |
| Mirage Seal | mithril2fadeite2 | complex | 10 |
| Potent Seal | mithril2fadeite3 | complex | 11 |
| Prismatic Seal | elementalis6mithril2fadeite10 | complex | 24 |
| Seeking Seal | mithril2fadeite3 | complex | 11 |
| Slayer Seal | mithril2fadeite2 | complex | 10 |
| Vigilant Seal | mithril2fadeite1 | complex | 9 |
| Vorpal Seal | mithril3fadeite10 | complex | 19 |
| Warding Seal | mithril2fadeite4 | complex | 12 |
| Wounding Seal | mithril2fadeite3 | complex | 11 |