Equipment
Weight 272/150
Consumables
-3 potions of necrotic resistance
-1 superior healing potoin(8d4+8)
-9 Healing potion(2d4+2)
-2 greater healing potions(4d4+4)
-potion bandolier(greater healing potion x 3)
-potion bandolier(healing potion x 2, superior healing potion x1)
-Healer's kit (7uses)
Magical items
Attunement
-Gauntlets of the Cursed One:Gauntlets - Minor Rare (1,200 gp) - Attunement: Warlock of the Green Pantheon The wearer of these gauntlets has their Hex spell empowered by the powers of the Green Pantheon. When you hard cast the Hex spell, you can impose disadvantage on a second chosen ability. If you choose the Strength ability, you can expend the power of these gauntlets to restrain the target as a bonus action as grass and weeds appear from the ground to inhibit it. While you maintain concentration on your Hex, you maintain the restrained condition on the target. A creature restrained in this can use its action to make a Strength check against DC 15. On a success, it frees itself. The restrained condition does not transfer to a new creature if the previous one dropped to 0 hit points. You can use this ability once before finishing a long rest.
-Lord's Guidance
Being crafted by Edrint Harant
Crown (Wondrous) - Major Rare (2,600 gp, 26 Days) - Attunement
A crown decorated with a brilliant sun trinket, symbolizing a lord, and weapons and shields symbolizing the people whom he leads. The crown gives of a comforting aura and a radiant glow
This crown provides a 10 foot aura around you with the following effects:
• Allies in the aura gain a +2 to all Charisma-based skill checks.
• Allies gain advantage on the first death saving throw made while in the aura once per short or long rest. Additionally, any ally that rolls a 20 on their death saving throw as a result of this effect regains 1d12 health. Creatures can only be affected by this once per short or long rest.
• When you or an ally within the aura scores a critical hit on a roll of 20, or lower via other features, you regain 2 hit points. You can regain up to 20 hit points in this way, and this counter resets when you finish a long rest.
[Base Material, Enhancement, Adornment, Special Crafter]
Piercing Void
Dagger - Minor Very Rare 3,200 gold - Attunement required
+1 Dagger
A dagger fashioned out of a fang of a fearsome void manipulated beast. The tooth shifts colors from magenta, blue, white, green, and orange.
Go for the Throat: As part of the attack ation with this weapon you may channel energy into the attack. Your arm takes the shape of a void wolf’s muzzle and you deal an additional 1d6 acid, fire, cold, or lightning damage with attacks from this weapon
Aspect of the Hunt: You are filled with the bestial instinct. You gain +2 to perception checks.
[Base Material, Enchantment, Enhancement]
Unattunement
-Badge of bardship: Membership in the bards college is marked by a badge carried by every member. this badge not only marks them with authority as a historian, but may also assist in granting the bard access to certain restricted places. Once per long rest, you may brandish your badge in stupendous fashion, announcing your presence, doing so grants you advantage on persuasion checks to enter a forbidden area, or something similar as your DM sees fit. This effect lasts for 1 minute and only affects those that observed it.
-Artifact Piece (recorder cube): A device that can be used to record up to 5 seconds of any sound. Holds until long rest. Infinite Uses. Once per long rest, you may sing into the box to record a mesmerizing song. You may then throw the box up to 20ft and turn it on as an action. Any creature that is within 10ft of the box must make a saving throw equal to 8 + Prof. + Cha mod of singer. On failure, the creature has disadvantage with attack rolls, saving throws, and skill checks so long as they remain near the box. A creature who passes this saving throw is immune to its effects for 24 hours. The box continues to play for 3 rounds until it stops.
-Spiraling Retribution: Phoenix Flame
Corrupted +2 wooden Shield - Major Very Rare (5,940 gp, 4,640 gp upgrade)
The shield has an aura of intense, white heat. When activated, a phoenix of dark purple flames forms around the wielder.
Red-Hot Reckoning: The shield can hold up to 10 charges. A charge is gained when you are targeted by an enemy's attack. Half of the charges are lost at the start of your turn if you were not hit by an enemy's attack since your last turn. All charges are lost when the shield is no longer wielded, or at the end of a combat encounter. As more charges are accumulated, the blaze of the shield grows more intense.
Shapeless Defense: When an enemy makes an attack with a melee weapon against you, you can spend 2 charges to use your reaction and dissolve your shield into liquid flame that morphs around the weapon. This catches it, rendering the weapon and the shield's AC bonus unusable. Attempts to move by you or a creature holding the weapon require opposed Athletics checks to drag the other, and such movement is at half speed. The weapon can be pulled from the shield with an action by succeeding on a DC 16 Athletics check. The weapon automatically comes free if you use your bonus action to do so, if you're no longer wielding the shield, or the shield no longer holds a charge. Only one weapon can be caught at a time.
Sparking Reflection: When an enemy's melee attack made against you hits, the attacker takes fire damage equal to half the number of charges the shield holds. If the attack would meet your AC, they take 1d4 fire damage a number of times equal to half the charges instead.
The Smell of the Game: If you drop to 0 hit points, this ability activates if the shield holds at least 1 charge. You remain conscious while at 0 hit points as long as the shield holds at least 1 charge, but 1 charge is lost at the end of each turn (not just your own). You can move and take actions as normal, but you also make death saving throws as normal. Once this ability has activated, it does not do so again until the next dawn.
Scorched Defense (Corruption): During combat, you can use an action to set your shield on fire for 1 minute. During this time, you gain resistance to fire damage, but take 3 fire damage at the start of each of your turns that ignores resistance. Additionally, whenever a creature within 10 feet of you hits you with a weapon attack, they take 1d6 fire damage that ignores resistance. This ability does not damage the shield, it ends early if you are no longer wielding the shield, and it can only be used once per combat encounter.
This item's effects cannot include areas of effects, only a single target at a time.
[Base Material, Adornment, Enchantment, Enhancement, Spell Invocation x1]
-Bed socks: Wondrous (Socks) - Common (100gp)
Socks made of wool, for the worthy and the comfy.
As a bonus action, you can cause these socks to radiate a comfy warmth, or a wave of cold. Both last for 1 hour. Good for getting cosy at night, waking yourself up in the morning, or preventing a cold from a late night swim.
[Base Material]
-Stick of Returning: Wondrous (Stick) - Common (150gp)
It's a stick. It's a good stick. Looks good to chew on, if you're a dog.
When the stick is thrown, the thrower is disoriented for a moment, and the stick disappears. After 1d4 hours, the stick randomly appears in front of the thrower's feet.
A creature that can see into the ethereal plane can see an ethereal golden retriever that follows the stick and its holder wherever they go, and when the stick is thrown, the puppy goes on a small adventure with it before returning it to the thrower.
[Base Material]
-Dog Whistle: Wondrous (Whistle) - Major Uncommon (1000 gp)
This worn dog whistle hangs from a tattered well-used hemp rope necklace. The metal has an unusually shiny polish however, and an etching of a dog on the side
Man's Best Friend. While wearing this whistle, you gain a +1 bonus to Wisdom (Animal Handling) and Charisma (Persuasion) checks against beasts when not in combat.
This item is Glorybound.
general items and gold
Gold: 6562.
50 Gold=1 pound
-Arcane(focus): weight 1
-Fine clothes: weight 6
-Scholar's pack: weight 10
-Painters supplies: weight 5
-Woodcarver's tools: weight 5
-Pan flute: weight 2
-Lyre: weight 5
-Shield: weight 6
-Mace: weight 4
-Warhammer: weight 2
-Half-plate: weight 40
-Masterwork shield
Crafting
-Crafting tokens: 48
Crafting rituals/Special crafting methods
Name: Spectral Grasp
Acquired from: Research
Type: Sequence Ritual
Process:
Must be used in a wondrous or armor item, with a necrotic, soul or spirit material, and have two materials. One flawless, and one superior.
Result:
As normal
Effects:
Guarantees ghost-touch as one of the item effects, the ability to interact with ghosts or similarly ethereal creatures physically.
Equipment
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