Special equipment, magical gear, artifacts, and enhanced items.
This ostentatious hat is trimmed with gold thread and tiny jewels, all proclaiming your position of authority on the high seas. While wearing the bicorne, you gain a +2 item bonus to Intimidation and Sailing related checks.
This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The pack contains the following items: a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.
This blue cloak is surprisingly light for its length and seems to catch wind bursts in its tail, flying out behind the wearer while cushioning falls and easing jumps. The sides of the cloak are slightly weighted, making it easy to grab ahold of when it fills with air. This cloak grants you a +1 item bonus to Athletics checks to Leap and a +1 item bonus to Acrobatics checks to Balance or Maneuver in Flight.
This series of chain weaved into a bracer projects a simple yet highly effective magic
This blue staff glimmers with arcane crystals with a glade ball at its tips that glimmers with strange bouncing crystals inside.
The staff has a large red crystal with lime engravings wrapped arouund the staff
Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when performing athletic exercises. While fastened to your upper arms, the armbands give you a +2 item bonus to Athletics checks. In addition, whenever you use an action to Climb or Swim and you succeed at the Athletics check, add a +5-foot item bonus to the distance you move.
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
This artifact is cobbled together in the midst of the wild south mountains. Strange energy pulsates from it.
This is a rough furred sphere with a 8cm radius. When activated this item makes a noise associated with a random animal decided by the GM that is commonly found in the surroundings it currently in every 10,30 or 120 seconds depending on your choice. This is activated ny squeezing the ball. If no animal is native to the surroundings, it makes no noise. It stops makes noise the moment it is hit.
Carved with deadly enchantments, this weapon sunders and rust armor
This blade has a strange edge which when wielded guide its user
Made for the elite of Sogomere demons or mortals. This blade is often fused with demonic beast chosen to wield it, but can also like this one be forged for mortals
On your next ranged attack, you do an additional D8 damage. In addition, mark that target. Each time that target takes damage not from you, they take an additional 3 damage. For each time that target takes damage not from you, you heal for two hitpoints.. The mark lasts till the end of your next turn.
The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5- foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the running jump action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically.
Appearing to be an ordinary corked glass bottle, this item contains a limitless supply of fresh air. You must uncork the bottle with an Interact action before you can activate it.
This magical wooden bowl seems to create endless food at will Once a short or long rest, a bowl of soup appears in it. Roll 1d4 to determine which kind of soup Naskrimni Rabbit Stew Cadmirian Salmon and Potatoes Soup Shurinese Herbal Chicken soup Rodanin Beef Stew
This is a small wooden box, it’s size that of a one’s palm. When thrown, this box will expand its size. Roll a D3, its size is that of the dice results in feet. (So a roll of 2 is a 10 feet diameter). caught in the expansion are pushed out area and make a DC12 Dexterity saving throw and on a failure, knocked prone. When the box takes damage that is not poisonous, psychic or necrotic, it reverts to its original form.
This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks.
When you pull up the hood of this nondescript gray cloak (an Interact action), you become drab and uninteresting, gaining a +2 tem bonus to Stealth checks and to Deception checks to Impersonate a forgettable background character, such as a servant, but also taking a –1 item penalty to persuasion and Intimidation checks.
While wearing this cloak, you can use a action to make it billow dramatically.
This black velvet cloak is featureless and very soft to the touch. Upon wearing it for the first time, you're momentarily overwhelmed with a sense of comfort and coziness. While wearing this cloak you can comfortably rest in any space, so long as it's not wet or particularly hazardous.
This cloak heals its bearer When you do damage from a melee or ranged weapon, you heal 1 hitpoint per successfull attack, if you do more than 10 damage per attack, you heal 2 hit points instead. You regain the hitpoint after the attack. You can only regain a maximum of 5 hit points per turn.
You gain advantage on perception checks and gain a +3 to passive perception
Made from the essence of night itself, this cloak obscures the wearer
Weaved with magic this silvery blue cloak flares in displays of magic
A bell made by a bard four hundred years ago, this golden bell has a special tune to bring back one senses
This headgear whispers of endless blood and primise
This crown steadies and protects one’s mind against anything which try and manipulate it. “Or you could train your Wisdom and Charisma,” - an unnamed violinist
A infamous item of a former Paldatan King. He was smashed in battle in a tragic tale of ego and betrayal. Now the crown and its few copies of its enchantments circle around Allurian, its dim glow a painfull reminder
This blade was made for Naskrimni Great Lord of House Moryn and since then has been copied.
“What is bro cooking?” Once per short rest, you may attempt to cook with this wok. No ingredients are required. When you do so, roll 1d8. You create an dish which may be A stew made purely of cow dung Egg Fried Rice Healing potion enough to fill 2 bottles A serving of strange venison for two, You dm rolls a dice to determine if it provides the aid spell at 3rd level or provides a -2 to all constitution saving throws and check 1d4 poison enough to fill two bottles A terrible tasting stew made of fish and carrots that may cause a stomach ache but feeds two Fried duck noodles that give a +1 to an ability of your choice but reduces your max hit points by six till the end of a long rest. The wok explodes, causing the user and those in a 10ft radius to take 2D8 bludgeoning damage. The wok is undamaged
This charm, a dragon-shaped pendant worn like a necklace or set into armor or clothing as a decoration, is warm and smooth to the touch. It must be held in one hand to be used (pressing the palm of one’s hand to the charm also works, provided that your hand is otherwise empty). It has four distinct powers.
You declare an elemental type at the end of a long rest, (Fire, ice, lightning, thunder, acid). This acts as a +1 pistol. When you roll natural 15 and above, you do extra elemental damage equal to, your natural roll - 15.
Prerequisite: Proficient in medium/heavy armour and wearing them This thick chain and leather suit is worn under heavy dwarven armour to provide additional protection
Able to communicate
Build as a longsword for the Paladins of Ashenya, this blade brings devastating blows while shielding the wearer. This acts as +1 longsword. This longsword grants a +1 to armor piercing on martial mastery or spell based attack.
This simple piece of underwear is connects with the body to give a sudden boost of vitality when the wearer is threatened.
This armor has dark red engravings sparked with electric potential. Every 5 lightning damage taken gains a stack. To a maximum of 5 stacks. You lose all stacks over a long rest.
This armor has enhancements that soften the blow of close attacks.
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Enchanted with flame this bow looses arrows set aflame
You can use the First Aid Kit to conduct medicine actions. This item can be used at least 10 times before requiring 5SP worth of restock
This broom has a tenuous connection to gravity, and it tends to drift even while stowed. You can ride on the broom using one hand to guide it, and the broom can carry up to one passenger in addition to you. The broom moves at a fly Speed of 20 feet. The broom can carry only so much, taking a –10-foot penalty to its Speed if laden with more than 20 Bulk, and crashing to the ground if it carries more than 30 Bulk.
Must be proficient in light armor Decorated with clear gemstones, these thick metal bands spread an inflexible layer of force over your body. The force grants you a +1 bonus to armor, defence and saving throws,. You can affix talismans to the bands as though they were light armor.
Crafted by the wood elves for its swiftest and fastest warriors, this minimal enchanted loincloth allows it users to never be hit
Your max HP increases by 4 + an extra hit die(halved)
This axe is filled with dark and bright red engravings and line which seem to suck blood in upon contact
Heal for 3D8 HP + 10% of your max HP
This green glowing necklance is a combination of two part that are interlocked
You can use its disguise self ability at will for an action
Gain a +1 to your wisdom score
These clean, white gloves never show signs of blood, even after they're used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.
Heal for 2D6 + 2 hitpoints
Crafted from the heart of a Fey monster, this shield is made of deceptively simple wood and laced with vines. Your max HP increases by 4. When you take damage, regain 1 temporary hitpoint that disappears at the start of your next turn.
This dark staff, gleams with dark magic
Enscribed with ancient runes. It is said these magical artfats were chipped up something greater to forge these priceless crown
This is a +1 longbow. When you make an attack against a creature with more than 5 limbs, you gain a extra +1 to hit per extra limb up to a maximum of ten.
You gain 5 feet of movement, you have advantage of saving throws against charming, paralysing, slowing and stunning effects. You take two less damage from magic damage to a minimum of one.
This flask generates 2 literes of liquid at dawn. At the start of the day, roll 1d8 to determine: Rodanin Wine of the highest quality Fresh Water Chicken Blood Rotten Blueberry juice Urine from a crocodile Mayonnaise Fresh Illuskanian Lemon Juice Poison (1d4 type)
This mace gleams with a divine energy and power of a forgotten god. Must be a cleric or paladin
This set comes in a finely crafted obsidian box laced wiith arcane crystals. Inside contains a wand, enchanted rope and a scroll. You can use this item as a spellcaster to attempt to transfer the magical properties of an item to another item, destroying the original item in the process if successfull. You must transform it to a similar class of item, e.g a greatsword can only transfer to greatsword, a cloak can only transfer to a cloak. The process takes 16 hours of continuous work requiring a arcane check if its a arcane item, a religion check on a divine, a nature check on a primal and a occult check if its occult. This item can be used a maximum of twice. Common DC: 15 Uncomon DC: 20 Rare DC: 30 Very Rare DC: 40 Legendary DC: 50 CS: You transfer it successfully S: You transfer it successfully and destroy this item F: You fail CF: This item is destroyed in the attempt
This black wand has red engarvings and spells that are cast through it linger
This Iluskanian robe is made for its spellcasters in elite mobile formations. You gain 4 extra HP
This white cloak faintly glimmers blue When you take magic damage from spells that do equal or more than 12 damage, reduce it by 5 to a minimum of one, else reduce it by one to a minimum of one.
This shadow blade channels great arcane might and is favored by arcane assassins of Illuskan This acts as a +1 shortsword that has the arcane focus trait
This thick woollen beach mantle wards against the arcane.
This amulet with a bright gem flares with energy when the bearer is wounded
This comes with an assortment of paints and canvas and can paint up to 5 paintings before requiring 5CP worth of restock
These arrows are imbued with the goddess of magic true powers, their feathers made from the phoenix
This war pike contains a deadly serrated edge that cuts through flesh
This shield seems to provide inexplicable foresight.
This dark red halberd, seems to have small rivers of blood flowing through its steel. This acts as a +1 halberd, you automatically gain the martial mastery cleave
This acts as a greater healing potion. Once per long rest, the bottle refills. The liquid disappears after 30 seconds if not consumed
This acts as a normal healing potion. It has 2 charges, drinking a potion uses one charge The flask regains all charges on a long rest. The liquid disappears after 30 seconds if not consumed.
This acts as a normal healing potion. Once per short rest, the bottle refills. The liquid disappears after 30 seconds if not consumed
This acts as a normal healing potion. It has 3 charges, drinking a potion uses one charge Once per short rest, the bottle refills 1d2 charge and regains all charges on a long rest. The liquid disappears after 30 seconds if not consumed
This silvery blue robe glimmers as it wraps loosely around the wearer's body.
Imbued with the power of the frozen North of Naskrim, this ring is often given as gifts by knights or nobles of the frozen North as a symbol of friendships or wielded as a sign that ones hails from the North of Naskrim This Ring has a maximum 3 charges, you can use your bonus action or reaction (when targetted) to burn its charge. It regains 1d3 charge per long rest
You can choose to activate this weapon's ability, using a charge. This weapon has 6 charges and regains 2 charge per short rest or all per long rest..
This cloak is enchanted with faint magic, glimmering like a golden desert.
This mask is enchanted to filter out harmfull particles. When wearing this mask, you gain a +10 to saving throws against harmfull effects that arrive from breathing it such as poisonous gas
This curved blade, was made from the fang of deadly serpant. This weapon has a the Lethal D10 property instead of D8
This black cape flows more like a vaporous liquid than fabric. The cape grants you a +3 item bonus to Stealth checks. When you invest the cape, you either increase your Dexterity modifier by 1 or increase it to +4, whichever would give you a higher value .
When you do magic damage to a target below 25% of their max HP, your damage increase by 50%
This simple looking shield breathes life into its bearer.
This light armor is made for hit and run tactics favored by Iluskanian recon calvarymen officers. This acts as normal studdered leather
Made by an ancient bard, this crown and those like it hums his song to bolster allies. .When you wear this crown, you gain 5 feet of movement and +1 to reflex save.
Build as the personal weapon for an ancient Shurinese fighter, the spear’s origin has been lost to time, but its properties have made it copied all over Allurian.
This yellow box has a pair of motionless jaws as a spring button. When pushed, the jaws open and begin speaking. It targets the nearest creature towards the jaws and would begin slandering the creature with insults and words that would be stereotypical to that creature. If the box takes damage or the button is pushed, it shuts up.
This staff helps enhance the powers of the casters.
This martial spear was made by the Shurinese for its greatest spear maidens.
A spear wielded by a heirs of a long forgotten Paldatan Kingdom. Its enchantments while effective are no long unqiue and has been copied.
Prerequisite: Druid or Elementalist Geometric patterns are etched into the smooth brown and gray surface of a staff of earth, which makes a solid thud whenever tapped against the ground. This staff has 3 charges and regains 1D6 charge per long rest to a max of 3
This staff resembles a blackened and burned length of ashen wood. You can Interact to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame. This staff has 3 charges
Glowing with flame at its tip, this black staff conjures huge ball of flames at its tip
This staff is crafted from living wood and thrums with the essence of nature. It aids those who protect and nurture life, turning the end of one force into the beginning of another.
Prerequisite: Spellcaster A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. This staff has 3 charges and regains 1D6 charge per long rest to a max of 3
This glove strengthens one vitality and blows.
This acts as a normal shield. Enemy who make consecutive melee hits against have their speed reduced by 5 feet.
This shimmering lance was forged by a master forge in Noltwif
Heal for 4D10 HP + 25% of the creature's max HP
Heal for 5D12 HP + 50% of your max HP.
This armored plated boots enhances the protection of the bearer
This thin, flowing, silvery blue robe loosely hugs and dances around the wearer
To the greatest champion of Talona, this is bestowed for only once in a generation can such an item be achieved
This bone coloured crossbow was made from the bones of towering giants, and designed to fell the largest beast
When you take non-magical damage, reduce that damage by 1D4(to a minimum if one) or 1D6 if the damage is more than twenty.
This red blade is engraved with blue lines that sparkle widly when wielded with great speed
Prerequisite: Heavy armour proficiency This helmet was worn by the personal guard of a Rodanin Emperor.
Prerequisite: Heavy armor proficiency Said to be the item from a pair of adventures with impeccable synergy and rumoured lovers.
This gloak gleams gold and makes gold appear out of it
Made by an ancient gnomish war cleric, its design has been copied endlessly
This cloak is a common cloak for Slyvorin ambushes or skirmishes,
Made with the tips of Yuan Ti venomous fangs, these arrows strike with devastating effect.