6245 gp
Bandoleer 1:
Supreme healing potion
Hold person scroll
Scroll of Shield
Bandoleer 2:
Supreme healing potion
Magic Items:
Masterwork Carpenter's tools
Blade of the Iron Cross
astral token
Conductive Sword
Shield of Protection
+1 tinker tools
+1 calligraphy tools
Ranger Stones
Guiding Stone
Clockwork Mole pet
Bork Pillow
Crafting Materials:
Tokens: 148
Masterwork's Legacy blueprint
Trotted Steel
Prerequisite: Can only be used in armor and barding, and only if made predominantly from metal.
The mighty hooves of the war horse strike upon the metal, trotting upon it and hammering it down with great strength and power.
When this special crafting method is used, the armor or barding automatically qualifies for the +bonus appropriate for its rarity, or otherwise becomes +1 if it is Minor Rare or Rare in quality. Additionally, there is a 50% chance that the armor or barding gains damage reduction to bludgeoning appropriate for its rarity.
If used in armor, the wearer cannot be dismounted while mounted on a mount.
If used in barding, the wearer gains a +10 bonus to their walking speed while it is worn.
Mundane Items:
Masterwork Platemail (borrowed from Jrack)
T-Shirt - "I survived Dsangir and all i got was this lousy t-shirt"
Lord of Blades body pillow
carved wooded Daborakian horse
pet chicken
Idiot's Fail-safe - Harness
Long sword
Plate Armor
(2) Bandoleers
Cartographer's Tools
Backpack
Crowbar
Hammer
(10) Pitons
Healer's Kit
Tinderbox
(6) Rations
Waterskin
50 feet of rope
Traveler's Clothes
Coin Pouch
Block and Tackle
(20) Caltrops
10 feet of Chain
Grappling Hook
Shovel
Signal Whistle
Lock
Manacles
(30) Javelin
(100) chalk pieces
Scrolls and Potions:
animal friendship potion
Scroll of Shield
Scroll of False Life
(2) Antitoxin
(2) Holy Water flasks
(7) 2d4+2 Healing potions
(3) lesser restoration scroll
Scroll of Knock
Hold person scroll
(2) Scroll of Expeditious Retreat
(2) Scroll of Comprehend Languages
(2) Scroll of Feather fall
Potion of Fly
Ranger Stones
Wandering creatures have disadvantage on perception and investigation checks to find the campsite or detect the party within.
Provides the temperature benefits of the Guiding Stone to all those resting within.
Any healing that occurs from spending hit dice during a rest, heals that creature an additional 4 hitpoints.
Kytolokian Ammunition
At the start of each mission, choose a type of ammunition: arrow, bolt, dart, or javelin; and one of the following effects:
Healing Leech: When fired as part of a ranged weapon attack, the Healing Leech ammunition heals you for an amount equal to the roll of the weapon damage dice on a hit. Furthermore, the affected enemy has all healing received until the start of the attacker's next turn reduced by 10.
Bloodthirst: When fired as part of a ranged weapon attack, the bloodthirst ammunition deals an additional [1d6] bleed damage on a successful hit. This bleed effect is removed on a successful DC 14 medicine check or HP restoration.
They receive three items (six for greater missions & campaign) of the chosen ammunition.
Shield of Protection MKII (Currently Attuned)
+1 Shield - Very Rare 4600gp – Attunement
This tear-drop shaped shield is carved from an Umber Hulk Carapace with a curved, convex center, giving it the ability to deflect incoming blows with ease. A brave and holy man known as Rafael engraves the rim of this shield with words of glory, blessing the shield which echoes with the owner's own glory and courage. But light can not exist without shadow, a balance of sorts that every Wanderer tries to uphold. By adorning this shield with a wraith's shroud and enchanting it with Night Feathers, this shield's blessings of Glory's light casts a shifting shadow that acts like an incorporeal shield for the defenseless.
While the shield is equipped, you reduce all nonmagical bludgeoning, piercing, and slashing damage by 3.
Impenetrable Defense. When you take the attack action on your turn, you can assume a defensive stance to fortify yourself until the beginning of your next turn. While in this stance, you gain a +3 bonus to AC, but you take a -3 penalty to your attack rolls.
Glorious Protector. When an ally adjacent to you is attacked, you can choose to give them a +3 AC bonus, or if they're forced to make a saving throw, you can choose to give them +3 bonus to their saving throw (No action required). This must be declared before the hostile creature's attack roll or before your ally rolls their saving throw. Once you use this ability, you cannot use this ability again until the beginning of your next turn. If you use this ability while Impenetrable Defense is active, you lose the benefits of Impenetrable Defense but retain the -3 to attack rolls until the beginning of your next turn.
[Base Material, Adornment, Enchantment, Special Crafter]
Conductive Sword MKIII
+1 Longsword - Major Rare (3,380 gp) - Contingent Attunement
Intermittent flashes of lightning burst from the hilt of this longsword. They arc upwards along the finely forged blade before being reabsorbed into the steel. Errant sparks from these surges linger on any surfaces that come too close. Should the wielder focus, those sparks can provide a bridge for energy to flow. The sword almost seems to revel in lightning storms.
This weapon cannot be attuned to normally. You can become attuned to it whenever you would receive lightning damage from or deal lightning damage to an enemy.
Charged Strikes: Whenever you hit a creature affected by Witch Bolt with this weapon, you deal an additional 1d4 lightning damage.
Tethered Bolt: When you hit a creature with this weapon, you can expend a spell slot to create an arc of lightning between you and the target. This has the same effects as the Witch Bolt spell, except you can use your bonus action, rather than action, to deal 1d12 lightning damage to the target automatically and maintain the effect. Once you use this ability, you cannot do so again until you finish a short or long rest.
Charged Tether: If the target of your Witch Bolt spell or Tethered Bolt ability moves out of range of the tether, you can use a reaction to make a DC 10 Constitution saving throw to maintain concentration. If successful, you recall the tether and hold the charge. While holding it in this way, you are still concentrating on the effect as you would normally, but you have disadvantage on further Constitution saving throws to maintain concentration, and the duration of the effect is suspended. Within the next minute, you can use an action to retether to a creature within 30 feet. For every round you held the charge, the creature takes 1d12 lightning damage when tethered to, to a maximum of 5d12, and the duration of the effect resumes. If you do not retether within the minute, the effect is lost. You cannot use this ability again until the combat encounter ends.
[Enhancement, Enchantment, Spell Invocation x 2]
Agonizing Chill Spell Page
Spell page for a spell book (Wondrous) - Minor Very Rare (3630 gp)
The magics of this page have been further improved, through the pain felt by Blighted Livingwood.
This page contains 2 charges, which replenish at dawn. One must focus on it and read it for at least 10 uninterrupted minutes to be able to use it. If you cannot read or understand Sylvan, you cannot use this item. Only one creature can benefit from this item’s effects at a time, and it must be a humanoid.
When you cast Chill Touch, its effects persist for an additional round.
When a creature's healing would be negated by your chill touch, you can spend a charge to cast chill touch, with advantage on the attack roll, against them as a reaction.
[Base Material, Enhancement, Enchantment, Spell Invocation x1]
Unstable Spark Spell Page
Spell page for a spell book (Wondrous) - Major Rare (2420gp)
A simple page taken from where it once belonged, humming with power from the Feywild and that of the skies themselves.
This page contains 2 charges, which replenish at dawn. One must focus on it and read it for at least 10 uninterrupted minutes in order to spend charges. If you cannot read or understand Sylvan, you cannot use this item. Only one creature can benefit from this effect at a time, and it must be a humanoid.
By spending one charge, you can change the damage type of the Green-Flame Blade cantrip from fire to lightning for 1d4+1 hours. You can spend an additional charge to also increase the damage dealt to both targets by 1 for the same duration.
[Base Material, Spell Invocation x1, Special Crafter]
Cloudy Vision Spell Page
Spell page for a spell book (Wondrous) - Very Rare (5280gp)
The words on this page seem to blur and shift, at first glance they seem impossible to read. Only after focusing for a few minutes does the page finally become readable, the words forming like cloudy shadows condensing one by one.
This page contains 2 charges, which replenish at dawn. One must focus on it and read it for at least 10 uninterrupted minutes to be able to use it. If you cannot read or understand Sylvan, you cannot use this item. Only one creature can benefit from this item’s effects at a time, and it must be a humanoid.
By spending a charge, the next time you hard cast the spell Blur within the next 8 hours it becomes an augmented version of itself. Your blurred form becomes engulfed in confusing clouds of shadow, continuously flashing with sparks of energetic lightning. You gain the following additional effects to this cast of Blur for the duration of the spell or until you lose concentration:
• When a creature misses you with an attack while within 5 feet of you, the creature takes 1d6 lightning damage. This effect can only be triggered once per turn.
• As a reaction, when a creature misses you with an attack while within 300 feet of you, dark clouds form over their vision. The creature must succeed on a DC 15 Intelligence saving throw or become blinded until the end of their next turn.
• You have advantage against saving throws caused by spells requiring the caster to see you. A caster is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1, Special Crafter]
Blade of the Iron Cross (Currently Attuned)
+1 Longsword (Arcadum) - Attunement
This blade bypasses resistance to physical damage the target might have.
In addition this weapon grants the user the defensive duelist feat, if they already have the feat, it increases the feat’s bonus by 2 when it is used. This weapon can be used with the feat’s activation.
Defensive Duelist
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Sash of the Gladiator (Currently Attuned)
Sash (Arcadum) - Attunement
This belt provides a +2 to damage rolls with one handed slashing and piercing weapons
If you have second wind as a class feature, you gain an additional use per short rest.
Rolling Thunder
+1 Half-Plate Barding (Griffon) - Minor Very Rare (3,500 gp)
Experimental half-plate barding commissioned by the Krazaxian military for use in further tests of Griffon mounted combat.
Flying Fortress. This barding reduces bludgeoning, piercing, and slashing damage by 2.
Mortar Drop. If mounted, the griffon can use an action to drop a volatile alchemical concoction on a target directly below the griffon within 30 feet horizontlly. When dropping this concoction, the rider must make a ranged attack with a modifier equal to their Dexterity modifer + proficiency, or a flat +5 (whichever is higher). On a hit, this attack deals 3d6 fire damage to the target and 3d6 slashing damage to creatures within 5 feet of the target. This ability can only be used when flying 30 feet or more above a target and has two uses that refreshes at dawn.
[Base Material, Enchantment, Enhancement, Special Crafter]
Equipment