General Items
Broken Focus
Alchemist Supplies
Blood Reagent x2
Full Plate
Frozen Spoon
Guacka (Guac-vodka)
Scholars Pack
Silvered Spear
Majitalian Flail (Pact Attunement Weapon)
<b>470gp</b>
Nidhogg, the basilisk lizard (Possesses Gold hoarde of 208gp)
<b>86 crafting coins</b>
4 water skins
2 greater potions of healing
2 antitoxin
4 potions of fire resistance
3 bandoleer
4 Lesser Restoration Scrolls
1 Cure wounds Scrolls
300gp of Diamond dust
1 scroll of Ray of enfeeblement
4 oil of slipperiness
1 potion of necrotic Resistance
Arcane Focus
Scroll case
Wagon Items
Wagon attached to 2 horses with barding
Barrel of Blood whiskey (DC15)
One cask of Cactus Tequila (DC 16)
——————————
1 barrels of black Phoenix blood
1 barrels of desert storm
2 barrels of arcane anomaly
Tuxedo
Crafting Mods
Snow Opal
(special Crafter)Serena, the Highwaywoman 4167 Flawless - 3 All Strength Wisdom Charisma Astral, Earth, Leadership, Ambush, Positioning, Charm Y N Y N 16
Eternal Clock 20 Base Material Enchantment All Constitution Wisdom Law, Astral, Forge, Time, Incorporeal, Guile Awakened
[Has been made into Master Work Studded Leather
Voidwidow's Silk 19 Base Material Enhancement Enchantment All Dexterity Constitution Wisdom Arachnid, Finesse, Hunger, Necrotic, Void ✓ Unavailable]
Lost Krazaxian Convoy's Compass 20 Base Material Enhancement Enchantment Armor Wondrous Shields Strength Wisdom Abjuration, Cold, Strife, Disorder, Thought, Toughness
Lamina of the Deep (Flawless)
*With Terrance*
Wraith Shroud 8 Tokens Base Material Adornment Armor Shields Dexterity Astral, Incorporeal, Spectral, Ethereal
Everflowing Silk 9 crafting tokens, Superior Mat
============Magical Items================
Talisman of the Fire Hornet
Being crafted by Cevale
Necklace - Major Rare (2600gp, [600 gp, 6 days to upgrade]) - Attunement
Hanging from this necklace is a talisman adorned with a stone which subtly glows red. The talisman itself is a golden wasp with tiny vines crawling and weaving across its surface containing barely perceptible runic lettering.
Your Strength score is increased by 2, to a maximum equal to your ability score cap.
All of your weapon attacks deal an extra 1d4 fire damage on a hit.
You have resistance to poison damage and advantage on saves against the poisoned condition.
Slots used: Base Material, Adornment, Enchantment, Enhancement
Shroud of Thoughts
Shroud of Thoughts
Being crafted by Cevale Troyxa
+1 Leather Armour - Minor Very Rare (3600gp, 36 days) - Attunement: Can prepare or cast Mage Armour.
Assorted armor made out of the more curious of materials, which have given it its almost ethereal appearance. Once attuned, it offers protection, although minor, but will greatly reinforce magical ones, floating gently like silk cloth in intense winds and raging water both.
You count as a target for the Mage Armor spell even while wearing this armor, and gain a +1 bonus to AC while benefiting from it. If you are under the effects of mage armor while in dim light or darkness, you gain darkvision up to 30 feet, and can see through magical darkness within 10 feet of you.
Well of Being. You emit soothing energies from your body, which gently waft in the air, and help your allies by debilitating your foes. Whenever you deal astral damage, allies within 30 feet of you deal 1 astral damage on their next attack.
Wraith's Stride. You can teleport to an unoccupied space that you can see within 20 feet of you as a bonus action. You can use this ability twice per long rest.
[Base Material, Enhancement, Enchantment, Spell Invocation x1]
Earrings of Astral Ice (this Is a crafting recipe that has been scrapped.)
Earrings of Astral Ice
Being Crafted by Cevale
Earrings (Wondrous) - Very Rare (4100gp, 41 days)- Attunement (Astral Water Form)
An accessory that reveals its true potential when attuned to an individual influenced by Astral Energy. Upon receiving the influence of Astral Energy, it transforms, strengthening the user, and bolstering their potential.
Shifting Stars, Frigid Might: While you are in Astral Water Form, you gain a +2 bonus to your AC and bludgeoning, piercing, and slashing damage that you take is reduced by 3. This AC bonus does not stack with the AC bonus from a shield. When an enemy would miss a melee attack against you while you are in Astral Water Form, they take 2d6 cold damage. This damage can be dealt three times while in Astral Water Form.
[Base Material, Enchantment, Spell Invocation x1]
Stormstruck Halberd
Halberd - Major Uncommon - Attunement
This halberd sports a blade with lines similar to the shapes of lightning bolts dancing across it. The tip is darkened as if it was struck during a storm in the past.
This weapon deals 1 additional Piercing damage.
Thunderstruck: When you hit a creature with this weapon you can give them the deafened condition for 1 minute. This ability has one use and refreshes on a long rest.
[Base Material, Enchantment]
Wand of Delting it
Minor Uncommon. This item creates an unpleasant odor on command. Once per day, you may target a creature and cause a loud, trumpeting, gaseous sound to erupt from them. If they fail a DC 11 Dexterity saving throw, they lose their movement next turn.
Frosted Lightning Set
Being crafted by Cevale
Crafted Set:
- Stormstruck Halberd
- Talisman of Wasps
Small retcon with the set crafting:
Since Talisman of Wasps is marked as Minor Rare, its actual gold value is lowered from 2,000 gp to 1,000 gp, and the extra poison damage is reduced from 1d6 to 1d4.
Swarm Storm (Major Rare, 2,500 gp, 25 days)
You gain the following effect while attuned to two items in the set:
A slight buzzing sound can be heard 10 feet around you, which increases in intensity as hostile creatures approach you. This noise disappears while you are hiding. As soon as you are aware of enemies in a combat encounter, tiny angry hornets of pale yellow and blue colors begin to magically appear hovering around you, crackling with electricity or swirling with ice respectively. Each time you hit with a melee weapon attack, one of these hornets dive bomb the target, exploding on impact to deal either 2 lightning or 2 cold damage. The first hornet of the encounter is always a pale yellow one, dealing lightning damage, which then alternates to the pale blue that does cold damage, and so on. You can use a bonus action to have the next sequential hornet ram an enemy you can see within 20 feet to deal its damage, or you can use an action to send the next two hornets instead. A creature that has taken at least 6 damage from these hornets in a single turn has their speed reduced by 10 feet until the start of your next turn. Hornets cannot be evaded, but they can be blocked by the Shield spell. They disappear when combat ends.
[Enhancement]
Equinox(in Faction Bank)
+1 Halberd – Very Rare (4750gp, 48 days) - Attunement
""Frostbitten steel is forged into this halberd’s blade and flow with a Paladin’s divine powers. Blessed Flame is imbued into the head of the halberd. The chilling steel and the warming flame come at odds with each other, slowly shifting in power. The Blessed Flame will slowly enwreathe the edge of the blade in the daytime, while the cold and icy magic from the Frostbitten steel will seep into the head of the halberd during nighttime. A small grove is engraved into each side of the blade in Celestial, one side reading “The light in the darkness.” and “The shroud in the sunlight.” on the other.
•While attuned to this halberd, your Strength Score gains +3.
•This halberd is in a never-ending cycle of time that betrays the workings of the world around it. A cycle works as follows: For 1 round it will be in dawn, for 4 it will be day, for 1 it will be dusk, and then for 4 it will be night, after which it will return to dawn. When you roll initiative, determine its progress through the cycle by rolling a d10, with the result being its place in the cycle. The halberd grants the following benefits depending on its place in the cycle:
• Day. When you deal fire or radiant damage, you deal an additional 1d6 damage of the appropriate type. Additionally, any healing spells you cast with an instantaneous duration restore an additional 1d6 hit points to the target.
• Night. This halberd deals an additional 1d6 cold damage on a hit. When you score a critical hit with this weapon, you deal an additional 2d6 cold damage and restore 2d6 hit points.
• Dusk and Dawn. You deal an additional 1d4 cold damage and 1d4 radiant damage whenever you roll damage against a creature. Additionally, any healing spells you cast restore an additional 1d4 hit points, and if the spell was hardcast, you restore hit points to all allies within 10 feet of you equal to your proficiency bonus.
Gauntlet of The Tinkerer
Gauntlet of The Tinkerer [10]
Wondrous (Gauntlet) – Minor Legendary 10,000gp – Attunement
This leather, brass, and steel gauntlet is covered in gears, valves, and piping that seems to all lead into the core of the glove. At its base is a metal casing that seems to allow a blade of fine size to slide in and lock in place.
While attuned to this gauntlet, you gain the following abilities and features:
• Hidden Blade: As an action you can store a light bladed weapon into the gauntlet, it is considered hidden and is difficult to notice when searched, increasing the DC to notice the blade by 5 on Investigation checks. This blade can be released and thrust forward or returned to its slot within the gauntlet as an item interaction. On the round that this is thrust from its sheath, if you are in an active combat, make a Sleight of Hand check, opposed by the Perception check of one creature within 60 feet. On success, you are considered hidden from that creature for your first attack against them until the start of your next turn. If you are not in an active combat, and you succeed on this check, your target is considered surprised in addition to the normal effects.
• Potent Touch: Any blade stored in the gauntlet deals an additional 2d4 points of any damage type that it can normally deal.
• Grappling Shot: As a bonus action, you can shoot a cord of metal from the gauntlet up to 120 feet away. Make a ranged attack roll with Proficiency. If this cord hits something that is heavier than you, you can choose to be pulled to the object by the grappling hook as a part of this bonus action. If this cord hits something that is lighter than you, you can pull that thing closer to you as a part of this bonus action. This ability can be used three times per long rest.
• Magic Adept: A full spellcaster attuned to this gauntlet can spend a bonus action to regain a single spell slot of up to 4th level. This can be done once per short rest. A half spellcaster can instead use this ability to restore a spell slot of up to 3rd level. A pact magic user or an Arcane Trickster or Eldritch Knight can use this ability once per long rest to restore a spell slot of any level that their class can cast that they have access to. In addition, anyone attuned to this gauntlet learns a single cantrip from the Cleric, Warlock, or Wizard class. They can cast this spell at will.
• -Your Dexterity score is increased by 4, up to a maximum equal to your score cap.
• This item is Glorybound.
Barbed Brass Ring
Membership within the Great Coven is marked by those that wear a barbed brass ring. Mundane to the sight but significant to the ordained.
Prerequisite: 7 Loyalty The Coven Member's Barbed Brass Ring is upgraded and imbued with protections against madness and similar effects. While wearing the Ring the Coven member gains advantage on all saving throws made against Madness, Fear, Charm, Domination, and other mind altering effects.
Symbol of the eleven
Wondrous (Symbol) - Minor Uncommon (550 gp)
"Huh? Say again - these ears don't work like they used to." "Gebbles... we told you to make a symbol of The Seven." "Oh."
• Learn From His Mistakes. The cantrip Mending can be cast from this symbol twice, regaining both uses after dawn.
• This item is Glorybound.
Carnage's Embrace (Cloak)
arnage’s Embrace (Major Rare)
Wondrous Item (Cloak) - Major Rare (2900 GP) – Attunement
A cloak imbued with the rage and hatred of the ancient elves that served under the banner of the Bane of Man. It inspires those who wear it into greater violence and brutality.
Revel in Carnage: You gain resistance to piercing and slashing damage.
With A Thousand Cuts: At the start of each combat, you may infuse a melee weapon you are holding with Carnage. Whenever you successfully hit an enemy with this melee weapon, you inflict a Delayed Wound upon the enemy. At the start of the enemy's next turn, for each Delayed Wound upon the enemy, they suffer 1d4 magical slashing damage, and the Delayed Wounds are consumed.
Even Dragons May Fall: Three times per long rest, after you successfully hit a creature that is currently suffering a Delayed Wound with a melee weapon attack, you may attempt to cause the creature’s free flowing blood to impale them by consuming all delayed wounds on that creature. The creature must then make a DC 14 CON save or suffer 2d6 slashing damage for every Delayed Wound consumed by this effect. A successful save halves this damage. The creature suffers healing reduction equal to the amount of slashing damage done from this ability until the start of your next turn. After this ability is used on a creature, all Delayed Wounds they are suffering from are removed.
The Swirling Eclipse
Being crafted by Cevale
+2 Masterwork Studded Leather - Legendary (12,600gp, 84 days) - Attunement
The item has the following mundane properties:
The time it takes to don and doff this armor is reduced to 3 rounds.
Walking, swimming and climbing speeds are increased by 5 feet. This gives you a swim and climb speed of 5 feet if you did not already possess them.
An armor made of the silk of the voidwidow, it's original maker's name lost in the annals of time. Wreathed in frost and cold, strange ticking sounds can be heard from the armor, though the source cannot be discerned. Enhanced by the great Highway woman, Selene, it cuts a sleek, close fitting figure, thrumming with eldritch energy in time with the ticking, creating a dark and subversive melody that pulses with hunger and malice.
Your Constitution score increases by 4, up to a maximum equal to your ability score cap.
Absorbent Feast. You can deal an extra 1d4 cold damage to one creature with your damaging cantrips once per turn. If the target takes this damage, it also gains a stack of Glacial Chill and you gain a damage reduction equal to the number rolled on the d4 as your armor feasts on the creature's warmth to reinforce itself. The armor stays reinforced until you take damage or when the combat ends. This effect can only be applied once at a time, you can choose to keep or replace the current number when applied again. This damage reduction is ignored by astral and primal damage types.
Glacial Eclipse. This armor does not restrict Mage Armor from being cast upon yourself. While affected by Mage Armor in this way, a freezing cold aura emanates 10 feet around you instead of its normal effects. The area always feels shaded away from the sun as if an invisible object was casting a freezing cold shadow down upon the wearer. Objects in this area start to freeze over, the breath of creatures can be seen in the form of a pale mist, the chill clings to anything that lingers within the area too long. You are immune to effects of extreme cold while this effect is active. While in areas of extreme heat, the aura can be used as an equalizer to ward away the dangers of the hot climate, giving creatures within immunity to its effects. Enemies that start their turn in the aura or enter it for the first time in a round must succeed on a DC 17 Constitution saving throw or gain a stack of Glacial Chill.
Glacial Chill. Glacial Chill can stack up to 5 times per creature. A creature can only gain a stack of Glacial Chill once per turn and loses a stack at the end of its turn if it has not gained one since the end of its last turn. The stacks are used by the following abilities:
Shivering Hold. As a bonus action, you can force those afflicted by your Glacial chill to shiver relentlessly at inopportune times, subtracting 1 from any attack roll made against you for each stack of above 1 a creature has, to a maximum of -4. This ability lasts for 1 minute. You can use this ability twice, regaining both uses when you finish a short or long rest.
Hibernal Sickness. As a reaction when an ally within your aura hits a creature with a melee attack which has at least 1 stack of Glacial Chill, you can well up a deep sensation of sickness within the target. It must succeed on a DC 13 + 1 per stack Constitution saving throw or have disadvantage on all attacks until the end of its next turn. You can use this ability five times, regaining all uses when you finish a short or long rest.
Frostbite. As a bonus action, you can cause the chill you have applied on a creature to become deeper. Consume up to 5 stacks. The creature must succeed on a DC 15 Strength saving throw to attempt to power through the frigid hold. A creature has disadvantage on this save while Shivering Hold is active. Each level of power also applies all previous conditions.
At 1 stack, the creature's movement is halved until the end of its next turn.
At 2 stacks, the creature is restrained until the end of its next turn.
At 3 stacks, the creature is incapacitated until the end of its next turn.
At 4 stacks, the creature is stunned until its next turn.
At 5 stacks, the creature is paralyzed and vulnerable to both cold and force damage until the end of its next turn.
A creature can break itself or an ally free from all effects of Frostbite by using its action to succeed on a DC 15 + the number of stacks consumed Strength check.
[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x2, Special Crafter]
pets
Heimlock- Main coon Cat
Nidhogg- Basilisk Lizard, and current order of Money Hoard
Rime- Lesser Flurry
Blueprints
Fantastiskt Magiskt Föremål
Equipment
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