+0 | Strength |
+0 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+0 | Acrobatics |
+0 | Animal Handling |
+0 | Arcana |
+0 | Athletics |
+0 | Deception |
+0 | History |
+0 | Insight |
+0 | Intimidation |
+0 | Investigation |
+0 | Medicine |
+0 | Nature |
+0 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+0 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
World of Ormurgard
Wondrous Item Magical Uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Weight: 2lbs
Potion Varies
You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Adventuring Gear Rare
At a glance, these look like normal boots. They are light brown and wrinkled, like tough leather. Upon closer inspection, an observer can see that the top of the “boot” actually merges with the skin of the host’s leg. The fringe of the sole is serrated, like the upper jaw of a primitive lizard. Subtle cracks can be seen that separate the toes. When climbing boots are slipped onto the feet of a potential host, they immediately secrete a powerful adhesive, effectively grafting the boots to the flesh of the foot. Once the bond is formed, it feels to the host as if he is barefoot. However, rocks, hot sand, or other uncomfortable obstacles can be felt but do not hurt. Climbing with the boots is a joy. The sole of the foot seeks out footholds and grips them tightly. The host gains advantage on climbing checks (Athletics). In addition if there is a bar or any other simple handhold, the host can hang upside down for 1d6 rounds (minimum of 3). Climbing boots cannot be removed once attached, but can be cut off of a host. Once off, the host’s feet are forever tender. They can only travel half as far as normal before needing to make constitution saving throws.
Cost: 500gp
Adventuring Gear Uncommon
Bloodclots are small, three inch diameter, ovals. The surface is smooth, mottled red and blue, and warm to the touch. When applied to a wound, the clot begins to throb in time with the user’s heart, absorbing the blood. The wound ceases bleeding and begins to heal. After 1d4 rounds, the clot is merged with the host's flesh and the wound is sealed. The host gains 2d4+2 hit points immediately. For the next month while the Bloodclot is attached, the host gains an additional 1d12 hit die when taking a short rest.
Cost: 100gp
Adventuring Gear Varies
Once per day you may blow into the flute. The poor design causes an irritable sound as the tune is incomplete. Appearing beside the user will be an allied Giant Wasp that remains for 6 hours under the control of the user.
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.