Crafting Tokens
Silver Ribbon (Steel Saint)
Amulet Necklace of Raquel (Holy Symbol) (1lbs)
Belt Pouch (Coin)
On Person:
Gold Pieces (0lbs)
Items on person
Shield of Mercy: +2 Shield (Paladin Attunement) (6lbs)
Bloodmaker: Magic Spike
Armor of the Four Winds: +1 Magic Full Plate (65lbs)
Silvered Tail Mace: Morningstar, Heavy (4lbs)
Heavy, DC12 Str Save or be knocked prone once per round. Crit = Disadvantage on the save, removes skinwalker resistance and does extra damage against those weak to silver.
Piece of Arbitrary Tail: Magic Armlet
4 Javelins (8lbs)
Fadesteel Helmet (3lbs) (No disadvantage on stealth, +1 stealth)
Explorers Pack:(~45lbs)
Backpack, Bedroll, Mess kit, Tinderbox, 10 Torches, 8 days of Rations, Waterskin, 50 feet of Hempen Rope
x1 Potion of Growth
x1 Potion of Heroism
x2 Potion of Invuln
x1 Supreme Healing Potion
x2 Superior Healing Potion
Masterwork Bandolier x1
Bandolier x1
Belt Pouch
Set of Common Clothes
1 Large Mount Splint Barding (60lbs) - Equipped to Išspręsti
Total Weight: 137/240lbs
MW Bandolier
x1 Potion of Growth
x1 Potion of Heroism
x2 Potion of Invuln
Bandolier
x1 Supreme Healing Potion
x2 Superior Healing Potion
Bloodmaker
Bloodmaker
Wondrous Item (imbued spike) - Minor Very Rare (4000GP) - Attunement
This spike made of pure gold must pierce the skin of the person wishing to attune.
Your Constitution score is increased by 2, up to a maximum equal to your score cap.
You have resistance to poison damage.
Transfusion. As an action you can end the poisoned condition on yourself. You can use this ability twice, regaining all uses upon finishing a long rest.
Blood Charge. As a bonus action you can restore 1d6 hit points. You can use this ability five times, regaining all uses upon finishing a long rest.
This item is Glorybound.
Attuned
Shield of Mercy
Shield of Mercy
+2 Shield – Major Very Rare (6,350gp) – Attunement (Paladin)
This finely crafted shield is engraved with the symbology of Vavren, with tear-drop sapphires lining its face that glow with a faint blue light when the attuned utilizes healing magic.
While attuned to this shield, you gain the following abilities and features:
-Life from Pain: Whenever the wielder of this shield would use their lay on hands ability, utilizing at least 5 points of healing, they restore an additional 1d8 hit points with the action.
-Flames of Restoration: As reaction whenever the wielder of this shield would deal radiant damage, but before they roll this damage, they can reduce the radiant damage they would deal in half, to heal one ally within 60 feet of them for half of this radiant damage. This can only apply once per source. You can use this ability three times per long rest.
[Base Material, Enchantment, Enhancement, Adornment]
Attuned
Piece of Arbitrary Tail
Armlet - Major Rare (2,100 gp)
A succubus' tail was wrapped around the wrist with the ends tied off, and, well... that's it. It took many days and expensive research trips to the local library for that to be figured out.
Tying the tail to your wrist takes 1 minute to do, but untying only takes an action.
The hand of which the tail is tied to has the nails slightly elongated to sharpened points. If the hand is free, it can be used to make a claw attack as a natural weapon, dealing 1d6 slashing damage and an extra 1d4 fire damage. The claw is considered a magical weapon, and you are proficient with it.
As long as the hand is placed upon another humanoid's shoulder, you have advantage on Charisma (Persuasion) and Charisma (Deception) ability checks against them. If the humanoid your hand is placed on is an enemy when you roll initiative, you have advantage on the initiative roll.
If you take all enemies at the start of combat by surprise, you do not provoke opportunity attacks for moving out of a hostile creature's reach until the end of your first turn of combat.
Armor of the Four Winds
Armor of the Four Winds (Heavy Armor - Leather Lammelar)
+1 Plate Armor - Major Rare (3000gp) - Attunement
This lamellar samurai armor seems to always have wind blowing around it, regardless of location.
The Northern (First) Wind. Grants the protection and tenacity of the Icy North. You gain resistance to cold damage.
The Eastern (Second) Wind. With the rising sun comes restored vigor. You gain an additional 3d6 hit dice to spend. As a bonus action, you can roll one of those hit dice and heal for that value plus one additional hit point. These dice are restored after a long rest.
The Southern (Third) Wind. Become as the wind, throw caution to it and ride it to victory. As an item interaction, you can reduce your AC by 2 and gain a 15 feet bonus to your walking speed and remove the stealth disadvantage of plate armor until the start of your next turn. This ability has 3 uses that refresh on a long rest.
The Western (Fourth) Wind. As the sun rises and brings life, sunset is the end of things. As a bonus action, a bitter wind that chills the soul blows around you and you deal 3d6 necrotic damage to you and any creature you choose within 10ft of you. You can not reduce this damage to yourself in any way. This ability has two use that refreshes on a long rest.
This item is Glorybound.
Pets
Išspręsti - Find Steed Worg, flavored as a older silver furred worg with a mane. Equipped with Splint Barding (60lbs) (60/240lbs)
Stored in House
Masterwork Smith Tools (8lbs)
Potion of Eggnog (Reskinned Greater Healing pot) (0.5lbs)
Vial of Drow Poison x1 (1/8th lbs)
Potion of Climbing x1 (0.5lbs)
Vial of Antitoxin x2 (1/4th lbs)
x1 Pillows blessed w/ Sanctuary (No effect, RP gives a better sleep)
An exclusive set of turkey-bone dice. Revel in your gambling addiction by rolling turkey eyes instead of snake eyes. This has no mechanical effect.
Mistletoe
Menorah
Kikombe cha Umoja (Unity Cup) (No Mech Effect)
Empty Journal
Fancy Clothes
Bottle of Good Hearths Brew
Fishing Tackle
Equipment