Hungry Ghost [4 lbs.]
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.
– Type: Wondrous, Very Rare
– Attunement: Monk [Unattuned]
– Special: 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.
[Base Material, Adornment, Enhancement, Enchantment, Special Crafter]
Gnarled Axe [18 lbs.]
An immense and savage weapon that once belonged to an orcish monstrosity that dwelled in the Badlands. It was challenged, and slain by its next It was remodelled to better fit its new wielder, who possessed incredible might, great calm, and a furious warrior that could wreak havoc upon their foes.
The weak will not suffer to live at the hands of this axe, should they oppose it. Those who do shall find its crushing weight against them.
Let it leave in its wake a path of bloodshed, only to perpetuate its thirst for more. The shrill sound of battle calls out to it, and it will answer.
– Type: +1 Butcher's Axe, Minor Very Rare
– Attunement: No
– Properties: Heavy, Cleaving, Two-Handed
– Damage: 2d8 slashing + 1d4 force
– Strength Requirements: You need at least a Strength score of 19 to wield this weapon.
– Special: Melee attacks with this weapon deal an additional 1d4 force damage.
Unending Might. After you land a cleaving hit with this weapon, or when you would score a critical hit, you can use a bonus action to immediately strike the earth with the blade of the axe at the end of your swing, causing the earth to rend and sunder. The target(s) you have hit must make a DC 14 Dexterity saving throw. On a failed save, the target(s) take(s) 2d4 bludgeoning damage, and are knocked prone, or pushed back 10 feet from you in a straight line (your choice). You can use this ability once per dawn. You cannot use this ability when you or the targets of your attack are standing on liquid, or terrain other than earth, rock, or metal.
Once per dawn, when you score a critical hit with this axe, you can roll an additional 2d8 when determining extra damage.
[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1, Special Crafter]
Heroes Band [1 lbs.]
– Type: Wondrous, Very Rare
– Attunement: Yes [Attuned]
– Special: You gain resistance to Necrotic damage. 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.
[Base Material, Enhancement, Enchantment]
Hunter's Hide [0 lbs.]
A mantle of direwolf pelt, the head of the beast still attached to the rest and made to be comfortable for the wearer, with branches sticking out of the wolf's ears. The hide scintillates lightly when exposed to sunlight, as if covered with diamond dust. A faint glow follows it wherever it goes, as well as a slight distortion of the air, reminiscent of the feywild, with a tiny sprouting plant in between the wolf's ears.
– Type: Wondrous, Artifact, Major Very Rare
– Attunement: Powerful Attunement 2 [Unattuned]
– Special: Your Strength Score increases by 3, to a maximum equal to your ability score cap. Additionally, you gain the following abilities:
Nature’s Vigor. As an action you can allow nature to invigorate your very life force. For 1 minute, you gain 3 hit points at the start of each of your turns. This ability ends early if you are knocked unconscious. Once you use this ability you cannot do so again until you finish a short or long rest.
Part of the Pack. As an action, you can summon a canine companion to aid you in the hunt. You can summon a Winter Wolf in an unoccupied space within 5 feet of you. This wolf disappears after 1 minute, or when it is reduced to 0 hit points. This summon uses the Winter Wolf stat block from the Monster Manual. it obeys any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Once you use this ability you cannot do so again until you finish a long rest.
Petrifying Howl. While under the effects of the Wild Hunt ability, you can use your action to let out a roaring howl, concentrated on a creature within 30 feet of you, attempting to turn their skin to petrified wood. If the target’s body is made of flesh, the creature must make a DC 16 Constitution saving throw. On a failed save, its flesh is turned to petrified wood and subjected to the petrified condition for 3 rounds. At the end of each of its turns, the target can make another Constitution saving throw. On a success, their flesh returns to normal and are no longer petrified. Once you use this ability you cannot do so again until you finish a long rest.
Wild Hunt. As a bonus action, you can put on the wolf’s head over your face, acting as a mask, and harnessing the primal power within. You gain the following benefits for 10 minutes:
• You gain advantage on Wisdom (Perception) checks.
• You gain Devil’s Sight with a range of 30 feet.
• Your walking speed increases by 20 feet.
• Your melee weapon attacks deal an extra 1d6 piercing damage on a hit.
• You gain a +2 bonus to your AC if you are not wearing heavy armour. This bonus is increased to +3 if you are not wearing any armour. This does not stack with the AC bonus of a shield.
You can use this ability twice, regaining all expended uses after completing a long rest.
[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x3, Special Crafter]
Claw’s Monktastic Ring [0 lbs.]
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.
– Type: Wondrous, Major Very Rare
– Attunement: Monk [Attuned]
– Special: 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
– 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.
– 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.
– Mental Ability Scores: Int 12, Wis 14, Cha 14
– Proficiency Bonus: +3
– Skill Proficiencies: Investigation, Perception, Survival
– Senses: Devil’s Sight 20 ft., Tremorsense 5 ft.
– Communication: Telepathy (Attuned Only, Whilst Wearing the Ring)
– Languages: Common (Grass), Dwarven (Peak), Wicked (Abyssal)
– Special: 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.
[Base Material, Adornment, Enchantment, Enhancement, Spell Invocation, Special Crafter]
Fangs of Foruuz, Serpent of the Shifting Dark [4 lbs.]
The individual weapons are referred to as Left and Right Fangs.
– Type: +1 Hand Axes, Unknown Rarity
– Attunement: Twin Attunement [Unattuned]
– Pilgrimage: Should the attuned complete a journey to The Stone Serpent Sigil, these weapons shall grow in strength.
– Special: Whenever an enemy is dealt damage by one of these weapons, that enemy takes 1d6 poison damage.
Special Ability. 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.
[Arcadum Item]
The Twin Bells of the Cloudsea Monastery (Star Marked Nunchaku) [3 lbs.]
These nunchaku are made from alabaster stone and seem to have clangors inside of them that give off a dull bell-like sound. They are shaped and designed to act like bells.
– Type: +2 Tonfa, Unknown Rarity
– Attunement: Yes [Unattuned]
– Pilgrimage: Should the attuned complete a journey to The Cloud Sea Monastery, these weapons shall grow in strength.
– Special: While attuned to these nunchaku, you gain the following abilities:
Nunchaku. This weapon acts as a finesse and twinned Tonfa, that acts as a monk weapon for the purpose of martial arts and stunning strike.
Thundering Burst. You deal an additional 1d6 points of thunder damage with these nunchaku, and whenever you would critically hit with them, you deal an additional 2d6 points of thunder damage, for a total of 1d6 base thunder damage + 3d6 critical thunder damage on a critical hit.
Stunning Critical. Whenever you would successfully critically hit an enemy, that enemy must make a Constitution saving throw (DC 8 + your Wisdom modifier + your Proficiency bonus) or be stunned for 1 round. A creature stunned by this ability cannot be stunned by it again for 24 hours.
[Arcadum Item]
Dragon's Sting [1 lbs.]
– Type: +1 Dagger, Minor Rare
– Attunement: Yes [Unattuned]
– Special: 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.
[Base Material, Enchantment, Adornment]
Kusarigama [5 lbs.]
– Damage: Special
– Properties: Finesse, Twinned, Reach, Catching
– Special: A weapon consisting of a sickle (1d4 slashing) attached to a length of chain and a metal weight (1d6 bludgeoning) at the other end. You can attack with either end as normal. If you are grappling a creature with the metal weight, you can use your bonus action to pull them up to 5 feet closer and then make an attack against the target with the sickle if they are within 5 feet.
Steton Greatbow [6 lbs.]
– 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.
Large Quiver [6 lbs.]
– Steton Arrows (x10) [3 lbs.]
Lightning Javelin [2 lbs.]
– Type: +1 Javelin, Rare
– Attunement: Yes [Unattuned]
– Properties: Thrown (30/120 ft.)
– Damage: 1d6 piercing + 1d6 lightning
– Special: This weapon deals an additional 1d6 lightning damage.
Lightning Surge. When you hurl this javelin and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. This can be used once per long rest.
[Base Material, Enchantment]
Katana [4 lbs.]
– Damage: 1d6 piercing or slashing
– Properties: Brutal, Finesse, Versatile (1d8)
Night Blade [3 lbs.]
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.
– Type: +1 Longsword, Faction Item
– Damage: 1d8 slashing
– Properties: Versatile (1d10)
– Special: This is a +1 longsword that counts as it's enhancement bonus double versus evil undead, evil shapechangers, and evil fae.
Belt of Courage [0 lbs.]
– Type: Wondrous, Unknown Rarity
– Attunement: No
– Special: Grants advantage on saving throws against fear effects.
[Arcadum Item]
Zarzoni's Favored Sands [0 lbs.]
A vial of vibrant rainbow sands. Over time the five colours will defiantly settle into neat rows if shaken or disturbed.
– Type: Wondrous, Major Rare
– Attunement: Yes Unattuned
– Special: You gain access to the following abilities:
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]
Bandolier (Masterwork) 1 [1 lbs.]
– Potion of Speed
– Potion of Superior Healing
– Potion of Superior Healing
– Potion of Superior Healing
Bandolier (Masterwork) 2 [1 lbs.]
– Potion of Invulnerability
– Potion of Superior Healing
– Potion of Superior Healing
– Potion of Superior Healing
Waist Pouch 1 [9 lbs.]
– Tinderbox [1 lbs.]
– Waterskin [5 lbs.]
– Rations (1 Day) [2 lbs.]
Waist Pouch 2 [1 lbs.]
– 6x Potion of Superior Healing
– 4x Potion of Supreme Healing
– 4x Potion of Heroism
– 3x Elixir of Health
– 1x Potion of Invulnerability
Artisan Tool Belt [19 lbs.]
– Herbalism Kit (Masterwork) [3 lbs.]
– Cook's Utensils [8 lbs.]
– Alchemist's Supplies [8 lbs.]
TOTAL CARRY WEIGHT; 200~/300 lbs.
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