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Sapphire Light Provisions

The Sapphire Light have become more than merely monster hunters and researchers. Through their research and trade they have created powerful and useful items to aid their men on the field. This attracts attention from even the Dynasty, the Dynasty has been so impressed by the work of the Guild they will pay to acquire these for their own stock or pay the guild to gather the materials needed to create.    This is due to the Guild's founding principles, no slain monster should be wasted. This thinking combined with science has discovered wonderful creations    Most cities that have a Sapphire Light guild hall will most likely be in a position to sell and offer these items. Only Hunters or Hunter approved customers can purchase.   Provisions: Antidote. A poisoned creature that drinks this vial of liquid, neutralizes the poison afflicting it. If more than one poison afflicts the creature, it neutralizes one at random.   Antidote Horn. (Replaces one of the hunters trinkets) This horn has 3 charges. While holding it, you can use an action to expend a charge to give one creature that is within 60 feet of you advantage on saving throws against poisons for 1 hour. It confers no benefit to non living things or constructs. The horn regains 1d4-1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the horn is destroyed.   Antiseptic Stone. An unnatural crystal with enhanced antiseptic qualities. As an action you can crush the stone, to gain advantage on saving throws against diseases for 1 hour. Armor Horn. (Replaces one of the hunters trinkets) This horn has 3 charges. While holding it, you can use an action to expend a charge to cast the shield of faith spell from it, but you must maintain concentration on the spell. The horn regains 1d4-1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the horn is destroyed.   BBQ Spit. Just what you need to cook meat. A must-have item for any hungry hunter.   Bomb Casing. A base material for making hand-thrown bombs.   Bounce Bomb. Setting fire to a bounce bomb causes it to launch 100 feet into the air and explode. It explodes early if it impacts a creature or object before reaching its maximum height, dealing 3d6 fire damage to creatures within 10 feet of it. A successful DC 12 Dexterity saving throw halves the damage.   Bug Net A durable net for catching bugs. Carving Knife. Allows the wielder to add their proficiency bonus to carve checks, if they are not already proficient with the survival skill.   Catalyst. Works with other materials to enhance their effects. Cannot be used by itself.   Cleanser. As an action you can apply this clear, scentless liquid to your armor or clothing. Removing any ice, mud, or webbing on you.   Cool Drink. This white, translucent, pearly syrup, smells of spearmint and alcohol. When you drink it, you suffer no harm from temperatures as warm as 120 degrees Fahrenheit (49 degrees celsius) for the next 24 hours.   Deodorant. As an action, you can activate this item, releasing a puff of deodorizing smoke that removes all natural and unnatural odors from your body. Additionally, for 1 hour, creatures have disadvantage on Wisdom (Perception) checks against you that rely on smell.   Disposable Earplugs. Basic foam style earplug protection. You are deafened and have advantage on saving throws against thunder damage while these earplugs are in use. Once removed, the earplugs dissolve.   Dung Bomb. As an action, you can throw this bomb up to 40 feet, releasing a horrid stench on impact. Make a ranged attack against a creature or object, treating the dung bomb as an improvised weapon. On a hit, the creature has disadvantage on Wisdom (Perception) checks that rely on sight and smell for 1 hour.   Field Horn. (Replaces one of the hunters trinkets) When you play this horn, each hostile creature within 60 feet of you must make a DC 14 Wisdom saving throw. On a failed save, the creature will do everything it can on its turn to move towards and attack you. Once you use this horn, roll a d20. On a 5 or less, the horn is destroyed.   Fishing Lure (Arrowana). When you succeed on a fishing skill check while using this lure, roll a 1d4. On a 1-2, you catch a burst arrowana; On a 3-4, you catch a bomb arrowana. If you roll a 1 on your fishing skill check, the line snaps and the lure is lost.   Fishing Lure (Popfish). When you succeed on a fishing skill check while using this lure, you catch a popfish instead of rolling on the fish resource table. If you roll a 1 on your fishing skill check, the line snaps and the lure is lost.   Fishing Lure (Sushifish). When you succeed on a fishing skill check while using this lure, you catch a sushifish instead of rolling on the fish resource table. If you roll a 1 on your fishing skill check, the line snaps and the lure is lost.   Fishing Lure (Pin Tuna). When you succeed on a fishing skill check while using this lure, you catch a pin tuna instead of rolling on the fish resource table. If you roll a 1 on your fishing skill check, the line snaps and the lure is lost.   Fishing Lure (Whetfish). When you succeed on a fishing skill check while using this lure, you catch a whetfish instead of rolling on the fish resource table. If you roll a 1 on your fishing skill check, the line snaps and the lure is lost.   Flash Bomb. As an action, you can throw this bomb up to 40 feet, creating a blinding flash of light on impact. Make a ranged attack against a creature or object, treating the flash bomb as an improvised weapon. On a hit, the creature is blinded for 1 minute. A creature can end this effect early by succeeding on a DC 13 Constitution saving throw at the end of their turn.   Frozen Berry. When you eat this berry, you gain resistance to fire damage for 1 hour.   Gunpowder. A dangerous substance that explodes when struck or heated. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30- foot radius and dim light for an additional 30 feet.   Health Horn (Replaces one of the hunters trinkets) You can play a soothing tune with this horn when you take a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d4 hit points.   Hot Drink. Kept in a standard glass vial, with a closed lid on top. The liquid inside is sparkling and orange, smells and tastes like burning red peppers. When you drink it, you can tolerate temperatures as low as −50 degrees Fahrenheit (-45 degrees celsius) without any additional protection for 24 hours. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit (-73 degrees celsius).   Immunizer. A creature that drinks this vial of opaque liquid, gains advantage on saving throws against diseases for 1 hour.   Lg Barrel-bomb. Setting fire to a lg barrel-bomb causes it to explode, dealing 7d6 fire damage to creatures within 10 feet of it. A successful DC 15 Dexterity saving throw halves the damage.   Meat (Chilled). When you eat this meat, you suffer no harm from temperatures as warm as 120 degrees Fahrenheit (49 degrees celsius) for the next 24 hours.   Meat (Drugged). A creature that eats this meat must succeed on a DC 15 Constitution saving throw or fall unconscious for 5 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.   Meat (Hot). When you eat this meat, you can tolerate temperatures as low as −50 degrees Fahrenheit (-45 degrees celsius) without any additional protection for 24 hours. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit (-73 degrees celsius).   Meat (Poisoned). A creature that eats this meat must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.   Meat (Tainted). A creature that eats this meat must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Mega Nutrients. A creature that drinks this vial of liquid increases its hit point maximum by 10 and it gains the same number of hit points. This benefit lasts for 8 hour.   Nutrients. A creature that drinks this vial of liquid increases its hit point maximum by 5 and it gains the same number of hit points. This benefit lasts for 8 hour.   Oxygen Supply. A bulb filled with Oxygen. Provides 10 minutes of breathable air.   Paintball. When you throw this item at a creature, make a ranged weapon attack. On a hit, the creature is marked for 1 hour. While marked you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find it.   Pitfall Trap. As an action, you place down a 2-foot wide circular pressure plate in an unoccupied space within 5 feet of you. The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the ground in a 10-foot-cubed area below the pressure plate to vanish and causing the Huge or smaller creature or object to spill into the newly formed pit. If the target is a creature, they must succeed a DC 14 Strength saving throw or also be restrained by the nets released from the pressure plate. A restrained creature may repeat its saving throw at the end of its turn, destroying the net on a successful save.   Pitfall Trap+. Same as a pitfall trap, but the save DC is increased to 18.   Poison Smoke Bomb. As an action, a character can throw a smoke bomb at a point up to 40 feet away. One round after a smoke bomb lands, it emits a cloud of poisonous smoke that creates a heavily obscured area in a 20-foot radius. A creature that starts its turn in the smoke must succeed on a DC 13 Constitution saving throw, or be poisoned for 1 hour. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.   Shock Trap. As an action, you place down an electrical trap that covers a 10-foot-square area on the ground. The trap activates when a Large or bigger creature or object enters the traps area, sending an electric current through it. The creature or object must succeed on a DC 14 Constitution saving throw or be incapacitated, and have its movement speed is reduced to 0 for 1 minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.   Shock Trap+. Same as a shock trap, but the save DC is increased to 18.   Sm Barrel-bomb. Setting fire to a sm barrel-bomb causes it to explode, dealing 3d6 fire damage to creatures within 10 feet of it. A successful DC 12 Dexterity saving throw halves the damage.   Smoke Bomb. As an action, a character can throw a smoke bomb at a point up to 40 feet away. One round after a smoke bomb lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.   Sonic Bomb. As an action, you can throw this bomb up to 40 feet, creating an ear piercing sound on impact. Make a ranged attack against a creature or object, treating the sonic bomb as an improvised weapon. On a hit, the creature is deafened for 1 minute. A creature can end this effect early by succeeding on a DC 13 constitution saving throw at the end of their turn.   Tranq Bomb. As an action, you can throw this bomb up to 40 feet, releasing a tranquilizing gas on impact. Make a ranged attack against a creature or object, treating the tranq bomb as an improvised weapon. On a hit, roll 5d8. If the target is below one-fourth of its maximum hit points and its remaining hits points are below the number rolled, it falls unconscious for 24 hours. You can hit a creature with up to three tranq bombs or ammo. Adding the total of each tranq bomb or ammo together. If the creature does not fall unconscious after a third tranq bomb or ammo, it becomes immune to their effect for 24 hours. A creature that does not have a capture loot table, is immune to tranq bombs or ammo effect.   Trap Tool. A must-have item for putting together Pitfall Traps and other kinds of traps.   Well-done Steak. When you eat this steak, it acts as a 1 days ration and provides a +1 bonus to any one skill of your choice for the next 8 hours.   Adamant Pill Potion, uncommon You gain +2 AC for the next 10 minutes. Taking more one adamant pill at a time does not increase your AC beyond the +2 bonus it already provides, it just increases the duration.   Air Philter Potion, uncommon When you drink this potion you can breathe normally in any environment for 1 hour, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).   Ancient Potion Potion, very rare When you drink this potion, you regain 8d4+8 hit points. It also removes any exhaustion you are suffering from.   Armorskin Potion, rare Your AC becomes 13 + your Dexterity modifier for the next 8 hours.   Dash Juice Potion, uncommon This potion is in a conical smooth glass bottle. It has a yellow color and fizzing bubbles. When you drink this potion, your speed increases by 10 feet for 1 hour.   Demondrug Potion, rare When you drink this potion, your Strength score increases by +2 for 1 hour.   Dust of Life Wondrous item, very rare When used, you and the 7 closest creatures within 10 feet of you heal for 1d6+2 hit points.   Energy Drink Potion, rare When you drink this vial, You reduce your exhaustion level by one.   Herbal Medicine Potion, uncommon When you drink this vial of liquid, you gain advantage on saving throws against poison for 1 hour and you heal for 1d4 hit points. It confers no benefit to undead or constructs.   Lifepowder Wondrous item, rare When used, you and the 7 closest creatures within 10 feet of you heal for 1d4+2 hit points.   Max Potion Potion, very rare When you drink this pale yellow potion, it removes all effects that are reducing your hit point maximum and you regain 70 hit points.   Mega Air Philter Potion, rare When you drink this potion you can breathe normally in any environment for 24 hours, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).   Mega Dash Juice Potion, very rare This potion is in a small crystal vial embossed with a winged boot. The yellow liquid inside spins at a high rate of speed, even when left alone on a shelf. When you drink this potion, your speed increases by 20 feet for 1 hour.   Mega Demondrug Potion, very rare When you drink this potion, your Strength score increases by +4 for 1 hour.   Mega Armorskin Potion, very rare Your AC becomes 15 + your Dexterity modifier for the next 8 hours.   Might Pill Potion, common When you swallow this pill, your Strength score increases by +4 for 1 minute. Once the effect wears off you gain one level of exhaustion. This bonus does not stack with any other effect that increases your Strength score.   Power Juice Potion, rare You gain the benefits of the haste spell for 1 minute or until your Concentration ends (as if concentrating on a spell).   Psychoserum Potion, rare This potion temporarily sharpens your sixth sense and attunes you to the ways of monsters. You have advantage on Wisdom (Survival) checks when tracking a creature for 24 hours.   Bow/Crossbow Ammo   Uncommon   Power Coating. +1 damage.   Rare   Dragonpiercer (1/Long rest)  As an action, you fire a dragonpiercer, striking all creatures in a 5-foot wide, 30-foot line. Each creature in that line must make a Dexterity saving throw equal to your Coating save DC, taking 2d6 piercing damage on a failed save, or half as much on a successful one. If a creature is Huge or larger, it takes double damage.   Greater Power Coating +2. +2 damage.   Close Range Coating. You ignore any disadvantages when attacking creatures you can see that are within 15 feet of you. You have disadvantage on attacks against creatures that are more than 15 feet from you.   Poison Coating. A creature struck by this coating must succeed a Constitution saving throw or become poisoned until the end of your next turn.   Very Rare   Enhanced Dragonpiercer (1/Long rest).  As an action, you fire a dragonpiercer, striking all creatures in a 5-foot wide, 30-foot line. Each creature in that line must make a Dexterity saving throw equal to your Coating save DC, taking 3d6 piercing damage on a failed save, or half as much on a successful one. If a creature is Huge or larger, it takes double damage.   Blast Coating. A creature struck by this coating takes an additional 1d6 fire damage.   Superior Power Coating +3. +3 damage.   Paralysis Coating  A creature struck by this coating must succeed on a Constitution saving throw or become paralyzed for 1 minute. The creature can repeat the save at the end of each of their turns, ending the effect on a successful save. A creature that succeeds a save against this phial is immune to its effect for 24 hours.   Sleep Coating.    A creature struck by this coating must succeed a Constitution saving throw or fall unconscious for 1 minute, until the creature takes damage, or is shaken awake as an action.   Legendary   Elder Dragonpiercer (2/Long rest).  As an action, you fire a dragonpiercer, striking all creatures in a 5-foot wide, 30-foot line. Each creature in that line must make a Dexterity saving throw equal to your Coating save DC, taking 4d6 piercing damage on a failed save, or half as much on a successful one. If a creature is Huge or larger, it takes double damage.   Greater Blast Coating. A creature struck by this coating takes an additional 1d8 fire damage.   Firearm Ammo:   Normal Ammo. Deals normal weapon damage.   Tranq Ammo. Acts as a tranq bomb with the firearm's range and weapon proficiency.   Uncommon   Pierce Ammo. You gain a +1 bonus to damage.   Recover lvl 1. You heal the target for 1d4 hit points instead of dealing damage.   Rare   Spread lvl 1. You gain a +1 bonus to attack rolls.   Poison Ammo. Target must succeed a Constitution saving throw or become poisoned for 1 minute.   Flaming Ammo. Your attacks deal fire damage.   Water Ammo. Your attacks deal cold damage.   Very Rare   Recover lvl 2. You heal the target for 1d6 hit points instead of dealing damage.   Paralysis Ammo. Target must succeed a Constitution saving throw or become paralyzed until the end of your next turn.   Thunder Ammo. Your attacks deal thunder damage.   Demon Ammo. This ammo deals no damage, but gives the target a +2 damage bonus for 1 minute. Hitting a creature with demon ammo again refreshes the duration.   Armor Ammo. This ammo deals no damage, but gives the target +1 Armor Class for 1 minute. Hitting a creature with armor ammo again refreshes the duration.   Legendary   Dragon Ammo. Your attacks deal necrotic damage.   Spread lvl 2. You gain a +2 bonus to attack rolls.   Sticky Ammo. Target must succeed a Strength saving throw or be restrained for 1 minute, the creature can use their action to attempt to break free.   Sleep Ammo. This ammo deals no damage, if the target is below 50 hit points it falls unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap it awake. Heavy Firearms   Coatings Available.   Normal Ammo. Deals normal weapon damage.   Tranq Ammo. Acts as a tranq bomb with the Heavy Firearm's range and weapon proficiency.   Uncommon Additional Coatings Available. Pierce lvl 1. You gain a +1 bonus to damage.   Recover lvl 1. You heal the target for 1d4 hit points instead of dealing damage.   Rare   Pierce lvl 2. You gain a +2 bonus to damage.   Spread lvl 1. You gain a +1 bonus to attack rolls.   Poison Ammo. Target must succeed a Constitution saving throw or become poisoned for 1 minute.   Cluster Ammo. This ammo deals no weapon damage, but explodes on a hit, dealing 2d6 fire damage to the target and each creature within 5 feet of the target.   Very Rare   Pierce lvl 3. You gain a +3 bonus to damage.   Recover lvl 2. You heal the target for 1d6 hit points instead of dealing damage.   Paralysis Ammo. Target must succeed a Constitution saving throw or become paralyzed until the end of your next turn.   Wyvern Ammo. You do not make an attack with this ammo, instead each creature in a 15-foot cone in front of you must succeed on a Dexterity saving throw, taking 1d12 fire damage on a failed save, or half as much damage on a successful one.   Legendary     Spread lvl 2. You gain a +2 bonus to attack rolls.   Sticky Ammo. Target must succeed a Strength saving throw or be restrained for 1 minute, the creature can use their action to attempt to break free (Escape DC equal to your Ammo save DC)   Slicing Ammo. This ammo deals no damage, the target must succeed on a Dexterity saving throw, taking 5d6 slashing damage on a failed save, or half as much on a successful one
The Provision Stockpile:   The provision stockpile appears in almost all cities, towns, and villages. Typically found within a guild hall and run by a guild receptionist. Characters that do not belong to the hunter's guild cannot purchase from the Provision Stockpile Below you will find a list of items the provision stockpile sells   Item Cost Weight   Antidote 75 gp —   Adamant Pill 200 gp ---   Antiseptic Stone 50 gp 1 lb.   Armorskin 375 gp 1/2 lb.   Barrel Bombs Bounce Bomb 50 gp 5 lb. Lg Barrel-bomb 250 gp 20 lb. Sm Barrel-bomb 35 gp 5 lb.   BBQ Spit 1 gp 4 lb.   Bomb Casing 10 gp 0 lb.   Bug Net 2 gp 1 lb.   Carving Knife 50 gp 1 lb.   Cleanser 300 gp 1/2 lb.   Cool Drink 90 gp 1/2 lb.   Dash Juice 75 gp 1/2 lb.   Demondrug 1500 gp 1/2 lb.   Deodorant 200 gp 1/2 lb.   Disposable Earplugs 10 gp ---   Dust of Life 1000 gp 1 lb.   Energy Drink 2000 gp 1/2 lb.   Item Cost Weight   Handheld Bombs Dung Bomb 100 gp 1/2 lb. Flash Bomb 100 gp 1/2 lb. Poison Smoke Bomb 50 gp 1/2 lb. Smoke Bomb 50 gp 1/2 lb. Sonic Bomb 100 gp 1/2 lb. Tranq Bomb 50 gp 1/2 lb.   Herbal Medicine 75 gp 1/2 lb.   Horns Armor Horn 1200 gp 2 lb. Antidote Horn 300 gp 2 lb. Field Horn 400 gp 2 lb. Health Horn 500 gp 2 lb.   Hot Drink 90 gp 1/2 lb.   Immunizer 180 gp 1/2 lb.   Lifepowder 300 gp 1 lb.   Mega Armorskin 750 gp 1/2 lb.   Mega Dash Juice 375 gp 1/2 lb.   Mega Demondrug 4000 gp 1/2 lb.   Might Pill 1500 gp ---   Paintball 20 gp 1/2 lb.   Psychoserum 500 gp 1/2 lb.   Traps   Pitfall Trap 400 gp 10 lb.   Pitfall Trap+ 1200 gp 10 lb.   Shock Trap 1000 gp 10 lb.   Shock Trap+ 2000 gp 10 lb.
Ammo Vendor An ammo vendor may be located in a general store, near a blacksmith, or perhaps they have their own shop. A store may have a large supply of ammunition types or just a few of your DMs choice. Below you will find information on each type of ammo the vendor can have.   Item Cost Weight Ammo Size   Firearm Ammo   Horn of Blackpowder 30 gp 2.0 lb.   Keg of Blackpowder 250 gp 20.0 lb.   Normal Ammo 2 gp 1.5 lb. 1d6   Paralysis Ammo (1) 4 gp 1.5 lb.  1d4   Poison Ammo (1) 4 gp 1.5 lb.  1d4   Recover lvl 1 (1) 5 gp 1.5 lb.  1d4   Recover lvl 2 (1) 10 gp 1.5 lb. 1d4   Spread lvl 1 (20) 3 gp 1.5 lb. 1d4   Spread lvl 2 (20) 5 gp 1.5 lb. 1d4   Sticky Ammo (1) 1 gp 1.5 lb. 1d4   Tranq Ammo (1) 50 gp 1.5 lb. 1d6   Heavy Firearm only ammo   Cluster Ammo (1) 5 gp 1.5 lb. 1d6   Pierce lvl 1 (20) 2 gp 1.5 lb. 1d6   Pierce lvl 2 (20) 3 gp 1.5 lb. 1d6   Pierce lvl 3 (20) 4 gp 1.5 lb. 1d6   Slicing Ammo (1) 5 gp 1.5 lb. 1d4   Wyvern Ammo (1) 10 gp 1.5 lb. 1d4   Light Firearm only ammo   Armor Ammo (1) 8 gp 1.5 lb. 1d4   Demon Ammo (1) 8 gp 1.5 lb. 1d4   Dragon Ammo (20) 3 gp 1.5 lb. 1d4   Flaming Ammo (20) 3 gp 1.5 lb. 1d4   Pierce Ammo (20) 2 gp 1.5 lb. 1d6   Sleep Ammo (1) 5 gp 1.5 lb. 1d6   Thunder Ammo (20) 3 gp 1.5 lb. 1d4   Water Ammo (20) 3 gp 1.5 lb. 1d4   Bow/Crossbow*   Arrows (20) 1 gp 1 lb. 1d10   Power Coating (1) 1 gp 1/4 lb. 1d8   Close Range Coating (1) 1 gp 1/4 lb. 1d8   *Other coatings are available, use pricing from bowgun ammo for its price, or you can require them to be crafted.

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