Rapier
(2) Dagger
Shortbow
Quiver (18 Arrows)
Leather Armor
Traveler's Clothes
Potion of Healing
Backpack
Bedroll
Mess kit
Tinderbox
(10) Torch
(9) Ration
Waterskin
(50ft) Hempen rope
Thieves' tools
Staff
Hunting trap
Bird Skull Necklace
Pouch
28gp
Pyroconverger (Attuned)
Wondrous item, uncommon (requires attunement)
As an action, you can cause the Pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
Each time you use the Pyroconverger, roll a d10 and add the number of times you have used it since your last long rest. If the total is 11 or higher, the Pyroconverger malfunctions: you take 4d6 fire damage, and you can't use the Pyroconverger again until you finish a long rest.
Cloak of Elvenkind (Unattuned)
Wondrous item, major tier, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Fire giant arrow (Attuned)
Very rare (requires attunement)
Adds an extra 1d4 fire damage to all ranged attacks.
This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a DC15 Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Equipment
Copper: 0,
Silver: 0,
Electrum: 0,
Gold: 0,
Platinum: 0
Money