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# Advanced Equipment Beyond first level, the endless quest for more stuff leads characters to collect stranger and stranger objects. This document goes over all the magic items and services that a character could desire as they grow in power and in wealth.
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Magic Items
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Weapons
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Melee Weapons
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Ranged Weapons
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Implements
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Daggers
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Holy Symbols
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Instruments
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Ki Focii
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Orbs
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Rods
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Staffs
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Tomes
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Totems
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Wands
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Weapon Hybrids
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Armor
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Any Armor
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Cloth
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Leather
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Hide
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Chainmail
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Scale
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Plate
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Head
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Circlets and Hats
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Helmets
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Miscellaneous
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Neck
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Cloaks
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Necklaces
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Arms
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Bracers
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Shields
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Hands
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Gauntlets and Gloves
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Rings
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Waist
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Feet
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Consumables
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Potions
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Volatiles
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Whetstones
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Miscellaneous
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Dragonmarked Focii
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Warforged Components
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Wondrous Items
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Services
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Basic Services
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Lifestyle
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Dragonmarked Houses
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Mounts
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Creatures
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Vehicles
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Strongholds
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Rules
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The Keep
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The Tower
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The Temple
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The Establishment
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Followers
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Hirelings
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Retainers
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Artisans
\pagebreakNum # Magic Items Whether it's to defend or attack, magic items can give new abilities or enhance existing ones. Some magic items are general and usable by anyone, while others are more tailored to specific classes or builds. > ##### The Quest Bonus > > [Q] stands for your Quest bonus. ## Weapons While most weapons in the five nations are magically produced, relatively few are actually enchanted with anything more than a simple spell for durability. ### Melee Weapons Axes, hammers, and swords all can bear a variety of enchantments that add elemental damage or potentially even wilder effects #### Abyssal Blade *Flavor* **Cost**: 33,800 gp **Properties**: Once per day, as a free reaction when you hit an enemy with this weapon, you can stun them until the end of the next round #### Atma's Reckoning *Flavor* **Cost**: 18,300 gp (Requirement: The weapon must be from the flail weapon group) **Properties**: At the end of each round you make an attack, you gain a +1 bonus to attack rolls that stacks. This bonus falls off if you don't make an attack during a round. #### Battle Fury *Flavor* **Cost**: 38,600 gp **Properties**: Once per day, as a standard action, make a melee basic attack against each enemy adjacent to you. #### Blade of the Ruined King *Flavor* **Cost**: 10,000 gp (Requirement: The weapon must be from the heavy blade weapon group) **Properties**: Once per day, as a minor action, you can choose one creature within 30'. That creature is slowed until the end of the next round, and you gain speed equal to the speed it lost so long as it is slowed. \columnbreak #### Bleeding Weapon *Flavor* **Cost**: 1200 gp (Requirement: The weapon must be from the flail, light blade, spear, or pick weapon groups) **Properties**: Whenever you score a critical strike with this weapon, in addition to its other effects, the target takes ongoing piercing damage equal to 5 + [Q] (save ends). #### Bloodthirster *Flavor* **Cost**: 33,800 gp **Properties**: Whenever you gain hit points, any that would restore you beyond your maximum hit points are converted to temporary hit points. Once per day, as a free reaection when you hit an enemy with an attack with this weapon, you can spend a healing surge to regain hit points equal to your healing surge value. #### Bloodthorn *Flavor* **Cost**: 5950 gp **Properties**: Once per day, as a free reaction when you hit an enemy with this weapon, you can silence the enemy (save ends). While silenced the target cannot use powers that aren't at-will. #### Butterfly *Flavor* **Cost**: 12,400 gp **Properties**: Once per day, as an immediate interrupt when you would be hit by an attack, you can shift 5' (If you leave the attack's range it automatically misses) #### Cleaving Weapon *Flavor* **Cost**: 1200 gp (Requirement: The weapon must be from the heavy blade or axe weapon groups) **Properties**: Whenever you score a critical strike with this weapon, in addition to its other effects, make a melee basic attack against one creature within reach that you haven't attacked this round. #### Crushing Weapon *Flavor* **Cost**: 1200 gp (Requirement: The weapon must be from the mace, hammer, or staff weapon groups) **Properties**: Whenever you score a critical strike with this weapon, in addition to its other effects, the target's takes a -2 penalty to AC until the end of the next round. \pagebreakNum #### Death's Dance *Flavor* **Cost**: 29,400 gp (Requirements: The weapon must be two-handed) **Properties**: Whenever you take bludgeoning, piercing, or slashing damage, reduce it by half. You take ongoing damage (save ends) equal to the damage prevented. While you are affected by ongoing damage, you heal for half of the bludgeoning, piercing, and slashing damage you deal with this weapon. #### Dervish Blade *Flavor* **Cost**: 10,000 gp (Requirement: The weapon must be from the light blade weapon group) **Properties**: Once per day, as a free reaction when you afflicted by an effect a save could end, you can make a saving throw with advantage against the effect. #### Desolator *Flavor* **Cost**: 18,300 gp **Properties**: Once per day, as a free reaction when you hit an enemy with this weapon, you may impose a -3 penalty to the target's AC until the end of the next round. #### Divine Weapon *Flavor* **Cost**: 33,800 gp **Properties**: Whenever you roll the maximum value on a damage die for an attack with this weapon, it "explodes" - you may roll again and add it to the damage total. #### Dragon Lance *Flavor* **Cost**: 21,700 gp (Requirement: The weapon must be from the polearm weapon group) **Properties**: Once per day, as a minor action, you can increase your reach with this weapon by 10' until the end of the next round #### Duskblade of Draktharr *Flavor* **Cost**: 5950 gp (Requirement: The weapon must be from the light blade weapon group) **Properties**: Once per day, as a minor action, you can turn invisible until the end of the next round. This invisibility ends after you make an attack. #### Dwarven Thrower *Flavor* **Cost**: 2050 gp (Requirement: The weapon must be from the hammer weapong group) **Properties**: This weapon has the heavy thrown property, with a range of 30'/60' > ##### Magic Thrown Weapons > > Magic thrown weapons are crafted so that the wielder doesn't have to worry about ammunition. This could mean the weapon returns or duplicates itself somehow. \columnbreak #### Extensible Flail *Flavor* **Cost**: 3100 gp (Requirement: The weapon must be from the flail weapon group) **Properties**: Once per day as a free action during your turn you can increase your reach by 5' until the end of the next round. #### Flickering Light Blade *Flavor* **Cost**: 1200 gp (Requirement: The weapon must be from the light blade weapon group) **Properties**: Once per day, as a move action, choose one enemy adjacent to you. You can teleport to another space adjacent to that enemy. #### Frozen Mallet *Flavor* **Cost**: 25,400 gp (Requirement: The weapon must be from the hammer weapon group) **Properties**: Whenever you hit an enemy with this weapon they are slowed until the end of the round. #### Haymaker Hammer *Flavor* **Cost**: 1200 gp (Requirement: The weapon must be from the hammer weapon group) **Properties**: Once per day, as a standard action, you can push an adjacent creature 20 plus five times [Q] feet. #### Heaven's Halbard *Flavor* **Cost**: 15,200 gp (Requirement: The weapon must be from the polearm weapon group) **Properties**: Once per day, as a free reaction when you hit with this weapon, you can disarm the target until the end of the next round. While disarmed the target has disadvantage on weapon attacks. #### Holy Avenger *Flavor* **Cost**: 49,000 gp **Properties**: You project an radiant aura that affects you and each ally within 10'. If you are a Paladin or Avenger, this increases to 30'. Evil immortals and negatively charged animated creatures have disadvantage on attack rolls against creatures in your aura. #### Hurricane Pike *Flavor* **Cost**: 43,700 gp (Requirement: The weapon must be from the polearm weapon group) **Properties**: Once per day, as a minor action, pick a creature within 20'. You push the target 15', and you are pushed 15' in the opposite direction. Your reach with this weapon is increased by 20' until the end of the next round. #### Infinity Weapon *Flavor* **Cost**: 10,000 gp **Properties**: Your bonus crit dice are increased to [Q]d10 \pagebreakNum #### Lord Van Damn's Pillager *Flavor* **Cost**: 7850 gp **Properties**: Once per day, as a free reaction when you hit with this weapon, you coat the target and each enemy adjacent to the target with liquid fire, inflicting ongoing fire damage equal to 5 + [Q] (save ends) #### Mace of Bashing *Flavor* **Cost**: 2050 gp (Requirement: The weapon must be from the mace weapon group) **Properties**: Once per day, as a free action when you hit with this weapon, one target you hit with the attack is dazed until the end of the next round. #### Manamune *Flavor* **Cost**: 18,300 gp **Properties**: Whenever you use an encounter or daily power, your next at-will attack power before the end of the next round does [Q]d6 bonus damage. This effect does not stack. #### Manta Style *Flavor* **Cost**: 18,300 gp **Properties**: Once per day, as a minor action, you can create two illusory copies of yourself in adjacent squares, then may teleport to change places with one of them. The illusions mimic your actions and share your defenses, but only have 1 HP. An illusions attacks have no effect, however if it attacks the same target as you the target cannot distinguish between your attacks and the illusions. #### Maw of Malmortius *Flavor* **Cost**: 21,700 gp **Properties**: Once per day, as a free interrupt when you are hit by an implement attack and it bloodies you or you are already bloodied, you are hardened against damage from implement attacks for the next 5 minutes. #### Mirage Blade *Flavor* **Cost**: 5950 gp **Properties**: Once per day, as a free reaction after hitting an enemy with this weapon, you can teleport 15' away from the creature you hit. #### Mjollnir *Flavor* **Cost**: 61,000 gp (Requirement: The weapon must be from the hammer weapon group) **Properties**: Once per day, as a standard action you can make a melee basic attack. Instead of its normal damage, it deals lightning damage. As an effect lightning arcs to one enemy within 10' that you have not attacked this turn, repeating the melee basic attack and then the arcing lightning. \columnbreak #### Nashor's Tooth *Flavor* **Cost**: 10,000 gp (Requirement: This weapon must be from the heavy blade or light blade weapon group) **Properties**: Once per encounter, as a minor action, you can make a melee basic attack. #### Nullifier *A dangerous weapon pilfered from an inverse dimension.* **Cost**: 4400 gp **Properties**: Once per day, as a free action when you hit an enemy, you can dispel any number of limited duration effects on the target of your choice. In addition, the target cannot use item powers until the end of the next round. #### Opportunistic Polearm *Flavor* **Cost**: 2050 gp (Requirement: The weapon must be from the polearm weapon group) **Properties**: Once per day, as a minor action, you gain threatening reach until the end of the next round. *(You can make opportunity attacks against any creature within your reach instead of just those adjacent to you)* #### Parrying Heavy Blade *Flavor* **Cost**: 2050 gp (Requirement: The weapon must be from the heavy blade weapon group) **Properties**: Once per day, as a opportunity interrupt when you are hit by a melee weapon attack, you can make a melee basic attack against the creature that made the attack (even if it is out of your reach). If the attack roll equals or exceeds the triggering attack roll, the triggering attack instead does half damage. When you use this power you can make the same opportunity interrupt at-will until the end of the round. #### Pick of Exposure *Flavor* **Cost**: 2050 gp (Requirement: The weapon must be from the pick weapon group) **Properties**: Once per day, as a free action when you hit with this weapon, one target you hit with the attack has vulnerability to all damage equal to 5 + [Q] #### Phantom Dancers *Flavor* **Cost**: 15,200 gp (Requirement: The weapons must be a pair of weapons from the light blade weapon group) **Properties**: Once per day, as a minor action, until the end of the next round your movement doesn't provoke opportunity attacks and you can pass through enemy creatures. #### Radiance *Flavor* **Cost**: 29,400 gp **Properties**: Once per day, as a minor action, you can gain a 20' aura of intense heat until the end of the next round. Enemies that start their turn or enter the aura for the first time in a round take [Q]d6 fire damage. \pagebreakNum #### Ravenous Hydra *Flavor* **Cost**: 21,700 gp **Properties**: Once per day, as a standard action, you can make a melee basic attack against a creature adjacent to you. On a hit, in addition to dealing damage to the primary target, each enemy adjacent to the target takes damage equal to half that dealt to the primary target. You gain 5 + [Q] temporary hit points for each enemy that takes damage from this attack. #### Sange *Flavor* **Cost**: 18,300 gp (Requirement: The weapon must be a one-handed weapon from the heavy blade category) **Properties**: Once per day, as a free interrupt when you hit with an attack and don't like the damage roll, you can reroll any number of the damage dice, taking the second result even if it's worse. While you are wielding at least two magic weapons you have a +2 bonus to saving throws. #### Sanguine Axe *Flavor* **Cost**: 2050 gp (Requirement: The weapon must be from the axe weapon group) **Properties**: Once per day, when you reduce an enemy to 0 hit points, you can regain hit points equal to your healing surge value as a free action. #### Satanic *Flavor* **Cost**: 49,000 gp **Properties**: Once per day, as a minor action, you heal for all bludgeoning, piercing, and slashing damage you deal until the end of the next round. #### Silver Edge *Flavor* **Cost**: 29,400 gp **Properties**: Once per day, as a minor action, you turn invisible until the end of the round. You have a 15' bonus to your movement speed while invisible. *(This invisbiility does not break when you attack)* #### Spear of Soljin *Flavor* **Cost**: 29,400 gp (Requirment: The weapon must be from the spear weapon group) **Properties**: You have resistance to damage from enemy weapon attacks when 3 or more enemies are adjacent to you. #### Spectral Cutlass *Flavor* **Cost**: 7850 gp (Requirement: The weapon must be from the heavy blade or light blade weapon group) **Properties**: Once per day, as a minor action, mark your current location. At the end of the next round you teleport back to this location. \columnbreak #### Statikk Shiv *Flavor* **Cost**: 38,600 gp (Requirement: The weapon must be from the light blade weapon group) **Properties**: Once per day, when you hit with this weapon, you can deal bonus 1d6 lightning damage to one target of the attack per 5' you've moved this turn. #### Sword of the Divine *Flavor* **Cost**: 21,700 gp **Properties**: Your attacks with this weapon ignore the penalties for cover and concealment. #### Titanic Hydra *Flavor* **Cost**: 18,300 gp (Requirement: The weapon must be two-handed) **Properties**: Once per day, as a standard action, you can make a melee basic attack against a creature adjacent to you. On a hit, in addition to dealing damage to the primary target, each enemy within 15' of the target takes damage equal to half that dealt to the primary target. #### Twinned Weapon *Two weapons cast from the same steel* **Cost**: 2050 gp **Properties**: As a minor action you can pull at the weapon to create a copy of it. Only one copy can exist at a time. You can recombine the copy with the original as a free action. Furthermore, once per day when you make a basic attack with one of the twinned weapons, you can make a basic attack with the other *(If you are wielding both)* #### Warding Spear *Flavor* **Cost**: 2050 gp (Requirement: The weapon must be from the spear weapon group) **Properties**: Once per day, when you charge with this spear, attacks against you have disadvantage until the end of the round. #### Wit's End *Flavor* **Cost**: 12,400 gp **Properties**: Whenever you hit an enemy with this weapon they get a -2 penalty to Will until the end of the next round, and you gain a +2 bonus to Will until the end of the next turn. This effect does not stack. #### Yasha *Flavor* **Cost**: 18,300 gp (Requirement: The weapon must be a one-handed weapon from the light blade category) **Properties**: Once per day, as a free reaction when you hit with this weapon, you can make a melee basic attack against the same target. While you are wielding at least two magic weapons your speed is increased by 5'. \pagebreakNum #### Vicious Weapon *The edge of this weapon has magical glint* **Cost**: 1200 gp **Properties**: Your bonus crit dice are increased to [Q]d8 *(from [Q]d6)* #### Vorpal Blade *Flavor* **Cost**: 49,000 gp (Requirement: The weapon must be from the heaby blade weapon group) **Properties**: Your bonus crit dice are increased to [Q]d12 *(from [Q]d6)*. Whenever you roll a 12 on one of your crit dice, reroll it and add it to the total. This can repeat. Whenever you score a crit with this weapon and the damage is equal to or greater than the target's bloodied value, you cut off one of its heads. In most cases this instantly kills the creature, but some creatures either don't have distinct heads, have multiple heads, or can survive having their head cut off. #### Youmoo's Ghostblade *Flavor* **Cost**: 18,300 gp (Requirement: The weapon must be from the heavy blade weapon group) **Properties**: Once per day, as a free action on your turn, you can increase your movement speed by 30' until the end of the next round. #### Zephyr *Flavor* **Cost**: 12,400 gp **Properties**: While you wield this weapon your movement speed is increased by 5' and you have a +2 bonus to saving throws against effects that slow, immobilize, daze, or stun. \pagebreakNum ### Ranged Weapons Bows and Crossbows can carry enchantments that they impart on any ammunition fired from them. #### Dragonthirst Light Blade *Flavor* **Cost**: 2050 gp (Requirement: The weapon must be from the light blade weapon group) **Properties**: Once per day, when you reduce an enemy to 0 hit points, you may make a ranged basic attack against an enemy you can see. #### Lord Dominik's Regards *Flavor* **Cost**: 43,700 gp **Properties**: Attacks with this weapon ignore any resistance or hardened effect on the target. #### Runaan's Hurricane *Flavor* **Cost**: 25,400 gp **Properties**: Once per day, as a standard action, choose a creature within your weapon range. Make a ranged basic attack against that creature and each enemy within 25' of the target. #### Seeking Bow *Flavor* **Cost**: 1200 gp (Requirement: The weapon must be from the bow weapon group) **Properties**: Once per day, as a free action, your attacks ignore cover and concealment (but not total cover or concealment) until the end of the round. #### Shadow Crossbow *Flavor* **Cost**: 2050 gp (Requirement: The weapon must be from the Crossbow weapon group) **Properties**: Once per day, as a free action, your attacks with this weapon gain the Hidden keyword. #### Sling of Giant-Slaying *Flavor* **Cost**: 4400 gp **Properties**: Once per day, when you hit with an attack with this sling against a target larger than you, you can treat that hit as a critical strike. #### Sniper's Weapon *Minor wind enchantments dramatically improve the range of this weapon* **Cost**: 250 gp **Properties**: The normal and long ranges of the enchanted weapon are doubled. \pagebreakNum ## Implements Characters who directly wield magic can find that the right magical implement to complement their own power. ### Daggers Daggers can be wielded by Necromancers, Sorcerers, and Warlocks, and provide benefits to casters who want to stay aggressive or in close range. #### Chaos Dagger *This scintillating shiv can be used to sway the random effects of spells* **Cost**: 1200 gp **Properties**: Once per day, after you make an attack roll, you can change whether the roll counts as even or odd. #### Cultist's Dagger *Flavor* **Cost**: 1200 gp **Properties**: Once per day, as a free action on your turn, you are bloodied until the end of the turn *(Your hit points don't change)* \columnbreak ### Holy Symbols Holy Symbols are wielded by Avengers, Clerics, and Paladins to show their connection to their deity. #### Fiendbane Symbol *Flavor* **Cost**: 3100 gp **Properties**: You can also target immortals with your *Abjure Undead* power. #### Symbol of Aid *Flavor* **Cost**: 1200 gp **Properties**: *Divine Aid* also gives the target advantage on the saving throw. #### Righteous Symbol *Flavor* **Cost**: 2050 gp **Properties**: You gain an additional use of your *Lay on Hands* or *Ardent Vow* powers. #### Symbol of Divinity *This symbol was forged with the blessing of your deity* **Cost**: 1200 gp **Properties**: Once per day, as a minor action, you can recharge your Channel Divinity (This doesn't recharge an individual Channel Divinity power, you must use a different Channel Divinity). \pagebreakNum ### Instruments Bards can use magical instruments to amplify their spells. #### Drum of Endurance *Flavor* **Cost**: 10,000 gp **Properties**: Once per day, as a minor action, you can play the drum to give each ally within 25' a 15' bonus to their movement speed. #### Harp of Deeper Sleep *Even the paladin can sneak by the sleeping ogre* **Cost**: 650 gp **Properties**: Once per day, you can play this harp as a standard action to give each sleeping creature within earshot a -20 penalty to perception checks. \columnbreak ### Ki Focii Monks and Psions use Ki Focii to concentrate their powers. #### Critical Focus *This ki focus translates your sucess into reserves of energy* **Cost**: 2050 gp **Properties**: Whenever you score a critical strike with this Ki Focus you regain a power point. \pagebreakNum ### Orbs Orbs are used by Psions and Wizards to improve their control over enemies and the battlefield. #### Arcanist's Orb *Flavor* **Cost**: 4400 gp **Properties**: Enemies have disadvantage on the first saving throw against your Daily attack spells. #### Orb of Extension *This orb helps you control your conjurations* **Cost**: 1200 gp **Properties**: Once per day, as a free action, you can extend the duration of a conjuration that would end this round to instead end at the end of the next round, even if it couldn't normally be sustained. \columnbreak ### Rods Rods are used by Artificers, Invokers, and Warlocks to help them transform raw magic into a more focused and constructive form. #### Rod of Construction *Flavor* **Cost**: 3100 gp **Properties**: Whenever you summon a creature with a daily spell it can immediately move its speed as a free action. #### Rainward Rod *This simple slick black rod has a small button to activate the water dispersing capabilities* **Cost**: 50 gp **Properties**: As a minor action, the wielder of this rod can hold it facing upwards to deflect any incoming rain in a 5' diameter sphere. This does not do anything about water used in attacks, and can be deactivated as a free action. \pagebreakNum ### Staffs Staffs are used by many classes as self protection and to enhance larger pieces of magic like summoning. #### Magewright's Siege Staff *Flavor* **Cost**: 3100 gp **Properties**: Once per day, as a minor action, you can construct an earthen wall up to 15' in length, 5' in height, and 1' in width within 40'. #### Naturalist's Staff *Flavor* **Cost**: 3100 gp **Properties**: Whenever you summon a creature with a daily evocation it gains a +5 bonus to all defenses until the end of the next round. #### Staff of Resilience *Wooden staffs teach you how to bend, not break* **Cost**: 2050 gp **Properties**: Once per day, you can expend a healing surge as a minor action to gain temporary hit points equal to twice your healing surge value. #### Staff of the Prodigy *Flavor* **Cost**: 7850 gp **Properties**: Your area daily attack spells have their area increased by 5'. #### Staff of Tradition *Flavor* **Cost**: 2050 gp **Properties**: Once per day, as a minor action, if you are a Wizard do one of the following based on your choice of Arcane Tradition *Abjuration*: You gain a +5 bonus to AC and are hardened against force damage until the end of the next round. *Conjuration*: Each of your summoned creatures gains a +5 bonus to all defenses until the end of the next round. *Evocation*: Your next attack spell has double the range *Transmutation*: The creature that posseses your transmutations stone gains each of the benefits that it could get when you cast a daily attack spell. #### Voodoo Staff *Flavor* **Cost**: 10,000 gp **Properties**: Your Voodoo Shield heals the target for an addition 2 + [Q] hit points. \columnbreak ### Tomes Magic tomes can contain unusual knowledge, making them a favorite for Artificers, Necromancers, and Wizards. #### Tome of Elemental Infusion *Flavor* **Cost**: 4400 gp **Properties**: Once per day, as a minor action, you can expend a use of Healing Infusion to harden one ally within 30' against your choice of acid, cold, fire, lightning, or thunder for the next five minutes. #### Eternal Spellbook *Flavor* **Cost**: 1200 gp **Properties**: This spellbook has an unlimited page count. Furthermore, if you are a wizard, you can include an additional spell from each level you know in the spellbook. #### Dispelling Tome *The tome confers the ability to quickly unwind enemy magic* **Cost**: 2050 gp **Properties**: You gain the *Dispel Magic* power, which you can cast by expending a level 5 or higher daily attack power. Level 5 Spell ________ - **Action:** Standard - **Range:** Ranged 50' - **Target:** One conjuration or other persistent magical effect - **Effect:** If the effect was created by a power, it ends. If the effect was created by a ritual, make an Arcana check. If your check equals or exceeds the arcana check result for the ritual, the ritual effect ends. \pagebreakNum ### Totems Druids, Shamans, and Witch Doctors all channel spirits through totems. #### Grounding Totem *The earth roils at your command* **Cost**: 3100 gp **Properties**: Once per day, as a minor action, you can turn all terrain within 10' of you into difficult terrain. #### Totem of Wild Shape *Flavor* **Cost**: 3100 gp **Properties**: If you are a Druid, whenever you *Wild Shape* you gain a +2 bonus to AC until the end of the next turn. #### Voodoo Totem *Flavor* **Cost**: 2050 gp **Properties**: If you are a Witch Doctor, you can use your *Forbidden Knowledge* feature for any intelligence, wisdom, or charisma based skill check. \columnbreak ### Wands Wands help focus and target spells for a variety of classes and are especially useful to duelists. #### Cantrip Caster *Flavor* **Cost**: 2050 gp **Properties**: You can use any level 0 power of your power source. If you are an Artificer, you can use any level 0 power from any power source. #### Counterspeller *Flavor* **Cost**: 4400 gp **Properties**: Once per day, as an immediate interrupt when an enemy within 30' uses an implement power, you can counter the power so it has no effect by winning an opposed Arcana check against the target. If you are a Wizard, you have advantage on this check. #### Prodigious Wand *Flavor* **Cost**: 650 gp **Properties**: Once per encounter, as a standard action, you can cast the Sorcerer's *Acid Orb* spell. If you already know the spell, you can change its damage type to match one of your resistances. #### Wand of Magic Missile *The diamond tip focuses force spells* **Cost**: 3100 gp **Properties**: Your force spells have a +1 bonus to hit. Furthermore, once per day as a standard action you can shoot up to 3 bolts of force at a target within 60', each dealing 1d4 damage. \pagebreakNum ### Weapon Hybrids Some classes can use certain kinds of weapons as implements, which necessitate different enchantments #### Blade of the Warmage *The brilliant ruby in the pommel helps channel evocation spells* **Cost**: 1200 gp (Requirement: The weapon must be from the heavy blade weapon group) **Properties**: This weapon can be used as an implement for attack powers. Once per day, as a free action, your next cone, close, or line attack has its range extended by 10'. #### Echo Blade *Flavor* **Cost**: 15,200 gp (Requirement: The weapon must be from the light blade weapon group) **Properties**: This weapon can be used as an implement for attack powers. Once per day, as a minor action, if you have made an implement attack with this weapon, you can make a melee basic attack as a minor action. #### Essence Reaver *Flavor* **Cost**: 12,400 gp **Properties**: This weapon can be used as an implement for attack powers. Whenever you use this weapon as an implement to cast a daily attack power, your speed is increased by 15' until the end of the round. This effect does not stack with itself. #### Ethereal Weapon *Flavor* **Cost**: 21,700 gp **Properties**: This weapon can be used as an implement for attack powers. Once per day, as a minor action, you can partially shift yourself or a target creature within 10' into the ethereal plane until the end of the next round. While shifted, the target is hardened against weapon attacks but exposed to implement attacks. #### Guinsoo's Rageblade *Flavor* **Cost**: 21700 gp **Properties**: This weapon can be used as an implement for attack powers. Whenever an attack power hits at least one enemy, you gain one stack of Guinsoo's Rage. When you reach four stacks of rage, you lose all stacks of rage have advantage on attack rolls until the end of the next round. \columnbreak #### Kaya *Flavor* **Cost**: 18,300 gp (Requirement: The weapon must be a one-handed weapon from the mace or spear weapon group) **Properties**: This weapon can be used as an implement for attack powers. Once per day, as an free interrupt when you miss a creature with an attack, you may reroll the attack roll, using the second result even if it's lower. You can't use this power more than once per round. While you are wielding at least two magic weapons, if the rerolled attack roll from the daily power of this item misses, the daily power isn't expended. #### Magewright's Weapon *Flavor* **Cost**: 7850 gp **Properties**: This weapon can be used as an implement for attack powers. If you are an Artificer, whenever you use a power or feature to enhance a weapon or implement, that weapon or implement has a +1 bonus to hit for the duration of the enhancement. #### Meteor Hammer *Flavor* **Cost**: 75,000 gp (Requirement: The weapon must be from the hammer weapon group) **Properties**: This weapon can be used as an implement for attack powers. Once per day, you can summon a meteor to crash down on a target 30' diameter circle within 200'. Make an attack against each creature in the area, Intelligence vs. Reflex. On a hit, the target takes 10d6+15 damage and is knocked prone. On a miss the target takes half damage. #### Triforce *Flavor* **Cost**: 21,700 gp **Properties**: This weapon can be used as an implement for attack powers. Whenever you use a weapon power, your next implement power has a +2 bonus to hit. Whenever you use an implement power, your next weapon power has a +2 bonus to hit. \pagebreakNum ## Armor Magic Armor helps protect from a myriad number of hazardous effects. ### Any Armor Some enchantments don't care about what kind of armor they are applied to. #### Cleansing Armor *This armor helps you shrug off adverse effects* **Cost**: 1200 gp **Properties**: Once per day, as a minor action, you can make a save against one effect a save could end. #### Resistance Armor *Flavor* **Cost**: 4400 gp **Properties**: This armor hardens you against damage of particular types depending on the type of armor. *Amarinthine Armor:* Necrotic and Radiant *Anticorrosive Armor:* Acid and Poison *Armor of the Elements:* Fire and Cold damage *Armor of Storms:* Lightning and Thunder *Crystalline Armor:* Psychic and Force \columnbreak ### Cloth Flowing robes don't offer much protection but can still carry plenty of enchantments. #### Arcanist's Robe *Flavor* **Cost**: 7850 gp **Properties**: This robe can hold up to three charges. These charges dissipate during a long rest. If you are a Wizard, whenever you cast a daily spell the robe gains a charge. You can expend two charges as a minor action to regain the use of an expended encounter attack power. #### Robes of the Prodigy *Flavor* **Cost**: 4400 gp **Properties**: If you are a sorcerer, the resistances granted by your Spell Source feature are doubled. #### Scintillating Robe *The robe seems to be woven with stardust* **Cost**: 1550 gp **Properties**: As a minor action you can cause your robe to softly glow, shining dim light in a 40' radius. You can turn this off as a minor action. Once per day, as a standard action, you can activate this robe to flash brightly, blinding enemies within 20'. #### Spirit Visage *Flavor* **Cost**: 10,000 gp **Properties**: Your healing surge value is increased by 2 + half level \pagebreakNum ### Leather Leather armor offers some protection without going so far as to restrict the movement of the wearer. #### Elven Armor *This armor is imbued with a small portion of the swiftness of the elves* **Cost**: 1200 gp **Properties**: Once per day, as a move action, you can move your speed plus 15'. #### Hunter's Sympathy *Flavor* **Cost**: 1200 gp **Properties**: If you are a Seeker, once per encounter, as an immediate interrupt when you or your beast takes damage, you may half the damage dealt. If you do, both of you take the damage. *(You transfer half the damage dealt to the other)* #### Magewright's Vestments *Flavor* **Cost**: 5950 gp **Properties**: If you are an Artificer, whenever you use your Curative Admixture, you gain temporary hit points equal to the bonus healing. #### Shadowstalker's Garb *Flavor* **Cost**: 1200 gp **Properties**: If you are an Assassin, creatures you have two or more stacks of Deadly Analysis on have disadvantage on Perception checks to find you. #### Voodoo Habit *Flavor* **Cost**: 1200 gp **Properties**: If you are a Witch Doctor, the first time each day you use your Forbidden Knowledge feature it doesn't consume a healing surge. \columnbreak ### Hide Hide offers protection while still allowing the wearer to dodge attacks. #### Shapechanger's Getup *Flavor* **Cost**: 5950 gp **Properties**: If you are a druid, you have a +2 bonus to AC while polymorphed *(This includes wild shape)* #### Sylvan Armor *This armor helps you perform feats of strength and dexterity* **Cost**: 1200 gp **Properties**: Once per day, as a free action, if you make an Athletics, Acrobatics, or Stealth check and don't like the result, you can reroll that check, using the second result even if it's lower. #### Warmog's Armor *Flavor* **Cost**: 29,400 gp **Properties**: While you are bloodied, you gain 2 + half level temporary hit points at the start of your turn. Hit points from this effect do not stack with themselves. \pagebreakNum ### Chainmail The most basic of the heavy metal armors, Chainmail offers a base level of protection for the less than nimble. #### Blade Mail *Flavor* **Cost**: 15,200 gp **Properties**: Once per day, as an immediate reaction when you take damage from a melee weapon attack, you can deal force damage to that enemy equal to the damage you took. You can reuse this power until the end of the round. #### Guardian Angel *Flavor* **Cost**: 25,400 gp **Properties**: Once per day, when you drop to 0 hit points, you may expend a healing surge to regain hit points equal to your healing surge value. #### Hexchain *Flavor* **Cost**: 3100 gp **Properties**: If you are a Hexblade, once per encounter, as a minor action, you can change your Vestige to any of the ones granted by your base Soul Channel feature. #### Thornmail *Flavor* **Cost**: 33,800 gp **Properties**: Once per day, as an immediate reaction when you take damage from an attack, you can deal force damage to that enemy equal to the damage you took. You can reuse this power until the end of the round. #### Zephyr Chain *This chain hides you from view before you charge into battle* **Cost**: 2050 gp **Properties**: Once per day, as a standard action, you can turn invisible then charge an enemy. This invisibility lasts until the end of your turn. \columnbreak ### Scale Optimized to allow more freedom of movement than Chainmail, Scale armor is the most popular armor for characters who wade into the front lines. #### Assault Cuirass *Flavor* **Cost**: 29,400 gp **Properties**: Once per day, as a minor action, you can let out a burst of temporal magic in a 20' area around you. You and each ally gain a 10' bonus to your movement speed until the end of the next round, while each enemy in the area is slowed until the end of the next round. #### Frozen Heart *Flavor* **Cost**: 18,300 gp **Properties**: Enemies who start their turn adjacent to you lose their minor action. #### Psychic Warrior's Boundless Step *Flavor* **Cost**: 3100 gp **Properties**: If you are a Battlemind, you can shift an additional 5' when you use your Blurred Step class feature. #### Razorscale *Enemies who get lucky also get bit* **Cost**: 2050 gp **Properties**: Whenever an enemy scores a critical strike with a melee weapon attack against you they take ongoing damage equal to 5 plus your Quest modifier. \pagebreakNum ### Plate Plate armor offers the maximum level of protection possible to those who know how to wear it. #### Plate of Dogged Grit *You dig in as your wounds start to set* **Cost**: 4400 gp **Properties**: Once per day, as a free reaction when you're bloodied by an attack, you gain temporary hit points equal to your healing surge value. \columnbreak ## Head Head items usually enhance a character's mental stats and skill checks, but can provide other utility functions ### Circlets and Hats Circlets and Hats don't provide much protection but can still have useful enchantments #### Circlet of Awareness *This silver circlet has embedded siberys shard that enhance the wearer's senses* **Cost**: 1550 gp **Properties**: You have a +2 bonus to Insight and Perception. #### Rabaddon's Deathcap *This hat amplifies the raw magical power of a spellcaster* **Cost**: 25,400 gp **Properties**: Whenever you roll the maximum value on a damage die for an implement attack, it "explodes" - you may roll again and add it to the damage total. #### Shurelya's Reverie *Flavor* **Cost**: 18,300 gp **Properties**: Once per day, as a minor action, you and each ally within 25' of you may shift up to 10' as a free reaction. #### Wooglet's Witchcap *Flavor* **Cost**: 7850 gp **Properties**: Once per day, as a minor action, you can petrify yourself for up to 1 minute. Unlie normal petrification you remain aware of your surroundings and can choose to end this effect at the start of your turn. #### Vladimir's Offering *This Qabalrin crown gives the wearer vampiric powers* **Cost**: 21,700 gp **Properties**: You gain a vampiric aura that extends 10'. You and each ally in the aura gain 5 temporary hit points whenever you hit with a melee weapon attack. \pagebreakNum ### Helmets Helmets are more martial than other head slot items, bolstering bold moves and enhancing defenses. #### Adaptive Helm *Burn me once, shame on you. Burn me twice, shame on me* **Cost**: 10,000 gp **Properties**: Once per day, as an immediate reaction when you take damage, you become hardened against that damage type until the end of the next round. #### Casque of Tactics *This helm is popular amongst commanders* **Cost**: 1200 gp **Properties**: Once per day, as a free action at the start of a round, you can discard an initiative card and draw a new one. #### Knight's Vow *No harm shall come to your charge* **Cost**: 5950 gp **Properties**: Once per day as a minor action, designate an ally you can see as your ward for the next minute. While that ally is your ward, you redirect half the damage that would be dealt to your ward to you. You can end this effect early as a minor action. #### Righteous Glory *Always Forward* **Cost**: 2050 gp **Properties**: Attacks you make at the end of a charge score a critical hit on a roll of 19 or 20. \columnbreak ### Miscellaneous While these items aren't exactly head coverings they still perform utility and sensory enhancing functions. #### Abyssal Mask *Flavor* **Cost**: 12,400 gp **Properties**: You gain an aura that disables the magical defenses of each enemy within 10'. Implement attacks against enemies within the aura ignore damage reduction effects. #### Aureon Stone of Sustenance *This eberron shard removes the bearers need to eat or drink* **Cost**: 7850 gp **Properties**: You can attune yourself to this stone during a short rest. While attuned it orbits your head and removes your need to eat or drink. #### Liandry's Torment *Flavor* **Cost**: 15,200 gp **Properties**: Whenever you score a critical hit with an implement attack, that enemy takes ongoing 10 necrotic and fire damage (save ends). In addition, while the afflicted target is slowed, the ongoing damage is doubled. #### Veil of Discord *Flavor* **Cost**: 29,400 gp **Properties**: Once per day, as a minor action, you can weaken the magic resistance of each enemy within 10'. Until the end of the next round, implement attack rolls against each target have advantage. \pagebreakNum ## Neck Neck items provide protection against enemy magical effects ### Cloaks Cloaks usually provide general protection against ranged attacks and spells, but the size of cloaks can give room to add other types of enchantments. #### Arrow-ward cloak *Flavor* **Cost**: 3100 gp **Properties**: You have a +2 bonus to all defenses against ranged weapon attacks #### Blastproof Mantle *Flavor* **Cost**: 3100 gp **Properties**: You have a +2 bonus to all defenses against area attacks #### Cape of the Mountebank *For when the wearer knows they'll need to get out of a sticky situation* **Cost**: 2050 gp **Properties**: Once per day, as an immediate reaction when you are hit by an attack, you can teleport up to 25'. #### Edge of Night *This black cape shields you from incoming attacks* **Cost**: 4400 gp **Properties**: Once per encounter, as a standard action, you become protected until the end of the next round. While protected, attacks have disadvantage to hit you. #### Glimmer Cape *This diamond cloak shields you from harm and from view* **Cost**: 5950 gp **Properties**: Once per day, as a standard action, you become invisible and are hardened against all damage until the end of the next round. #### Spellshield cape *Flavor* **Cost**: 3100 gp **Properties**: You have a +2 bonus to all defenses against ranged implement attacks #### Sunfire Cape *This cape carries the blessing of Onatar* **Cost**: 29,400 gp **Properties**: Once per day, as a minor action you can wreathe this cape in flames for the next minute. While wreathed in flames, any enemy who starts their turn adjacent to you takes 10 fire damage. \columnbreak ### Necklaces Amulets and talismans specialize in preventing specific effects like charms and poisons. #### Aeon Disk *Flavor* **Cost**: 15,200 gp **Properties**: Once per day, as no action when you are bloodied, you can remove all negative conditions currently affecting you #### Banshee's Veil *Flavor* **Cost**: 21,700 gp **Properties**: Once per day, as a no action reaction when you are affected by an effect a save can end, you can end that effect. #### Cold Iron Amulet *Flavor* **Cost**: 1200 gp **Properties**: You have advantage on saving throws against charm effects. #### Holy Locket *Flavor* **Cost**: 5950 gp **Properties**: Your healing surge value is increased by 2 + [Q] #### Locket of the Iron Solari *Flavor* **Cost**: 21,700 gp **Properties**: Once per day, as a minor action, each ally within 10' of you gains temporary hit points equal to their healing surge value. #### Innervating Locket *Flavor* **Cost**: 12,400 gp **Properties**: Whenever you use an implement power, you gain temporary hit points equal to its level. #### Necklace of Adaptation *Flavor* **Cost**: 3100 gp **Properties**: You can breathe underwater. #### Necklace of Strangulation *Flavor* **Cost**: 4400 gp **Properties**: As a standard action, you can activate this necklace to disguise it as any other kind of magical necklace, fooling even the Identify ritual. When a creature puts the necklace on, it begins to constrict, depriving them of air. A strangled creature must make a DC 15 endurance check each round to remain conscious. Once the creature is unconscious, they lose one healing surge at the start of their turn. If the creature has no healing surges left, they take damage equal to their bloodied value. A DC 20 strength check from the creature or an adjacent ally removes the necklace. \pagebreakNum #### Redemption *Flavor* **Cost**: 10,000 gp **Properties**: As a standard action, you emit a pulse of radiant energy in a 25' radius around you. Each enemy in the area is revealed for the next minute and cannot benefit from any form of concealment. Each ally in the area can expend a healing surge to regain hit points equal to their healing surge value. #### Talisman of Ascension *Flavor* **Cost**: 7850 gp **Properties**: You gain a 10' ascension aura. You and each ally that starts their turn within the aura has a 5' bonus to their speed until the end of their turn. #### Talisman of Bravery *Flavor* **Cost**: 1200 gp **Properties**: You have advantage on saving throws against fear effects. #### Antidote Amulet *Flavor* **Cost**: 2050 gp **Properties**: You have advantage on saving throws and endurance checks against poison effects. #### Periapt of Health *The scarlet Eberron stone hangs on a simple necklace, protecting the bearer from disease* **Cost**: 650 gp **Properties**: You have a +2 bonus to saving throws, defenses, and skill checks to resist disease. \pagebreakNum ## Arms Arms items help enhance or defend against attacks. ### Bracers Magic bracers boost the offensive power of the wearer. #### Armlets of Opportunity *These bracers help guide snap reactions to enemies that leave themselves open* **Cost**: 3100 gp **Properties**: You have a +2 bonus to opportunity attack rolls #### Armlet of Mordiggian *Weapon of choice among brutes, the bearer sacrifices his life energy to gain immense strength and power.* **Cost**: 21700 gp **Properties**: Once per day, as a minor action, you can activate the armlet to gain temporary hit points equal to your healing surge value. Until the end of this turn, your weapon attacks score a critical hit on a 19 or 20 and you have advantage on any strength-based skill checks or ability checks. Sustain free: You may expend a healing surge. If you do, the effect lasts until the end of the next round. ### Shields Magic shields can protect the wielder from more than just physical attacks. #### Bulwark Shield *The shield absorbs the worst of the kinetic energy* **Cost**: 1200 gp (Requirement: Heavy Shield) **Properties**: In addition, the effect of any push, pull, or slide effect on you is reduced by 5'. Increase this by 5' for every 3 points of your quest bonus. #### Byeshk Shield *The purple metal used to forge this shield gives it unusual properties* **Cost**: 4400 gp **Properties**: Your shield bonus also applies to Fortitude. #### Face of the Mountain *Flavor* **Cost**: 10,000 gp **Properties**: At the beginning of the first round of combat you gain temporary hit points equal to 4 + your level. #### Luminescent Shield *This shield doubles as a lantern* **Cost**: 50 gp **Properties**: As a minor action you can activate the shield so it sheds bright light in a 60' radius \columnbreak #### Shield of Elemental Deflection *Good for fending off spellcasters and monsters* **Cost**: 3100 gp **Properties**: When this shield is made, choose one of the following variants. You are hardened against the associated damage types. *Entropy*: Fire and Cold *Storms:* Lightning and Thunder *Decay:* Acid and Necrotic *Siberys:* Force and Radiant #### Poor Man's Shield *A busted old shield that seems to block more than it should.* **Cost**: 1200 gp **Properties**: Once per day, as an immediate interrupt when you are hit by a non-area ranged attack, you can force the attacker to reroll the attack, using the second result even if it's lower. #### Psicrystal Shield *Flavor* **Cost**: 4400 gp **Properties**: Your shield bonus also applies to Will. #### Randuin's Omen *A wave of dread overtakes nearby foes and slows their movement* **Cost**: 3100 gp (Requirement: Heavy Shield) **Properties**: Once per day, as a minor action, each enemy within 10' of you is slowed until the end of the next round. This is a fear effect. #### Solar Crescent *The shield flares with power, protecting nearby allies* **Cost**: 4400 gp **Properties**: Once per day, as an immediate interrupt when you or an ally within 10' of you is targeted by an area attack, each ally within 10' of you gains your shield bonus to AC and Reflex until the end of the next turn. #### Zeke's Convergence *The Gnomes of Zilargo are masters of elemental binding* **Cost**: 18300 gp **Properties**: As a minor action you can activate the shield to gain a frost storm aura until the end of the encounter. Enemies that start their turn in the aura are slowed until the end of their turn. Additionally, each enemy in the aura is exposed to fire damage. \pagebreakNum ## Hands Magic gloves tend to help with finer, more nimble activity, but magic rings can have any number of enchantments. ### Gauntlets and Gloves Gauntlets help with gripping items and raw strength, while gloves help more agile actions. #### Burglar's Gloves *These gloves use a small amount of restorative magic to loosen up the wearer's hands* **Cost**: 1200 gp **Properties**: You have a +2 bonus to Sleight of Hand #### Gaunltets of Ogre Strength *Flavor* **Cost**: 7850 gp **Properties**: Your carrying capacity is doubled, and you have advantage on Strength-based ability and skill checks. #### Iceborn Gauntlets *Flavor* **Cost**: 15,200 gp **Properties**: Whenever you use an implement attack power, your next weapon attack power creates a burst of frost centered on the first target, dealing 5 cold damage to the target and each adjacent enemy. #### Sterak's Gage *Flavor* **Cost**: 12,400 gp **Properties**: Once per day, as an immediate reaction when you are bloodied, you grow one size and remove any slows, immobilizes, dazes, stuns, or dominates currently affecting you. If this size increase would cause you to occupy additional squares, you may push any adjacent creatures out of the new squares you would like to occupy. If there is nowhere for you to grow, this power fails and is not expended. \columnbreak ### Rings Magic rings can have any number of effects imbued in their metal bands. #### Ring of Aquila *Flavor* **Cost**: 25,400 gp **Properties**: Once per day, as a minor action, you can grant yourself and each adjacent ally a +5 bonus to AC until the end of the next turn. #### Ring of Invisibility *Flavor* **Cost**: 29,400 gp **Properties**: At-will, as a minor action, you can turn invisible until you fall unconscious. You can end this effect early as a minor action. #### Ring of the Ram *Flavor* **Cost**: 7850 gp **Properties**: Once per day, as a standard action, you can break down target door or other object with a break DC of 30 or less. #### Ring of Weapon Recall *Flavor* **Cost**: 250 gp **Properties**: Up to two matching weapons with the thrown property or a single weapon without the thrown property can be attuned to this ring. Changing the attunement of the ring takes a long rest. If the attuned weapon has the thrown property, it can be recalled to the ringbearer's hands as a free action. If the enchanted weapon does not have the thrown property, recalling the weapon takes a minor action and only one weapon can be attuned to a ring. #### Zhonya's Hourglass *Flavor* **Cost**: 18,300 gp **Properties**: Once per day, as a minor action, you can banish yourself from existence until the end of the next round. You reappear in the same space you left - if that space is occupied, you reenter in the closest open space. \pagebreakNum ## Waist Enchanted belts enhance physical exertion and stamina #### Baldric of Wrestling *Flavor* **Cost**: 4400 gp **Properties**: You have advantage on skill checks to make and maintain grabs #### Cincture of Recovery *Flavor* **Cost**: 3100 gp **Properties**: Increase your healing surge value by 2 + [Q] #### Girdle of Momentum *Flavor* **Cost**: 2050 gp **Properties**: Increase the distance of any forced movement effect you create by 5', plus an additional 5' per three points of your Quest bonus. #### Survivor's Belt *This simple belt keeps you away from death's door* **Cost**: 1200 gp **Properties**: You have advantage on death saving throws. \pagebreakNum ## Feet Boots and other footwear help with movement. #### Adaran Shoes of Lucidity *Flavor* **Cost**: 15,200 gp **Properties**: Once per day, as a minor action, choose one encounter power you've expended. You regain the use of that power. #### Berserker's Greaves *Flavor* **Cost**: 10,000 gp **Properties**: Once per day, when you charge, you can make two melee basic attacks instead of one. #### Boots of Climbing *Flavor* **Cost**: 7850 gp **Properties**: You gain a climb speed of 10'. #### Boots of Mobility *Flavor* **Cost**: 10000 gp **Properties**: Increase your speed by 10'. Whenever you take damage this property stops working until the end of the next round *(12 seconds)* #### Boots of Nimbleness *Flavor* **Cost**: 4400 gp **Properties**: You have a +2 bonus to Athletics and Acrobatics checks. #### Boots of Springing *Flavor* **Cost**: 4400 gp **Properties**: Once per day, as a move action, you can jump up to 40' (Clearing up to 10' vertically). #### Boots of Swiftness *Flavor* **Cost**: 5950 gp **Properties**: While you are slowed your speed is reduced to 15' instead of 10'. #### Boots of Travel *Flavor* **Cost**: 61,000 gp **Properties**: Once per day, as a standard action, you can teleport as per the *teleport* ritual. #### Guardian Greaves *Flavor* **Cost**: 18,300 gp **Properties**: Once per day, as a minor action, you can remove each slow or immobilize affecting you and each ally within 10'. \columnbreak #### Jester's Shoes *When you need help getting back up on your feet* **Cost**: 1550 gp **Properties**: You can stand up from prone as a minor action instead of a move action. #### Mercury Treads *Flavor* **Cost**: 5950 gp **Properties**: You have advantage on saves against effects that slow, immobilize, or stun. #### Ninja Tabi *Flavor* **Cost**: 7850 gp **Properties**: Once per day, as a minor action, you become evasive until the end of the next round. While evasive, weapon attacks against you have disadvantage. #### Sorcerer's Shoes *Flavor* **Cost**: 21,700 gp **Properties**: Whenever you move at least 15' in a turn, your implement powers ignore damage reduction. #### Tranquil Boots *Flavor* **Cost**: 18,300 gp **Properties**: Your overland walking speed is increased by one mile per hour. Furthermore, each hour you spend doing activity no more stressful than traveling you regain hit points equal to your healing surge value. #### Phase Boots *Flavor* **Cost**: 15,200 gp **Properties**: Once per day, as a move action, you can shift your speed and move through spaces enemies occupy *(but cannot end in one)*. #### Power Treads *Flavor* **Cost**: 21,700 gp **Properties**: You gain a +2 bonus to saving throws. As a minor action, you can change this to a 5' bonus to movement speed, edge on athletics and acrobatics checks, or back to the +2 bonus to saving throws. \pagebreakNum ## Consumables Consumables can be crafted during downtime by characters with Alchemist's Tools and the competency to use them. The "Formula Cost" represents the cost to acquire the recipe to craft a given consumable, while the "Unit Cost" represents the cost to either buy the item or craft a batch of five of the item. Each batch of consumables you create during a downtime costs one healing surge, which is reovered as normal during a long rest or potentially by other means. ### Potions Potions are one shot magic items that provide a temporary effect to the user when consumed. #### Chameleon Elixir *It's not clear there's anything even in the bottle unless you give it a shake* **Formula Cost**: 125 gp **Unit Cost**: 25 gp **Effect**: Consume this as a minor action and expend a healing surge *(but do not heal)*. For the next fifteen minutes you are invisible when you are standing still, blending in with your surroundings for a +10 bonus to Stealth checks. #### Ethereal Elixir *The wispy, smoky liquid in the bottle gives the ability to move like a ghost* **Formula Cost**: 2200 gp **Unit Cost**: 440 gp **Effect**: Consume this as a minor action and expend a healing surge *(but do not heal)*. You gain insubstantial and phasing until the end of the next round. **Sustain Standard**: You expend a healing surge *(but do not heal)*. The effect persists until the end of the next round. #### Elixir of Flying **Formula Cost**: 1025 gp **Unit Cost**: 205 gp **Effect**: Consume this as a minor action and expend a healing surge *(but do not heal)*. You gain a fly speed of 20' for five minutes. When the effect ends, you float 100 feet toward the ground. If you are not on a horizontal surface sufficient to bear your weight at the end of this distance, you fall to the nearest such surface, taking damage accordingly. \columnbreak #### Elixir of Gaseous Form *Try not to get stuck in a bottle* **Formula Cost**: 1550 gp **Unit Cost**: 310 gp **Effect**: Consume this potion as a minor action and expend a healing surge *(but do not heal)*. You become insubstantial but cannot attack for 15 minutes. You can slip through gaps large enough for the flow of air, and have a fly speed of 15'. You can end this effect early as a standard action. When the effect ends,if you are not in a space large enough to accomodate yourself you are shunted to the nearest space within 15'. If no such space exists the effect persists an additional round and you lose a healing surge. If you have no healing surges left you lose hit points equal to your healing surge value. If you die in this state your form dissapates as if you were disintegrated. #### Elixir of Giant Strength *The Brelish Cyclist Spear Legpower got into trouble with the Tour d'Aundair when it was discovered he was using this performance-enhancing elixir* **Formula Cost**: 125 gp **Unit Cost**: 25 gp **Effect**: Consume this as a minor action. Each of your weight limits is quadrupled. #### Healing Potion *This unmistakeable ruby-red potion rapidly increases the imbiber's production of blood, causing their wounds to gush slightly as the magic patches them up* **Formula Cost**: Free (Known by all characters with competency in Alchemist's Tools) **Unit Cost**: Varies **Effect**: Consume this as a minor action. You can expend a healing surge. If you do, you regain [Q]d6 hit points plus an amount based on the potency of the potion *Cure Light Wounds*: 65 gp, 9 hit points *Cure Moderate Wounds*: 595 gp, 15 hit points *Cure Serious Wounds*: 1830 gp, 21 hit points *Heal*: 3860 gp, 27 hit points *Greater Heal*: 6800 gp, 34 hit points *Superior Heal*: 10700 gp, 40 hit points #### Potion of Spider Climb *Made from the distilled venom of magical spiders* **Formula Cost**: 600 gp **Unit Cost**: 120 gp **Effect**: Consume this as a minor action and expend a healing surge *(but do not heal)*. You gain a climb speed of 30' for thirty minutes. #### Reviving Potion *The taste is so foul it's unclear if any magic is necessary* **Formula Cost**: 1025 gp **Unit Cost**: 205 gp **Effect**: You may use this potion on a target creature as a standard action. That creature can expend a healing surge to regain a single hit point *(even if they are unconscious, but they must still be alive)*. \pagebreakNum ### Volatiles Volatiles are one shot magic items that create some effect when used on another target. #### Alchemist's Essence *Coming in different types and qualities, the idea of a vial filled with magical energy that explodes has always been popular* **Formula Cost**: 325 gp **Unit Cost**: 65 gp **Effect**: You throw the vial at an area and it explodes. Level 3 **Consumable** Area ________ - **Action:** Standard - **Range:** 15' diameter sphere within 40' - **Target:** Each creature within the sphere - **Attack:** +4 vs. Reflex - **Hit:** 2d6+2 damage - **Special:** When you buy or craft this item choose Acid, Cold, Fire, Lightning, or Thunder. This power gains that keyword and does that type of damage. *Special*: Alchemist's Essence can be crafted at a greater component cost to improve its potency *595 gp*: Level 8, +7 vs. Reflex, 3d6+6 damage *1830 gp*: Level 13, +9 vs. Reflex, 3d8+11 damage *3860 gp*: Level 18, +12 vs. Reflex, 5d6+9 damage *6800 gp*: Level 23, +15 vs. Reflex, 6d8+12 damage *10700 gp*: Level 28, +17 vs. Reflex, 7d8+12 damage #### Blinding Bomb *This small capsule detonates when thrown against a hard surface, creating a momentary flash and obscuring the area where it is thrown* **Formula Cost**: 125 gp **Unit Cost**: 25 gp **Effect**: You throw a vial and use the following power. Level 2 **Consumable** Area ________ - **Action:** Standard - **Range:** 10' diameter sphere within 30' - **Target:** Each creature within the sphere - **Effect:** Each target makes a saving throw. If they fail, they are blinded until the end of the next round. For the next five minutes the area is filled with thick black smoke that heavily obscures the area. *Special*: Blinding Bomb can be crafted at a greater component cost to affect a larger volume *310 gp*: Level 5, 15' sphere *785 gp*: Level 8, 20' sphere \columnbreak #### Clinging Essence *Sometimes an enemy poses a more persistent threat, demanding a sticky solution* **Formula Cost**: 600 gp **Unit Cost**: 120 gp **Effect**: You throw the vial at a target creature. Level 4 **Consumable** ________ - **Action:** Standard - **Range:** Ranged 20' - **Target:** One creature - **Attack:** +5 vs. Reflex - **Hit:** Ongoing 7 damage (save ends) - **Special:** When you buy or craft this item choose Acid, Cold, Fire, Lightning, or Thunder. This power gains that keyword and does that type of damage. *Special*: Clinging Essence can be crafted at a greater component cost to improve its potency *785 gp*: Level 9, +7 vs. Reflex, Ongoing 12 damage *2170 gp*: Level 14, +10 vs. Reflex, Ongoing 17 damage *4370 gp*: Level 19, +12 vs. Reflex, Ongoing 22 damage *7500 gp*: Level 24, +15 vs. Reflex, Ongoing 27 damage *11500 gp*: Level 29, +18 vs. Reflex, Ongoing 32 damage #### Corpseburster *Originally developed by Sharn ratcatchers, the corpseburster formula was one of Cannith's more horrific refinements during the Last War* **Formula Cost**: 1025 gp **Unit Cost**: 205 gp **Effect**: You throw the corpseburster at an area to coat each creature in the reactive material Level 5 **Consumable** Area ________ - **Action:** Standard - **Range:** 20' diameter sphere - **Target:** Each creature in area - **Effect:** Each creature in the area is infected by Corpseburster until the end of the next round. Whenever a creature is reduced to 0 hit points while infected by Corpseburster make the following attack against each creature within 5' - **Attack:** +5 vs. Reflex - **Hit:** 2d6+2 damage - **Special:** When you buy or craft this item choose Necrotic or Radiant. This power gains that keyword and does that type of damage. *Special*: Corpseburster can be crafted at a greater component cost to improve its potency *1000 gp*: Level 10, +8 vs. Reflex, 2d8+5 damage *2540 gp*: Level 15, +10 vs. Reflex, 3d8+6 *4900 gp*: Level 20, +13 vs. Reflex, 4d8+6 *8200 gp*: Level 25, +15 vs. Reflex, 5d6+12 *12500 gp*: Level 30, +18 vs. Reflex, 6d6+13 \pagebreakNum #### Foaming Plaster *Capable of conforming to anything, Foaming Plaster is a staple of both investigative toolkits and mass production* **Formula Cost**: 600 gp **Unit Cost**: 120 gp **Effect**: You mix the plaster as a standard. After the plaster is mixed, you can use a minor action to create an impression in the wet plaster of a footprint, a key, or a similar small object. Giving the hardened plaster to someone else allows that person to identify the footprint, duplicate the key, and so on as if he or she had the original item. If the plaster is not used in the next five minutes, it hardens into a lump. #### Holy Water *The most popular of energy-infused waters, mass production of Holy Water was developed as an answer to Karrnath's use of the undead* **Formula Cost**: 125 gp **Unit Cost**: 25 gp **Effect**: You throw the holy water at a target creature. Level 2 **Consumable** Area ________ - **Action:** Standard - **Range:** Ranged 15' - **Target:** One Creature (Safe) - **Effect:** If the target is a negatively charged animate creature or evil-aligned immortal make the following attack - **Attack:** +4 vs. Reflex - **Hit:** 1d10+5 radiant damage - **Special:** This item can also be crafted as Unholy water, which affects positively charged animate creatures and good-aligned immortals and deals necrotic damage *Special*: Holy Water can be crafted at a greater component cost to improve its potency *1000 gp*: Level 7, +6 vs. Reflex, 2d10+9 damage *2540 gp*: Level 12, +9 vs. Reflex, 3d12+11 *4900 gp*: Level 17, +11 vs. Reflex, 4d12+14 *8200 gp*: Level 22, +14 vs. Reflex, 6d10+17 *12500 gp*: Level 27, +16 vs. Reflex, 7d10+22 #### Icening *When a brigade needs to cross a gushing river in late spring sometimes freezing the crossing is the best solution* **Formula Cost**: 25 gp **Unit Cost**: 5 gp **Effect**: As a standard action you can throw a vial of icening at an unoccupied 5' cube of water. The water freezes into solid ice for one hour. If the cube is completely surrounded by liquid water it floats and is subject to the motion of the water. *Special*: Icening can be crafted at a greater component cost to freeze a larger volume *120 gp*: 10' cube *440 gp*: 15' cube *1000 gp*: 20' cube \columnbreak #### Oil of Slipperiness *Made from Aerani bananas* **Formula Cost**: 25 gp **Unit Cost**: 5 gp **Effect**: You throw a vial and use the following power. Level 1 **Consumable** Area, Zone ________ - **Action:** Standard - **Range:** 5' square within 30' - **Target:** Each creature within the square - **Effect:** Each target makes a saving throw. If they fail, they fall prone. For the next five minutes the area a zone of slippery oil. Any creature that enters the space or ends their turn their must make a saving throw or fall prone. Any creature standing in the zone that is subject to a forced movement effect moves an additional 5'. *Special*: Oil of Slipperiness can be crafted at a greater component cost to coat a larger area *120 gp*: 10' sphere *440 gp*: 15' sphere *1000 gp*: 20' sphere #### Ossip Wax *Found in the jungles of Xen'drik, Ossip Wax is a favorite of treasure hunters on both continents* **Formula Cost:** 125 gp **Unit Cost**: 25 gp **Effect**: You smear the wax on one adjacent object of Large or smaller size as a standard action. The object's weight is reduced by 500 pounds. If this reduction causes the object to become weightless, it floats 5 feet above the ground. Pushing a floating object causes it to continue moving in the direction of the push, at an initial speed of 50'. At the end of each round of movement, the object's speed is reduced by 5', eventually stopping after traveling 275'. This effect lasts for one hour. #### Precarious Crystal *It's not exactly jury-rigging when there's a formula* **Formula Cost:** 325 gp **Unit Cost**: 65 gp **Effect**: As a standard action you combine the Precarious Crystal with another volatile to arm them. The Precarious Crystal hovers and can be hidden with Sleight of Hand. After 30 seconds (5 rounds) the Precarious Crystal finishes arming and will trigger whenever a creature passes through the space it's in, detonating the volatile it was attached to. #### Protean Silk *Coming in a one-use custom spinner, Protean Silk is a flexible answer for transportation needs* **Formula Cost:** 600 gp **Unit Cost**: 120 gp **Effect**: You fire the protean silk from its spinner at a target point within 50' as a standard action, where a silk line attaches itself and connects to your location. The silk line can support up to 500 lbs. of weight at a time. Protean silk lasts for up to either one hour or until the user dissolves the line as a minor action. \pagebreakNum #### Smokestick *Sometimes the whole room just needs to be a bit murkier* **Formula Cost:** 125 gp **Unit Cost**: 25 gp **Effect**: You can light and throw a smokestick as a standard action. At the start of the next round the room or up to a 20' radius sphere centered on the smokestick fill with a gray smoke, lightly obscuring each affected space. #### Sovereign Glue *A key ingredient for making an immovable object* **Formula Cost:** 1025 gp **Unit Cost**: 205 gp **Effect**: As a standard action you can apply sovereign glue to 1 square foot of surface. After one minute the glue sets, and can only be dissolved by universal solvent or *Wish* #### Sweet Water *For when a Medani poison detector just isn't available* **Formula Cost:** 125 gp **Unit Cost**: Varies by level **Effect**: As a standard action you can use a few droplets of sweet water on one serving of food or drink to purify it of any diseases or poisons with an excellent care DC less than 18 + the level of the sweet water. #### Tanglefoot Bag *A classic for both those attempting to escape and those attempting to chase* **Formula Cost:** 125 gp **Unit Cost**: 25 gp **Effect**: You throw the tanglefoot bag at a creature and make the following attack. Level 2 **Consumable** ________ - **Action:** Standard - **Range:** Ranged 30' - **Target:** One creature - **Effect:** The target makes a saving throw. On a failure they are immobilized until the end of the next round. #### Twinned Flames *Remote triggers are so much more discerning* **Formula Cost:** 125 gp **Unit Cost**: 25 gp **Effect**: As a standard action you can combine the twinned flames with another volatile to arm them. When you combine the twinned flames you receive a partnered flame you can use to activate the volatile as a minor action so long as you are within 50' of the partnered flame *(You can also ready an action to use the flames in response)* #### Universal Solvent *The unstoppable force wins* **Formula Cost:** 1025 gp **Unit Cost**: 205 gp **Effect**: As a standard action you can use universal solvent to 1 square foot of adhesive, such as *sovereign glue* or an aboleth's slime. \columnbreak ### Whetstones Whetstones are one shot magic items that are applied to a weapon or ammunition to give them some temporary effect. A whetstone can be applied to one two-handed weapon, two one-handed weapons, ten weapons with the thrown property, or thirty pieces of ammunition as a standard action. A whetstones effect lasts up to 5 minutes after application. #### Silver Whetstone **Formula Cost:** 125 gp **Unit Cost**: 25 gp **Effect**: Weapons enhanced by a silver whetstone are treated as silvered weapons, which are extra effective against lycanthropes and certain kinds of undead and immortals. #### Ghoststrike Whetstone **Formula Cost:** 600 gp **Unit Cost**: 120 gp **Effect**: Weapons enhanced by a ghoststrike whetstone ignore the insubstantial property and on a hit prevent the target from phasing until the end of the next round. ## Miscellaneous Miscellaneous items cover various items that don't neatly fit into the other magic item slots. ### Dragonmarked Focii Dragonmarked Focii draw upon the power of a particular dragonmark to function. Anyone with the funds could buy these, but only those with the mark can use them. #### Astral Beacon *This large polished piece of quartz is inscribed with runes* **Cost**: 10,000 gp (Requirement: Mark of Passage) **Properties**: Powerful Orien heirs attune to the network of Astral Beacons throughout Khorvaire as targets for their teleportation abilities. As part of a short rest you can attune to an Astral Beacon. Once attuned to one beacon you attune to its entire network. Whenever you cast a teleportation ritual you can treat any Astral Beacon you are attuned to as a teleportation circle you know the sigil sequence to. #### Chirurgeon's Table *The livewood surface can be found in major Jorasco enclaves* **Cost**: 7850 gp (Requirement: Mark of Healing) **Properties**: A Jorasco halfling can use a Chirurgeon's table to perform medical miracles. While using a Chirurgeon's Table you have a +10 bonus to medicine checks. Furthermore, you may cast the Greater Restoration and Regeneration rituals without having them in your ritual book or being the appropriate level. \pagebreakNum #### Collar of the Wild Bond *Normally, bears don't make good mounts because they're naturally wild and independent. House Vadalis fixed that.* **Cost**: 1200 gp (Requirement: Mark of Handling) **Properties**: A Collar of the Wild Bond can be used by a Vadalis heir to domesticate a wild creature When you put a Collar of the Wild Bond on a creature, you have a +10 bonus to animal handling checks to control that creature until the collar is removed. Once per day you can *dominate* the collared animal for 1 minute. #### Dictograph *This exceptionally crafted quill has a crystal nib cut from a single Siberys dragonshard.* **Cost**: 250 gp (Requirement: Mark of Scribing) **Properties**: Sivis heirs use Dictographs en masse to copy papers and automate other mundane tasks. The quill can be activated as a standard action, and it can be activated in two ways. By twisting the nib clockwise until it clicks once, the quill's first mode is activated. In this mode, the holder of the quill can dictate up to 10 minutes of speech, which the quill will remember. Turning the nib again, to one click, deactivates the quill. From its inactive state, twisting the nib clockwise until it clicks twice, the quill's second mode activates. While the second mode is active, the quill can be placed upon any blank page, either loose leaf or bound. Once placed, the quill will remain upright and will produce its own ink with which to write. It will transcribe the last speech recorded in its first mode. The quill will automatically turn to a blank page if it requires more room when transcribing to a bound page. If transcribing onto loose leaf, or if it runs out of blank pages in a bound tome, it will pause until a new blank page is placed beneath it. The quill will continue filling up pages, roughly one page per two minutes of speech, until it has finished transcribing the remembered speech. Once the quill has finished transcribing, it will automatically twist the nib clockwise until it clicks once, deactivating itself. A remembered speech remains remembered until it is replaced with a new speech, allowing multiple copies of the same speech to be transcribed. From an inactive state, twisting the nib counter-clockwise until it clicks once will erase any remembered speech. #### Houseward *This enchanted stone expands and extends abjuration magic* **Cost**: 3100 gp (Requirement: Mark of Warding) **Properties**: Kundarak heirs install housewards in the foundation of buildings to protect them and their inhabitants You can attune a Houseward to a building, enhancing the effect of abjuration rituals cast within or affecting the building. Enhanced rituals have their duration multiplied by a factor of seven and can have their area expanded to cover any number of rooms in the building. \columnbreak #### Portable Forge *For crafting where you need it, when you need it* **Cost**: 2050 gp (Requirement: Mark of Making) **Properties**: Cannith heirs use portable forges to set up shop wherever works best for them A portable forge starts as what looks to be a tiny anvil. During a short rest you can activate and expand the forge to take up a 15' by 15' area, which includes a workbench with tools, an anvil, and a container of fire hot enough to melt steel. A portable forge does not come with raw materials to actually craft, just the tools necessary to. #### Prospector's Rod *Key to Tharashk's dominance of the dragonshard business* **Cost**: 1200 gp (Requirement: Mark of Finding) **Properties**: Tharashk heirs use Prospector's Rods to find new deposits of natural resources. As a standard action, you can activate the Prospector's Rod to sense a 60' cone in front of you. You can sense any magic, precious metals, or dragonshards in the area. #### Purification Stones *These pearly white stones are a staple of high quality dining* **Cost**: 250 gp (Requirement: Mark of Hospitality) **Properties**: Purification stones are used by Ghallanda halflings to guarantee the safety of the food and drink they serve. As an action, you can use Purification Stones to remove any poison or disease from a single person's meal or up to 2 cups of liquid. #### Serpentine Mirror *This artisan mirror carries the heraldry of House Phiarlan* **Cost**: 5950 gp (Requirement: Mark of Shadow) **Properties**: Serpentine mirrors allow elves with the mark of shadow to communicate long distances, usually for mission-related purposes. Each mirror has a unique identifying sigil - a member must know the sigil to "call" another mirror. A mirror that is called begins to hum with arcane energy and displays the sigil of the mirror that is calling on its surface - only an elf with the mark of shadow can answer the call. Once a call is accepted the mirror displays whatever is in front of the mirror that it is connected to, relaying both audio and visual information. Either party can end the call at any time. #### Stone of Sharpened Senses *This carefully carved dragonshard is inset into a set of rune-covered bands* **Cost**: 3100 gp (Requirement: Mark of Detection) **Properties**: Medani heirs use the Stone of Sharpened Senses to enhance their interrogation abilities to the point they can literally read minds. While holding the Stone of Sharpened Senses you can read the surface thoughts of any creature you speak to for more than a minute. If you speak to the creature for more than 5 minutes you can probe deeper beyond its surface thoughts. If you probe a creature's deeper thoughts it becomes aware of this effect and can resist by a contested intelligence check. \pagebreakNum #### Tattoo of Contingency *This tattoo can be as small as a heel* **Cost**: 5950 gp (Requirement: Mark of Sentinel) **Properties**: Deneith heirs get tattoos of contingency to protect them when things go south You cannot be surprised. Once per day, as a free reaction when you are bloodied, you can gain a +5 bonus to all defenses until the end of the next round. #### Wheel of Wind and Water *This ornately crafted wheel* **Cost**: 10,000 gp (Requirement: Mark of Storm) **Properties**: A Wheel of Wind and Water is a special magic item installed on air or water vehicles that give unparalleled control to the Lyrander heir. Any creature that can use the Wheel of Wind and Water doesn't have to make ordinary checks to control the vehicle, and has advantage on any specific maneuver checks. ### Warforged Components Warforged components are special magic items that Warforged can embed in themselves. A warforged can have up to three components installed at a time. #### Delver's Light *An embedded light in the head* **Cost**: 250 gp **Properties**: As a free action you can change the light from shining dim light or bright light out to 40m, or to turn it off. #### Final Messenger *This small winged ball can be embedded in the chest or neck area of a warforged* **Cost**: 2050 gp **Properties**: You have a mechanical messenger within you. The messenger has speed 8 and can function for 8 hours once it leaves you (see below). After 8 hours, the messenger deactivates. A creature can reactivate the messenger by making a DC 20 Arcana check and then spending a healing surge, at which point the messenger continues in its task to deliver a message (see below). A warforged can reactivate the messenger by embedding it. A creature that is not the recipient of a message can make a DC 25 Arcana check to view the messenger's programmed image and hear its message. A creature that makes a DC 30 Arcana check can learn the messenger's intended destination and recipient. Once per day, as a standard action, you can program the Final Messenger. You can include up to 25 words, an image of what you see, and a recipient or destination. It keeps this program until you use this again. As a free action you can release the messenger to deliver its message. If you are killed whiie this is embedded you can release the messenger to deliver the message you have been slain and the last thing you see to a recipient or location of your choice. \columnbreak #### Shoulderbow *Locked and Loaded* **Cost**: 50 gp **Properties**: This light crossbow has a swivel-mount instead of a grip and stock, like a miniature deck-mounted ballista. When the base of the mount is attached to your shoulder, it integrates into your body. When fully attached, the light crossbow can fold up and retract into your shoulder seamlessly. You can retract and deploy the shoulderbow as a minor action on your turn. While attached and deployed, the shoulderbow can be fired, even if your hands aren't free. You do not provoke opportunity attacks for ranged attacks with the shoulderbow. A shoulderbow magically loads and fires with a thought, ignoring the Loading property of the light crossbow. Moreover, the shoulderbow magically creates bolts to keep the ammunition case located in its mount filled. The case holds 5 bolts at a time: whenever one bolt is fired, another one is magically created. Bolts vanish if they are removed from the shoulderbow without being shot. The shoulderbow can create 20 bolts per day. You can use your own life energy to create additional bolts, at the cost of 1 hit point per bolt. At any time, you can expend 3d4 hit points to cast conjure barrage as an action. The spellcasting ability for this spell is Constitution. Hit points used to create a bolt or cast conjure barrage are treated just as if you took damage; they can be healed or repaired normally. A shoulderbow cannot use normal bolts (either magical or mundane); it creates and fire its own magical bolts. \pagebreakNum ### Wondrous Items Wondrous items do not take up any item slot and contain many of the weirdest and most iconic items in D&D. #### Bag of Holding *An adventuring classic* **Cost**: 5950 gp **Effect**: This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a convenient carryall, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. #### Banner of Power *Essential for a true leader* **Cost**: Varies **Effect**: \columnbreak #### Cannith's Convenient Carryall *Flavor* **Cost**: 3100 gp **Properties**: This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the carryall follows the normal rules for interacting with objects. Retrieving an item from the carryall requires you to use a minor action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the carryall is turned inside out, its contents spill forth, unharmed, and the carryall must be put right before it can be used again. If a breathing creature is placed within the carryall, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the carryall inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. #### Figurine of Wondrous Power *A statuette of a beast small enough to fit in your pocket* **Cost**: (Varies) **Properties**: As a standard action you can speak the command word and throw the figurine to a point on the ground within 60 feet of you to transform the figure into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. \pagebreakNum #### Hasal's Crystal Ball *An essential for real remote monitoring* **Cost**: 4400 gp **Properties**: Whenever you cast a Hasal's Sensor ritual (Greater, Lesser, Major, Minor), you can use this item as a focus while you cast the ritual. If you do, this crystal ball automatically records everything divined by the ritual for its duration. You can rewind and playback or skip around in the recording during a later viewing. This item can only store one recording at a time. #### Mirror of Opposition *If only there was some way to distinguish between the good and evil versions, some physical marker, perhaps on the chin?* **Cost**: 38,600 gp **Properties**: This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. The same command word deactivates the mirror. If a creature sees its reflection in the mirror’s surface, an exact duplicate of that creature comes into being. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original (including magic). Upon the defeat or destruction of either the duplicate or the original, the duplicate and her items disappear completely. The mirror functions up to four times per day. #### Portable Hole *Storage and surprise* **Cost**: xxxx gp **Properties**: This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. \columnbreak #### Prophetic Crystal Ball *Flavor* **Cost**: xxxx gp **Properties**: Text #### Sphere of Annihilation *Flavor* **Cost**: xxxx gp **Properties**: This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage. The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 30 Arcana check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. When the sphere enter's a creature's space it makes an attack vs. Reflex with a +10 bonus. On a hit the sphere deals 7d12 damage. If you attempt to control a sphere that is under another creature's control, you make an Arcana check contested by the other creature's Arcana check. The winner of the contest gains control of the sphere and can levitate it as normal. If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table. \pagebreakNum # Services Services is a catch-all category for the kinds of expenditures player may make that aren't items that light a character up like a christmas tree. ## Basic Services Basic services are the bread and butter of daily life in Khorvaire. The Dragonmarked Houses have a controlling stake in many of these, whether it's everyday living or unique professional skills. ### Lifestyle #### Wretched. **No Cost** You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. #### Squalid. **1 sp/day** You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. #### Poor. **2 sp/day** A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. #### Modest. **1 gp/day** A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. \columnbreak #### Comfortable. **2 gp/day** Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. #### Wealthy. **4 gp/day** Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. #### Aristocratic. **Minimum 10 gp/day** You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant. ### Dragonmarked Houses #### House Cannith - Repairs - Items \pagebreakNum #### House Deneith - Mercenaries and Bodyguards #### House Ghallanda - Partially covered by lifestyle - Purified Food #### House Jorasco - Restoration rituals - High quality medical care #### House Kundarak - Banking - Storage - Warding #### House Lyrander - Transportation - Shipping - Crops (Stronghold tie in?) #### House Medani - Bodyguard/Protection - Identification #### House Orien - Transportation (Caravan, Lightning Rail, TP Circle, Siberys TP) - Mail - Shipping (Caravan/Rail/TP Circle) #### House Phiarlan - Carnivals - Live performance art (Memory, Motion, Music, and Shadow) - Intelligence services #### House Sivis - Messaging - Notary and other legal services - Interpreters #### House Tharashk - Bounty Hunting - Monstrous Mercs - Prospecting/Natural Resource Acquisition #### House Thuranni - Assassinations - Shape (Painting, Sculpture, etc.) #### House Vadalis - Animal Sales - Animal Training - Animal Storage - Husbandry and Farm Stuff? \pagebreakNum ## Mounts ### Creatures Some living creatures can be used as mounts. Creatures being used as mounts take actions with their rider. If a situation requires determining the skill of the person riding the creature, an Animal Handling check may be called. #### Horse *Your basic starting mount* **Cost:** 250 gp **Speed:** 50' **Size:** Large (Capacity: 1) **Defenses:** 35 HP, 17 AC, 15 Fortitude, 13 Reflex, 12 Will #### Horse, Vadalis Magebred *Bred for war* **Cost:** 2050 gp **Speed:** 60' **Size:** Large (Capacity: 1) **Defenses:** 56 HP, 18 AC, 16 Fortitude, 14 Reflex, 13 Will #### Horse, Valenar *One of the most prized secrets of the Valenar elves* **Cost:** 5950 gp **Speed:** 70' **Size:** Large (Capacity: 1) **Defenses:** 77 HP, 20 AC, 18 Fortitude, 16 Reflex, 15 Will \columnbreak ### Vehicles Vehicles are a special kind of mount. Vehicles do not have a Will score - powers that target will have no effect on a vehicle. Operating most vehicles requires either the Boating or Piloting competency, with Boating covering vehicles that go on top of or below water, while Piloting handles vehicles that stay on land or take to the air. If a situation requires determining the skill of the person operating the vehicle, a Dexterity check may be called. #### Flying Broom *Not just for witches* **Cost:** 2050 gp **Speed:** Fly 30' **Size:** Medium (Capacity: 1) **Defenses:** 84 HP, 19 AC, 15 Fortitude, 18 Reflex, N/A Will \pagebreakNum ## Strongholds ### Rules Strongholds are a base of operations for a PC that provide them with ways to shape the game world. Strongholds are earned - Targeted at late heroic/early paragon for initial acquisition. Strongholds represent the PC becoming a real political player on the world stage, with all the benefits and responsibilities that entails. Strongholds are individual - Each character gets their own, they're priced accordingly. Building together raises costs (Time AND $$) for each member by 10% per conjoined stronghold, so 3 people building together raises the cost for each of them by 30%. Strongholds are an investment - they work on the timescale of weeks and seasons. While they can make money, more often than not a Stronghold is a gold sink that will return other benefits. \pagebreakNum ### The Keep | Keep Level | Cost* | Size | Toughness | Morale |:----------:|:-----:|:----:|:---------:|----| | 1 | 10,000gp, 150 days | d6 | 22 | +2 | 2 | 5,000gp, 50 days | d8 | 24 | +4 | 3 | 10,000gp, 100 days | d10 | 26 | +6 | 4 | 15,000gp, 150 days | d12 | 28 | +8 | 5 | 20,000gp, 200 days | d20 | 30 | +10 *Cost is from previous level, or in the case of a first level keep, the initial construction fee Building a keep gives you 3 units. You gain a new unit whenever you upgrade your keep. Keeps reduce the cost of buying units and the upkeep cost of units by 10% per level. Owning a keep gives (Defender bonus) \pagebreakNum ### The Tower | Tower Level | Cost* | Size | Toughness | Morale |:----------:|:-----:|:----:|:---------:|----| | 1 | 8,000gp, 150 days | d4 | 18 | +1 | 2 | 3,000gp, 40 days | d6 | 20 | +2 | 3 | 6,000gp, 80 days | d8 | 22 | +3 | 4 | 12,000gp, 120 days | d10 | 24 | +4 | 5 | 18,000gp, 160 days | d12 | 26 | +5 *Cost is from previous level, or in the case of a first level tower, the initial construction fee Owning a tower allows you to craft magic items and manipulate their properties. \pagebreakNum ### The Temple | Temple Level | Cost* | Size | Toughness | Morale |:----------:|:-----:|:----:|:---------:|----| | 1 | 8,000gp, 150 days | d4 | 18 | +1 | 2 | 3,000gp, 40 days | d6 | 20 | +2 | 3 | 6,000gp, 80 days | d8 | 22 | +3 | 4 | 12,000gp, 120 days | d10 | 24 | +4 | 5 | 18,000gp, 160 days | d12 | 26 | +5 *Cost is from previous level, or in the case of a first level temple, the initial construction fee Summoning Minions...? Owning a temple gives (Leader bonus) \pagebreakNum ### The Establishment | Establishment Level | Cost* | Seasonal Income |:-------------------:|:-----:|:---: | 1 | 6,000gp, 90 days | 1,000 gp | 2 | 2,000gp, 30 days | 2,000 gp | 3 | 4,000gp, 60 days | 3,000 gp | 4 | 6,000gp, 90 days | 4,000 gp | 5 | 8,000gp, 120 days | 5,000 gp *Cost is from previous level, or in the case of a first level establishment, the initial construction fee Gather Intel...? Owning an establishment gives (Striker bonus) \pagebreakNum ## Followers ### Hirelings Hirelings can cover all sorts of needs or desires players might have for very specific tasks, ranging from just carrying treasure back home to covering skill gaps in the party. **Porters:** (5 sp/day) - Porters can help carry up to 200 lbs. of equipment. Furthermore, they can be instructed to perform basic tasks that a beast of burden cannot and will faithfully carry out your instructions to the best of their ability, but they will not go into obvioius danger. **Expert:** (5 gp/day) - A given expert has a single competency, selected when you hire the expert. They have a bonus to skill checks relevant to the competency equal to your level + 7. ### Retainers \pagebreakNum ### Artisans | Artisan Level | Cost | |:---:|:-----------:| | 1 | - | | 2 | 1,000gp | | 3 | 1,500gp | | 4 | 2,000gp | | 5 | 2,500gp | Upgrading an Artisan takes one season. This process cannot be sped up. Your Artisan's level cannot be higher than your Stronghold's level. #### The Alchemist *The Laboratory* *Dragonmarked Houses: Cannith* Your Alchemist can craft you alchemical items at a discount. The discount is 10% per level of Alchemist. Your Alchemist can craft one item per week per level of Alchemist. #### The Blacksmith *The Smithy* *Dragonmarked Houses: Cannith* Your Blacksmith can craft mundane items at a discount. The discount is 10% per level of Blacksmith. Your Blacksmith can craft 1,000 gp worth of items per week per level of Blacksmith (calculate crafting time before applying the discount) Furthermore, your Blacksmith can reforge items to use special metals or woods, giving them unique properties. #### The Captain *The Barracks* *Dragonmarked Houses: Deneith* Your Captain can boost the experience level of your troops. As a downtime action in your Stronghold you can select a number of troops equal to your Captain's level to receive the "Captain's Order's" attachment. This removes the "Captain's Order's" attachment from any of your other troops that previously benefitted from this feature. ##### Captain's Orders *"Don't you worry sir, I'll have these drunks marching circles around your enemies"* Attachment - Cost: 0 (Special) This unit's experience level is effectively one higher (eg from Green to Regular or Seasoned to Veteran). If the unit is already super-elite then it gains a +1 bonus to Morale instead. This attachment does not factor into a unit's cost for upkeep purposes. #### The Carpenter *The Carpenter's Shop* *Dragonmarked Houses: Cannith* Siege engines cost 10% less to recruit and to upkeep. Reduce the time it takes to upgrade your Stronghold by 10% per level of Carpenter. \columnbreak #### The Farmer *The Market* Your farmers generate steady income for you and your Stronghold. You can have multiple farmers. Each of your farmers generates 100 gold per season. #### The Harbour Master *The Port* *Dragonmarked Houses:* Lyrander Your Harbour Master arranges either aerial or naval transportation for you at a discount. #### The Innkeeper *The Tavern* Your Innkeeper helps create both delicious meals and poisons at a discount. The discount is 10% per level of Innkeeper. Your Innkeeper can craft one poison per week per level of Innkeeper. *(Your Innkeeper also helps with normal Innkeeper functions like managing places to sleep and making food, but these provide no mechanical benefit)* #### The Mason *The Quarry* *Dragonmarked Houses: Kundarak, Tharashk* Your Mason can repair damage to your stronghold for free. Your Mason can repair up to 250 gold per level of your Mason per week. Your Mason makes upgrading your Stronghold cheaper. Reduce the gold cost of upgrading Stronghold by 10% per level of Mason. #### The Medic *Medical Lab* *Dragonmarked Houses: Jorasco* Your Medic can improve your recovery from long term conditions. While staying at your Stronghold you and your allies gain a bonus to Endurance and Medicine checks equal to twice the level of your Medic. #### The Miner *The Mine* *Dragonmarked Houses: Kundarak* Your Miner generates gold for you by digging up precious metals to sell. Your miner generates 200 gold per level of miner per season. Your Miner can improve the quality of your units equipment. As a downtime action in your Stronghold you can select a number of troops equal to your Miner's level to receive the "New Equipment" attachment. This removes the "New Equipment" attachment from any of your other troops that previously benefitted from this feature. ##### New Equipment *"Only the best for you m'lady"* Attachment - Cost: 0 (Special) This unit's equipment level is effectively one higher (eg from Light to Medium or Heavy to Super-Heavy). If the unit is already super-heavy they instead aquire Adamantine Weapons, which give it the Siege trait. \pagebreakNum #### The Postmaster *The Port* *Dragonmarked Houses:* Orien Your postmaster handles communications with other organizations. #### The Sage *The Library* Research bonuses, can use bonus number of times equal to Sage level. Recharge on extended rest. Also, setting info. #### The Scribe *The Tannery* *Dragonmarked Houses: Sivis* Your scribe can create ritual scrolls for you at a discount. The discount is 10% per level of Scribe. Your Scribe can craft one scroll per week per level of SCribe. #### The Spymaster *The Network* *Dragonmarked Houses: Medani, Phiarlan, Thuranni* Your Spymaster makes it harder for enemies to gather information about you. Increase the DC of checks to gather information about you and your Stronghold by 1 per level of Spymaster. Improved choosiness on follower tables #### The Tailor *The Tailor's Shop* Your Tailor improves your social graces. As a downtime activity in your Stronghold, you can visit your Tailor to get a number of fresh outfits equal to the level of your Tailor. Whenever you roll a Charisma ability check or Charisma-based skill check and don't like the roll, you can expend a fresh outfit to replace your roll with a 12. #### The Stablemaster *The Stable* *Dragonmarked Houses: Vadalis* Your Stablemaster improve your cavalry. Cavalry cost 10% less to recruit and upkeep per level of your Stablemaster. In addition, choose a number of unit stats equal to the level of your Stablemaster. Your cavalry have a +1 bonus to each of those stats. #### The Woodsman *The Lodge* *Dragonmarked Houses: Tharashk* Your Woodsman helps you track down creatures.