Companion |
Basilisk Lizard
(https://docs.google.com/document/d/1prSDChms_uMtV2ARHKAT9bsKTeXg5TFkfkuPUpVall8/edit)
Backpack |
Abacus, Ball Bearings (1,000), Bell, (x5) Candle, Common Clothes (Cold Weather), Common Clothes (Fine), Crafting Tokens (x0), Hammer, Hooded Lantern, Hourglass, Flask (Oil x 2), Hempen Rope (50ft.), Pole of Collapsing, (x3) Rations, String 10ft. (x10), Tinderbox, Waterskin
Tools | Masterwork Carpenter's Tools, Masterwork Thieves Tools
Potions | (x1) Oil of Slipperiness, (x1) Potion of Animal Friendship, (x2) Alchemist Fire, (x1) Invulnerability, (x2) Fire Breathing, (x1) Heroism, (x4) Speed
Scrolls | Protection from Evil or Good
Blueprints |(Auto- Completed by Time Skip) Majital's Peculiar Spark (40/40 Days, 4,000/4,000gp), Sharons Shawl of Shadows
Special Items | Commemorative Stone (S,P,B) <Just a Regular Stone but ya know>, White Sapphire (Worth 200gp)
Planted in Storm's Rest
Red Onions, Spring Onions, Chives, Leeks, Carrots, Potatoes, Lettuce, Tomatoes and Corn
Reagents |
Body | Anointed Saint's Mail, Bolts (x34), (x3) Crossbow Bolt Cases, Dagger (x2), Fadesteel Helmet, a Hand Crossbow (A Silver Ribbon tied around its handle), Silvered Katana, Silvered Rapier (With a Red Tassel on the end)
Bandolier 1 | (x1) Invulnerability, (x1) Supreme Healing
Bandolier 2 | (x1) Invulnerability, (x2) Superior Healing
Bandolier 3 | (x1) Invulnerability, (x2) Heroism
Bandolier 4 | (x1) Invulnerability, (x2 Superoir Healing
Wedding Things | Golden Wedding Ring with a Dripping Dagger framing an Hourglass with a purple gem set as a dropplet and two red gems to represent the sand
Money | Copper: 3, Silver: 1, Gold: 4, Platinum: 321
Carry Capacity: 159.27/180lbs
Stored in Storm's Rest
Disguise Kit, Forgery Kit, Thieves Tools, A set of black and white robes (Fine Clothes), Bubblecrown
Rugimuffin's Dripping Blade
Being crafted by Thorgas Sternhammer
Masterwork Katar - Rare (1,500 GP, 15 CDs) - Attunement - Worthy 3
Constructed of a fine golden 'H' handle that flares out into fine feathered wings to represent the desire for flight and a wide blade made of a clean, white silver etched and decorated in gold with thorny vines and storm clouds, a memorial to the past, present and future. Finally, as the wings spread out at the wrist, a silken wrap binds the blade to the arm, allowing for quick, convenient access as the blade normally lies flat on the underside of the arm
Your Intelligence score increases by 1, up to a maximum equal to your ability score cap.
This weapon deals an additional 1d4 acid damage on a hit.
This weapon can be used as an arcane focus.
Black Flag Concealed. You have advantage on Dexterity (Stealth) checks.
Stored in Reliquary of Time
Se Fremtiden
Tier 2 Prestige 2 Mission Reward
Wondrous (Stop Watch) - Minor Very Rare (4,000gp) - Crippling Attunement (Cleric: Time) - Worthy 1
“My visions haunt me, as our future is uncertain, but I will fight for my people and the dream of a home to call our own.”
A stop watch that jangles with charms and mementos of the Seeress’s previous conquests. Bands of metal shift around it, moving over the face and lining up with the outer rim.
As you attune to this stop watch, it embeds itself in your palm. You cannot hold any other items in this hand whilst it is within your palm. If you become unattuned to this stop watch, the charms and baubles that are dangling from the stop watch, tug and tear out your palm. You cannot hold weapons or shields in this hand, and any attempt to manipulate objects using this hand is made at disadvantage. This dis-figuration can only be recovered from with the Regeneration spell.
This stop watch counts as a holy symbol.
Your spellcasting DC and spell attack rolls you make with this holy symbol are both increased by 1.
Fractures in Time. Whenever you would use a Shattered Time die on one of your or an allies d20 rolls, you or they gain 1d6 Temporary Hit Points.
Brand the Heretical/Aid the Pious. Speaking the stop watches command word "Verden", you can cast one of the following spells from this holy symbol: Slow or Haste. You regain this feature after finishing a long rest. Casting the spells this way causes an ethereal mark to appear over the creatures forehead. One of a clock which slowly rotates when under the effect of Slow, and one of a clock rotating at an accelerated pace when under the effects of Haste.
In Another Time. When you cast a 1st or 2nd level spell that has a range of Self, you can cast it on an ally within 5 feet, as if the spell then had the range of touch. Doing so doesn't use the spell slot. You can use this feature once, regaining the use after finishing a long rest.
This item is Glorybound.
The Serpent's Eye (Attuned)
Being Crafted by Fungi Rugimuffin
+1 Hand Crossbow - Very Rare (4,000gp, 40 days) - Attunement
This simple hand crossbow is made of a light birch wood, with golden and silver calligraphy drawn in the shape of vines and clouds. Dangling from the handle is a small soft toy in the shape of a female air genasi.
Your Dexterity score increases by 2, and your Intelligence score increases by 1, both of which up to a maximum equal to your ability score caps.
This weapon deals an additional 1d6 force damage on a hit.
Nothing Gets Past Me. Your attacks with this weapon ignore any physical resistance a target has.
The Serpent's Grasp. If the second attack you make in a round is with this weapon, you can have advantage on the attack.
Forbiddence (Attuned)
+1 Longsword - Covenant - Attunement - Worthy 2 - Arcadum Forbid.
This weapon has the Finesse property.
Whenever you score a critical hit with this weapon, you can spend your reaction to forbid a creature you can see within 30 feet from taking a certain kind of action of your choice for 1 round. The target must make a DC 14 Wisdom saving throw to resist this effect.
Attack: The target cannot take any action that involves an attack roll, or uses a spell or ability that targets an enemy or an area that includes an enemy.
Cast: The target cannot cast spells.
Communicate: The target cannot communicate with anyone by any means, including speaking, skill checks to pass secret messages, writing, telepathy, and gestures. This effect does not prevent verbalizations for purposes other than communication, such as command words or verbal components for spellcasting.
Draw: The target cannot ready or prepare any item, weapon, component, or equipment.
Move: The target cannot willingly move, and does not resist being moved by others.
- Level 12 Changes +1 bonus becomes a +2 bonus. DC of Forbid becomes 17. Halt. When you deal damage to a humanoid creature with this weapon, you can activate this ability (no action required by you). The creature must succeed on a Wisdom saving throw with a DC equal to the DC of Forbid or fall under the effects of the Hold Person spell, requiring your concentration. You can use this ability three times per combat.
Improved Defensive Duelist. If you use the Defensive duelist feat to increase your AC as a reaction, you increase the bonus to your AC by 2.
The Reformed Pirate (Attuned)
Being Crafted by Fungi Rugimuffin
Wondrous (Cape) - Very Rare (4,000gp, 40 Days) - Attunement
This cape is made is fine silks and cloths, making a spiders web pattern across its surface. It fades from a dark purple at the top into a soft sky blue at the bottom.
Your Dexterity score increases by 3, up to a maximum equal to your ability score cap.
I Was Once a Fool. Dexterity (Stealth) checks you make are increased by 3.
Now I Have Hope. Once per turn, when you hit a creature with a weapon attack while hidden from it, you can deal an extra 1d6 force damage to that creature.
And They Guide Me. Once per turn during true combat, when you use the hide action you can teleport up to 20 feet before you roll. You can attempt the hide action in an open area as long as you end up out of sight after you teleport. You can use this ability three times, regaining all uses after finishing a long rest.
Lucy's Boots
Wonderous (Boots) - Major Uncommon (1,000gp)
A pair of black boots that come up just above ankle height they have an element of elegance about them that often isnt present in boots like this as they arent heeled.
Your walking speed is increased by 5 feet.
Orc Hide Gloves
Wondrous (Gloves) - Major Rare - Attunement
Made out of the flesh and bones of a deceased orc, these gloves freakishly adapt and mold themselves onto the hands of any brave enough to wear them.
While attuned and wearing these gloves, you increase your Wisdom score by +2 to a maximum equal to your ability score cap and reduce all necrotic damage you take by 3. These gloves can be worn by any creature with hands or a limb to attach the gloves to. You also have access to the following ability:
Wendigo Nails: Once per long rest, you may activate the latent necrotic energies in these gloves to cause your fingernails to enlarge and thicken. These nails are natural weapons which you can use to make unarmed strikes. If you hit with them you deal slashing damage equal to 1d6 + your Strength modifier. While your nails are enhanced in this way, unarmed strikes that hit deal an additional 1d4 necrotic damage. Your nails remain enhanced in this way for 1 minute.
[Base Material, Enchantment, Enhancement, Special Crafter, Spell Invocation x2]
Mantle of Second Chances
Wondrous (robe) – Minor Very Rare (3,150gp) – Attunement
This silken mantle is made from a fine blue cloth that is soft to the touch and flows around the bearers form like water. It is decorated in symbols of fate, and renewal, and is trimmed in gold and silver cloth. While attuned to this robe, you gain the following abilities and features:
Second Chance: When you would fail a death saving throw that would bring you to three failed death saving throws, you can activate this robe to instead roll a d20, on a 10 or lower, you die, on a 11 or higher you are instead brought to 1 hit point. This ability can be used once per update stream.
Finding Fortune: Once per long rest, you can activate this robe when you would fail an ability check, attack roll, or saving throw to re roll that ability check, attack roll, or saving throw.
Renewal: Every day at dawn this robe shifts and forms to the attuned, roll a d6, on a 1 the robe is Strength, on a 2 the robe is Dexterity, on a 3 the robe is Constitution, on a 4 the robe is Intelligence, on a 5 the robe is Wisdom, and on a 6 the robe is Charisma. This increases the bearers ability score by two, up to your ability score cap.
[Base Material, Enchantment, Enhancement, Adornment]
Equipment