Blueprint - Zeigfried's Charge (Currently in crafting)
879GP
16 doses of Dark Dank Weed
Wooden Shield
Scimitar
Leather Armor
Explorer's Pack
Druidic Focus
Scroll case stuffed with notes
Winter Blanket
A set of common clothes
Herbalism Kit
Hourglass
Bullseye Lantern
Mantel of Seasons
1 Antitoxin
1 Acid Vial
Potion of Waterbreathing
1x Bandolier
1x Masterwork Bandolier
Scale Mail
10 Oil Flask
37x Crafting Token
1x Longbow
9 Arrows
A literal tree branch
A simple pipe made of wood from Alaheim.
The Tales of Captain Alabaster Black (book)
Self Playing Instrument. Common. This instrument can be commanded to play average quality music on it’s own accord.
Sleigh
Decent Sized Blue and Silver Ornament
Christmas themed socks and gloves
Totem of Petrified Kelp (Attuned)
Druidic Focus - Totem - Major Rare (3000GP) - Class Attunement (Druid)
"A wooden Totem carved in the shape of a Kraken. It has been wrapped in dried Kelp that still seems slippery to the touch."
Call to the Deep - Once per Long Rest you can cast the spell Find Steed: Giant Sea Horse. This ability is only usable within range of a body of water deep enough for a Large creature. For 6 hours, you summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed. A Giant Sea Horse appears in an unoccupied space within the water. The Giant Sea Horse has the statistics of its natural form, though it is a fey.
The Giant Sea Horse serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. After 6 hours or when the Giant Sea Horse drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your Giant Sea Horse at any time as an action, causing it to disappear. In either case, casting this spell again summons the same Giant Sea Horse, restored to its hit point maximum. While your Giant Sea Horse is within 1 mile of you, you can communicate with it telepathically.
As an action, you can release the Giant Sea Horse from its bond at any time, causing it to disappear.
Charged Bites & Claws - Creatures summoned by Conjure Animals deal Lightning damage instead of physical when making melee attacks.
The Shape of Water - Once per week while attuned to this item you are able to Wild Shape into a form 1 CR higher than your current limit. The form selected must have a Swim Speed. This ability recharges at Dawn on Monday. Once you use this ability you cannot unattune from the Totem of Petrified Kelp until it recharges.
[This item is Glorybound]
Nature's Protector (Attuned)
+1 Breastplate Very Rare (4,000gp) - Attunement
The Breastplate has the symbol of the Last Grove on the chest. The metal is cold to the touch indicative of the enchantment within.
Your Wisdom score increases by 3, up to a maximum equal to your ability score cap.
You have resistance to Force damage.
Winter’s Fury. As an action, release a blast of energy from the armor. The energy takes the shape of a charging beast of your choice, or a boulder if you do not declare a form and surges forward. All creatures in 100ft. line must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 8d6 Cold in a 100ft. line, or half damage if they succeed. This ability has one charge, regain all charges on a short or long rest.
Withdrawn for Roots (To be distributed later)
100 gp Diamond Dust
18 Healing Pot
2 Antitoxin
3 Superior Healing Potion
12 Greater Healing Potion
1 Scroll of Polymorph
4 Longstrider Scroll
3 Potion of Invulnerability
Equipment