Armor & Weapons
Scale Mail (Medium + Stealth Disadvantage = 14)
Splint Armor (Heavy+ Stealth Disadvantage = 17)
Silver Ring with a pearl (prob cursed)
two melee weapons (dagger and pike)
A Tabaxi's Axe
Bamboo Trident (Spellcasting Focus)
A longbow and a quiver of hundreds of arrows
Silvermist Helmet: This helm has 3 charges which recharge every long rest. While wearing it, you can use a bonus action and expend 1 charge to be briefly surrounded by silvery mist, you Teleport up to 30 feet to an unoccupied space that you can see. The Helm regains 1d3 expended Charges daily at dusk.
Black Cat's Ear: A cursed quiver with nine "lives" or arrows. As an action, the owner can expend a life to shoot an arrow and chooses one creature as a target. Once activated, the owner and the target make an opposed Wisdom saving throw. If the owner wins, the target takes slashing, fire, and necrotic damage equal to Xd8 + owner's WIS modifier for each damage source (X = owner's character level the target also suffers disadvantage on attack rolls for 1d4+1 rounds. If the target wins, the owner takes Xd4 necrotic damage and becomes Stunned until after the end of their next turn. After each activation, the owner gains 1 level of Exhaustion. If a creature is killed by the arrow, the quiver gains one additional life/arrow (capped at 9 at a time, max of 4 total recharges) as it absorbs the dead soul.
Poison Related
- poisoners kit - A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.
- Vial of Letht Water & Vial of Dream sea from the Femme/Dream Dimension
- Vial of Blood (Unknown)
- Malice (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded
- Oil of Slipperiness: This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours --- Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
- Poison Antidote chapstick
- poison (simple)
- Truth Serum x1
Other
- 174 hectocubits*
- 583.33 gold pieces
- explorer’s pack
- Black Scarf
- bamboo Stalks
- 4 Bundles of Wooden logs
- Email with instructions about how to summon Antonia
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Ritual Book
• Unseen Servant: Casting Time: 1 action | Range: 60 feet | Components: V, S, M (a piece of string and a bit of wood) | Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. ---- If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
• Ceremony:
Casting Time: 1 hour | Range: Touch |Components: V, S, M (25 gp worth of powdered silver, which the spell consumes) | Duration: Instantaneous (see below)
You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.
Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish spell.
Investiture (UA). You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn’t cast the spell within 1 hour, the invested spell is lost.
Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.