Weapons
Pike
Melee Weapon Heavy, Reach, Two-Handed Common
Type Damage Damage Range Properties
Martial 1d10 Piercing Heavy, Reach, Two-Handed
Cost: 5 gp Weight: 18 lb
Halberd
Melee Weapon Heavy, Reach, Two-Handed Common
Type Damage Damage Range Properties
Martial 1d10 Slashing Heavy, Reach, Two-Handed
Cost: 20 gp Weight: 6 lb
Steton Greatbow
Cost: 90 gp
Damage: 1d12 piercing
Properties: Ammunition (range 100/400 ft.), Heavy, Two-Handed
Strength Requirements: You need at least a 17 Strength score to use effectively, or you have disadvantage on attack rolls with it.
Special: You use your Strength modifier for attack and damage rolls. You can use javelins as ammunition.
Chimeric Cleaver
+1 Greatsword – Major Rare (2800gp) – Attunement
This greatsword was designed with the intent to slay chimera, and as such its blade is made to cleave through the air, and cut through hide and bone in a single stroke. Its grip is a deep crimson red, and the core of the blade is black to absorb the light around it so as to reduce glare and the odds of it being seen by light glinting off the blade.
Chimeric Downfall: This weapon was made with a singular purpose, and though it may not be used for that purpose, it is that purpose that forms the basis of this weapon’s might. As a bonus action you can call upon that purpose, darkening the color of this weapon’s blade as you do. The next attack that you make against a Large size or larger creature that possesses more than one head, or a Huge size or larger creature that has more than one limb, you deal an additional 2d6 slashing damage. You can do so twice, regaining spent uses when you complete a short or long rest.
Hunt the Hunters: You bring forth the magic of the hunt infused within this weapon, bringing forth an ethereal image of a hunter (your choice). When you do, you can cast Hunter’s Mark through this greatsword. You can do this twice, regaining spent uses when you complete a long rest.
Slay the Weak: The call of the hunt rings the loudest when the prey is weakened and ripe for slaughter. As a reaction to dealing damage to a creature that is below half its maximum hit points with this weapon, you can make another attack against the same creature. This attack cannot critically strike. You can do so three times, regaining spent uses when you complete a long rest.
[Base Material, Adornment, Enhancement]
Steton Greatbow
300 Steton Arrows
20 Javelins
Pathogenic Cleaver
Tier 3 Prestige 3 Mission Reward
+2 Butcher's Axe - Minor Legendary - 11,700 gold - Crippling Attunement
It was once a greatsword until the dying moments of it's wielder, the Nuckelavee, warped the blade with its steel-like flesh. This monstrously-sized axe writhes with sickening tendrils as it dreams of felling the great tree that lead to its demise.
When you unattune from this weapon, you gain vulnerability to poison damage until you reattune.
This weapon deals an additional 1d4 poison damage and 1d4 necrotic damage on hit.
This weapon has the Catching property.
You ignore resistance to poison and necrotic damage.
Virulent Embrace: When you grapple a creature with this weapon, they become Infected while grappled. Once they leave the grapple, they remain Infected for 3 rounds. Infected creatures take 1d4 poison and 1d4 necrotic damage at the start of each of their turns and have disadvantage on Constitution saving throws against poison.
Cellular Dissolution: When you critically strike with this weapon, the struck creature becomes Infected for 1 minute. When you critically strike an Infected creature with this weapon, you trigger an explosion of viral reproduction. At the end of that creature's next turn, a chunk of its flesh swells and explodes. All creatures within 15 feet of the explosion must make a Constitution saving throw. On a failed save, each creature becomes Infected for 1 minute and takes 5d6 poison and 5d6 necrotic damage. On a successful save, they only take 1d6 poison and 1d6 necrotic and are not Infected.
This item is Glorybound.
Armors
Mitonis the Blessed's Hauberk "Attunement - (+1) Mithril Splint Mail (Equipped)
• Reduce any fire damage you take by 3
• You can spend your bonus action to cast the Divine Favor spell. This ability refreshes after finishing a long rest"
Mithril Properties:
Half Weight
No Disadvantage on Stealth
No Strength Requirment
Arcadum Item
Wondrous
Baiļu Eņģelis
Being crafted by Royce Okrin
Holy symbol of Crowley (Wondrous) - Very Rare (6580gp, 47 days to craft) - Exclusive Attunement: Paladin of Conquest
While attuned to this item, you cannot attune to any other item that would increase your Charisma or affect your Aura of Conquest.
"In their last moments, many saw an angel, while others saw their deepest fears."
Your Charisma score is increased by 2, and your Strength score is increased by 1, to a maximum equal to your ability score cap.
Valdi ar bailēm. When you kill a creature, as a reaction you can choose one creature frightened of you that you can see within 30 feet of you. The creature must make a DC 15 Wisdom saving throw or be considered standing within your Aura of Conquest while within 30 feet of you. This effect ends when it is no longer frightened. You can use this ability three times, with all uses replenishing on a long rest.
Lielas ciešanas. When you are brought below 75% of your hit points, your Aura of Conquest deals additional damage equal to half of your Charisma modifier (minimum of 1) rounded down. When you are brought below 33% of your hit points, you deal your Charisma modifier instead (capped by your proficiency bonus).
Mūžīgā cīņa. When you kill a creature that poses a legitimate threat, you can wreathe your melee weapon or your fists in a dark, red glow as a reaction. For the next minute, your melee weapon attacks deal an additional 1d6 necrotic damage. If you choose to imbue your fists, you can use a bonus action to make an unarmed strike with them, as though you were dual wielding, dealing 1 + your Strength modifier + 1d4 necrotic damage. You can use this ability twice per long rest.
Varenais Elaka. When you score a critical hit in a way that isn't automatic, or kill an enemy creature, you can immediately call upon this holy symbol to project murderous intent. Choose a number of creatures you can see within 15 feet of you up to your Charisma modifier (minimum of 1). They must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. You can use this ability three times, with all uses replenishing on a long rest.
[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1]
Base Material: Skull Effigy
Adornment: Lost Hopes
Enhancement: Everflowing Silk
Enchantment: Mad Arrificer's Blueprints
Spell Invocation: Wrathful Smite
Special Crafter: [empty]
The Clasp of Carnage Series: Vita Brevis
The Clasp of Carnage Series: Vita Brevis
Being crafted by Royce
+2 Daborakian Claymore - Minor Legendary - 11,050 gp, 85 days - Deadly Attunement: Spellcasting/Pact Magic Class Feature
Life is brief; Royce knows this very well. As such, he aims to perfect his craft in his God’s name, marking his name in the annals of Kalkatesh's History.
Worthy 3
The King’s Treasury. Vita Brevis is a repository for all tools used to bring life to a halt. By default, it is a relatively normal claymore, but it can become so much more. As a bonus action, you can shift this sword into one of the following greater incarnations. All incarnations are Daborakian Claymores.
• The Omniscient Star: Vita Brevis’ steel seems to fall away, leaving only a seemingly endless void, covered in roving eyes, that takes the vague shape of a sword. This weapon deals an additional 1d4 force and 1d4 acid damage on hit. While using this incarnation, you have advantage on knowledge checks against the creature you have damaged most recently with this weapon in the last minute. When you have dealt 40 damage to a creature with this weapon, you automatically learn that creature’s type, name, and any vulnerabilities it may have.
• The Chain of Heaven: Vita Brevis becomes distinctly segmented, sections of its steel becoming bound by barbed chains running its length. The base damage of the weapon becomes slashing, and this weapon deals an additional 1d4 force and 1d4 necrotic damage on hit. While using this incarnation, it gains the Catching property. You have advantage on athletics checks to grapple celestials with this weapon.
• The Sword of Rupture: The blade morphs into three distincts segments of an unknown black material, coursing with red veins. Instead of the traditional shape of a sword, it instead appears to be three stacked rectangular prisms that slowly spin in place atop an ornate hilt of golden material. The base damage of the weapon becomes bludgeoning, and this weapon deals an additional 2d4 force damage on hit. Damage dealt by this weapon ignores resistance to force and bludgeoning damage.
I Am the War. You can only use this ability once, and you regain the ability to use it after completing a long rest. As an action, you can summon all incarnations of violence stored within the blade in a shimmering pillar in an empty space within 10 feet of you. The pillar has no physical form but is clearly visible as a 100 feet tall, 5 foot diameter pillar of spectral blades, hilts, and other strange and horrible weapons. If the pillar does not have space to manifest its full height, its height is as tall as the space it appears in allows. It cannot move and lasts for 1 minute. As an action, you can launch a lesser incarnation from the pillar. However, rather than relying on the less notable treasures in your repository, you can also launch one of the three greater incarnations as an action. You can only launch each incarnation once per activation of this ability. After doing so, you cannot shift this weapon into that respective form until after you have completed a long rest. You can launch the weapon that Vita Brevis currently is taking the form of, but it then returns to its base form until you use a bonus action again to make it take the form of a different greater incarnation. If you have launched all three greater incarnations, Vita Brevis returns to its default form.
• Lesser Incarnation: Make a ranged spell attack against a target within 150 feet of the pillar. You choose from the collection of weapons and launch an axe, sword, or other weapon towards the target. On a hit, they take 4d6+your spellcasting ability modifier force damage.
• The Omniscient Star: Instead of launching a physical weapon, the familiar texture of this weapon appears in a sphere atop the pillar. Its eyes coalesce over the starry void into a single, massive, oculus that fires a beam of void energy at a single target. Make a ranged spell attack against one target within 100 feet of the pillar. If the attack hits, it deals 3d10+your spellcasting ability modifier necrotic damage. If the damage would reduce the target to 0 hit points, it must first make a Charisma saving throw against your spellcasting DC. If it fails, it is consumed by the void and analyzed by the Omniscient Star. Then, in its space, a pitch-black facsimile of the slain creature’s form rises and follows your commands until the end of its next turn. It maintains its current initiative and can perform any actions it could in life. At the end of its next turn, it collapses into a pile of sludge.
• The Chain of Heaven: A barbed chain, adorned at the end with a wicked, serrated blade, shoots forth from the top of the pillar. Make a ranged spell attack against a target within 30 feet of the pillar. On a hit, the target takes 2d6+your spellcasting ability modifier piercing damage. Then, it must make a DC 17 Strength saving throw or become grappled by the chain and dragged to the base of the pillar, going through any creatures in its path harmlessly. The chain then begins to retract into the pillar, dragging the grappled creature toward the pillar’s pinnacle. At the start of each of the creature’s turns it can attempt a DC 17 Strength saving throw again to be released from the chain’s grasp. At the end of the creature’s turns while grappled by the chain, it is pulled 50 feet upward. If the creature reaches the top of the pillar, it is then released.
• The Sword of Rupture: The primordial power of this sword can be released only with great effort on the wielder’s part. Instead of being launched from the pillar, the sword appears in your hands, each section spinning furiously, each vein pulsing with profane magic. You must be within 10 feet of the pillar to use this ability. Make a melee spell attack on a creature within 10 feet of you. Hit or miss, you rend space and time in a 100 foot long, 5 feet wide line extending from you through the target of the attack. All creatures within the area of effect must make a Constitution saving throw against your spellcasting DC. On a failure, they are petrified and gain immunity to all damage while petrified as they become frozen in spacetime. If the original creature was struck by the spell attack, creatures within the area have disadvantage on the saving throw. The petrification lasts until the pillar dissipates. You gain a stack of exhaustion after using this ability.
Due to the Deadly Attunement, the cost is increased and you can spend up to a maximum of 130gp per day.
[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1]
Explorer's Pack
Adventuring Gear Common
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Cost: 10 gp Weight: 59 lb
GP: 8493
2x Bandoliers
63 Crafting Tokens
1 pair of knitted toe socks from Auntie Ellen
1x Holy Symbol of Crowley (Amulet)
1x Amulet of the Seven
1x Potion of Healing
1x Wrathful Smite Scroll (B)
1x Potion of Growth (B)
3x Growth Potions
1x Brewer Supplies
2x Potions of Healing
9x Potions of Greater Healing
4x Wrathful Smite Scrolls
21x Crafting Tokens
1x Calligrapher's Supplies
2x Scrolls of Aid
1x Lesser Restoration
1x Scroll of Bless
1x Scroll of Protection from Good and Evil
1x Scroll of Heroism
1x Psyker Psteel Blueprint
1x The Symbol of Kalkatesh
Simple Iron Key from Crowley
Equipment