1000 platinum (10,000 gold)
Two Masterwork Bandoliers :
1 with two potions of speed, a potion of heroism, and a potion of flying.
1 with one potion of supreme healing, two potions of invulnerability, and a potion of superior healing.
Gloves. Attunement. Crackling Lightning of Mazetela - Attunement - Very Rare - 4,500gp - 45 days These gloves give a +1 bonus to damage and attack rolls made with unarmed strikes with hands. They do an additional 1d6 lightning damage, and give the following ability: Siphoning Spark. When you score a critical hit on a creature, that creature is charged with electricity. At the beginning of each of a charged creature's turn, it takes 1d4 points of lightning damage for a number of rounds equal to your proficiency bonus. When a charged creature takes this 1d4 lightning damage, you can make an unarmed strike attack against that creature as a reaction if it is within 10 ft., as the electricity is forced out of its body towards the glove. If you do, the charge is consumed, and you restore 1d4 hit points. You restore 1 additional hit point for every round the target took the 1d4 lightning damage. All damage dealt from this attack is converted to lightning damage. Should this attack also be a critical hit, enemy creatures within 5 feet of your target must make a DC13 Dexterity saving throw or take 2d4 lightning damage or half as much on a success. Additionally, whenever you hit an object, the hit is a critical hit.
Claw’s Monktastic Ring
Being crafted by Claw
Wondrous (Ring) - Major Very Rare (5,940gp, 60 days to craft) - Attunement: Monk
A lovely ring with a black and gold signet formed into an image of a sword in front of a moon, the symbol of the Night Guard. Infused with venom and holy power after having been melted down, the ring itself is made of a stardust alloy. Primordial script runs along the outside of the ring and an engraving rests on the underside depicting scales of judgement, a symbol of Iass, Lady Triumph.
Your Dexterity score is increased by 3, to a maximum equal to your ability score cap.
Holy Hands. While you are not holding any item or wearing any other magic item on your hands, your unarmed strikes deal an additional 1d6 radiant damage on a hit.
Overflowing Energy. When you expend a ki point, you can choose to heal yourself for 1 hit point from a maximum hit point pool of 10. This pool replenishes when you complete a long rest
Flow Like Water. When you take the dodge action, you gain a +2 bonus to AC until the start of your next turn. You can do this three times, regaining spent uses when you complete a long rest.
Peace of Mind. As a bonus action, you can expend 3 ki points to cast Lesser Restoration on yourself. You can do this three times, regaining spent uses when you complete a long rest.
This Item is Awakened
Sentience: Gough, the Brand Maker
Alignment: True Neutral
Mental Ability Scores: Int 12, Wis 14, Cha 14
Proficiency Bonus: +3
Senses: Devil’s Sight 20 ft., Tremorsense 5 ft.
Communication: Telepathy (attuned only, while wearing the ring)
Languages: Common (Grass), Dwarven (Peak), Wicked (Abyssal)
Special Ability: Gough has the following ability:
Gift of Hardship. The first time you take 30 or more damage from a single source, you immediately regain 4d8 + 8 hit points. Once this ability activates, it can’t activate again until you finish a long rest.
Skill Proficiencies: Investigation, Perception, Survival
Purpose: Gough has three purposes.
1. To push its attuned wearer to new heights and have them strive and struggle to grow.
2. To gain a body of its own one day, through almost any means.
3. To wipe out necromancers and their craft.
Personality: Gough is a being who bears great jealousy of those around him, those that can experience life's blessings, and it weighs heavy on his mind. Therefore, he chooses to live vicariously through the attuned since it cannot live as its own entity that is capable of growing through hardship or struggling. It meets this indifference with creativity in its actions by becoming symbiotic with another being.
Rosewood Ring of Love and Fear. (Expended) The Void Gem has been cut to appear as a black ruby, set in place on a platinum wedding ring and surrounded by glittering bloodstone shards. Void Sight You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can see through magical darkness in this way. You can't discern color in darkness, only shades of gray. You also gain advantage on Wisdom (Perception) checks in dim light and this overrides the disadvantage you would normally have. While attuned to this ring, you have a type of sunlight hypersensitivity and you cannot rest in direct sunlight. Fear of the Void As a bonus action you may use a charge of this ring to project a phantasmal image of an infinite void of darkness. Each creature in a 20ft cone originating from yourself must make a DC14 Wisdom Saving throw or become frightened for a number of rounds equal to your Wisdom modifier. While frightened by this ability, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature. This ring has 2 charges and regains one charge each dawn. You gain resistance to necrotic damage. You can use your action to activate the bloodstone shard on your ring, healing yourself for 32 hit points. This can only be done once. You can use your action to activate the bloodstone shard on your ring, gaining resistance to all damage types for one minute. This can only be done once. Ring, wondrous item
Night Blade Night Blade – (Longsword) – This magical blade is standard issue amongst the elite Night Guard. It is created from a carefully sanctified infernal steel, allowing the weapon to draw strength from evil and safeguard the wielder from nefarious influence. This is a +1 longsword that counts has it's enhancement bonus doubled versus evil undead, evil shape-changers and evil fae. +1 Longsword that is +2 against evil shit.
Fangs of Foruuz, Serpent of the Shifting Dark
Twin Attunement (Both must be attuned to the same character, they cannot be used singularly)
+1 Hand Axes
The individual weapons are refereed to as Left and Right Fangs.
Whenever an enemy is dealt damage by one of these weapons, that enemy takes 1d6 poison damage.
Whenever one of the fangs is thrown, the wielder may spend a bonus action to teleport to an adjacent square of the target creature, this must be used on a creature to use the teleport effect. This ability has a cooldown of 3 rounds.
Pilgrimage – (Should the attuned complete a journey to The Stone Serpent Sigil, these weapons shall grow in strength. Level 8 prestige mission)
Hungry Ghost
Robes - Very Rare - Attunement: Monk
A set of robes, weaved in the Crimson Citadel from elements of dominance, vitality, and rebirth. The pallid grey cloth between belies the desire for perfection, and the life it is all too willing to prey upon in search of it. Several streaks of dark red run in waves from the back center, like looking at the sun in the reflection of a river. Through an endless flow of energy, the hungry ghost attains true power.
You gain a +2 bonus to your Wisdom score, to a maximum equal to your ability score cap.
Bend Theurgy: You can use your Deflect Missiles class feature against ranged spell attacks, except you add your Wisdom modifier instead of your Dexterity modifier. If you deflect a spell attack in this way, you cannot catch or hold the attack, nor spend ki to make a ranged attack with it.
Ki Funnel: As long as you have at least 1 ki, you replenish 1 expended ki point when you kill a living creature with at least 6 intelligence. This also causes you to hear the final thoughts of the victim in the moment before their death.
Partake Spirit: After you finish meditating to regain ki, you can choose to reserve any number of your available ki points until you meditate to regain ki again. Reserved ki points cannot be spent in any way, but they are not considered expended either. You gain a bonus on death saving throws equal to the number of your reserved ki. If you would die, your reserved ki is instead automatically spent to steal the life energy of those around you. All living creatures within 10 feet of you take necrotic damage equal to the number of ki you had reserved, which heals you for half of the total damage dealt. The ki spent this way are no longer considered reserved. You cannot benefit from this ability again until you finish a long rest.
Belt of Courage
Advantage on Fear Saving Throws
Two masterwork bandoliers.
Backpack
Name Wt.
Bedroll
Name Wt.
6
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Mess kit
Name Wt.
Tinderbox
Name Wt.
8 Torches
Name Wt.
18 rations 44
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Waterskin
Name Wt.
50 feet of hempen rope
Name Wt.
Explorer's pack (listed above) 40
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Alchemist's Tools 8
Name Wt.
Healer's kit
Name Wt.
Silver Pendant
Name Wt.
Bone javelins x18
1 midnight tears potion.
Name Wt.
5 holy water.
Name Wt.
Magic Shadowfell Thieves' Gloves
Name Wt.
19 crafting token(s)
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Note written "Remember Mazetela." scribbled towards the bottom. "And Claw." (Tanis.)
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Herbalism Kit.
Name Wt.
1x potion of fire resistance. 2
Name Wt.
8 potions of healing 2
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Traveler's Clothes
Name Wt.
Tuft of Wolfsbane
Name Wt.
Cold iron charm
Name Wt.
1x net
Name Wt.
Golden Flower (600 gp)
Name Wt.
Belt of courage
Name Wt.
2 x chalk
Name Wt.
A bowl for Gale.
Name Wt.
x33 superior healing potions
x8 antitoxins
x3 potions of heroism
x1 potion of speed
x1 potion of supreme healing
x4 potions of growth
x4 potion of greater healing
x8 Regular potions of healing
x2 Elixer of Health
Hooded lantern.
Name Wt.
8x Antitoxin
Name Wt.
Name Wt.
Bell
Name Wt.
2x bone charm
Name Wt.
Cartographer's Tools
Navigator's Tools
Name Wt.
Thieves' tools
10 healing word scrolls
Zarzoni's Favored Sands
Major Rare - 3,000 GP - Attunement
A vial of vibrant rainbow sands. Over time the five colours will defiantly settle into neat rows if shaken or disturbed
Elementary Elemental Mastery: At the end of a long rest choose one element from Fire, Cold, Acid, Lightning, and Thunder: Until the end of your next long rest you have resistance to that damage type. When you take at least five points of damage of that same type you deal 1d4 damage of the element on your next weapon attack.
Rainbow Winds Lite: Once per long rest you spend an action to conjure a fifteen foot cone of rainbow sand, creatures hit by this sand must make a dexterity saving throw (DC Equal to the casters spell-save or Intelligence if they do not have one.) or take 1d6 of Fire, Cold, Acid, Lightning, and Thunder damage (5d6 overall).
[Base Material, Enhancement, Enchantment]
Bone Fist Charm
Lamina of the deep
Inchoate Benison
2 black hood signets
3 Dropped Screws
Reagent (3) of heroism and flying potions.
Items for melting:
Crimson Mail + Freemen Cloak + Harmonica +Night Blade + Silencing Bow
Heroes Band
Wondrous (Ring) – Very Rare (7,275gp) – Attunement
While attuned to this ring, you gain the following abilities and features:
Sacrifice: You can transfer your life force to another creature within 60ft as a reaction once per long rest. You suffer 5d8 + your Constitution modifier points of damage that cannot be resisted or negated in any way; your target heals for double this amount. Should you drop to 0 from this ability, you must immediately make a death saving throw, success means you fall to 0 normally, failure means you die.
You gain resistance to Necrotic damage.
[Base Material, Enchantment, Enhancement]
Fists of Highwind - 300 Gp - Common
Your attacks do piercing instead of bludgeoning with unarmed strikes
Rosepetal Pinwheel (Ringblade) Major Very Rare
Attunement
+1 Enhancement
Ringblade - This weapon deals 1d10 damage and requires the use of two hands. It possess' no other descriptors.
The wielder of this weapon may use their charisma instead of dexterity or strength, when determining attack statistics with melee attacks with this weapon.
Dragon's Sting
+1 Dagger - Minor Rare - Attunement
1350gp
While attuned to this dagger, you gain the following abilities and features:
-Fury of the Drake: This weapon deals an additional 1d4 points of fire damage. This damage is doubled against dragons.
-Way of the Scarlet Sun: As a part of the attack action, you can spend a point of Ki to enhance the dagger to blaze with red fire. Until the start of your next turn, each attack made with this produce a burst of red fire that surges out striking all creatures in a 5ft radius blast. All creatures in the area of effect suffer the effects of Fury of the Drake.
Equipment
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