Item

gp

XP

Source

d1123

+1 Bonus Armor (This armor has been magically enhanced to provide improved defense. Protective runes adorn the armor.+1 to armor class.)

1000

100

Gear Up

0001

+1 Bonus Weapon (This effect covers a minor bonus to combat, due to any of a wide variety of sources: magically imbued sharpness, weight, speed, or other magical effects that vary by the maker. (+1 to Attack and Damage Rolls))

1000

100

Gear Up

0002

+2 Bonus Armor (This armor has been magically enhanced for superior defense. The protective runes on this armor faintly glow, giving off dim light in a 5ft radius. This light can be turned off on command. +2 to armor class.)

5000

500

Gear Up

0003

+2 Bonus Weapon (This effect covers a medium bonus to combat, due to any of a wide variety of sources: magically imbued sharpness, weight, speed, or other magical effects that vary by the maker. (+2 to Attack and Damage Rolls))

5000

500

Gear Up

0004

+3 Bonus Armor (This armor has been magically enhanced to its peak of protectiveness. The protective runes on this armor glow brightly, giving off light like a torch out to 5ft. This light can be extinguished on command.+3 to armor class.)

20000

2000

Gear Up

0005

+3 Bonus Weapon (This effect covers a greater bonus to combat, due to any of a wide variety of sources: magically imbued sharpness, weight, speed, or other magical effects that vary by the maker. (+3 to Attack and Damage Rolls))

20000

2000

Gear Up

0006

+4 Bonus Armor (This armor has been magically enhanced to provide improved defense, +4 to armor class. Whether from powerful magic auras, interdimensional impact displacement, or another effect entirely, this armor has been improved to protect its wearer more effectively.)

60000

6000

Gear Up

0007

+4 Bonus Weapon (This weapon is imbued with a major bonus to combat, +4 to attack and damage rolls, due to one of a wide variety of sources or stylistic choices such as embedded magical energies, ingenious weapon animation, or a similar effect.)

60000

6000

Gear Up

0008

+5 Bonus Armor (This armor has been magically enhanced to provide improved defense, +5 to armor class. Whether from godly blessing, defensive master spirits, or another effect entirely, this armor has been improved to protect its wearer more effectively.)

120000

12000

Gear Up

0009

+5 Bonus Weapon (This weapon is imbued with a legendary bonus to combat, +5 to attack and damage rolls, due to one of a wide variety of sources or stylistic choices such as deific intervention, bound master spirits, or a similar effect.)

120000

12000

Gear Up

0010

A Hero's Welcome (This wine-red, thick silk tablecloth will magically create dishes, silverware, and candles upon itself once unfurled and laid flat. Upon the serving platters and pitchers on the tablecloth, A Hero's Welcome will summon a delicious feast along with strong drink. The roast fowl and hog flanks, combined with the hearty breads, vegetables, and soups are enough to feed 12 hungry men. The feast can only be called forth once a day. The meal changes according to local cuisine and by the cycle of the moon.)

300

30

Fantasy Foundry

0011

Aberrant Powder (An even mix of purple and green-yellow powders squirm inside a small ceramic pot or leather bag. When throw, the powder explodes into a 5 foot sphere of swirling fog for 1 round. Any object or creature that begins their turn inside the smoke or enters the smoke must make a Wisdom save (DC 15) or be polymorphed. One random held or worn object of each creature must also save or be randomly polymorphed into another object of similar size. Creatures failing their saves are transformed into either a random animal, a random magical creature, or a random creature of their own category (demi-human, humanoid, demon, etc). This effect lasts for 2d6 rounds. A willing participant instead can attempt the Wisdom save to choose which of those three categories their polymorph target is chosen from.)

900

90

Profane and Profound

0012

Aberrant Spittle (Dipping a casting implement or hand into the vial of Aberrant Spittle as part of casting a transformative spell on a living target adds some randomness to the effect. The viscous liquid swirls and intermixes a darkly tinged rainbow of colors. The target or targets of the spell each roll a random mutation. If the target willingly receives the spell, they may choose whether or not to apply the effects of that mutation for the duration of the spell. If they are unwilling and fail their save against the spell effect, they suffer the mutation for the duration of the spell. Nine uses can be scraped from the glass vial of Aberrant Spittle.)

900

90

Exposed to the Elements

0013

Ablative Armor (Ablative armor ceramic plates that form over the large, flat areas of the armor at night. These plates will absorb the first 10 damage taken each day. The ceramic plates crack and shatter after absorbing damage.)

500

50

Gear Up

0014

Ablative, Greater Armor (Greater ablative armor forms thick, interwoven ceramic plating over the armor at night. The ceramic will absorb the first 15 damage taken each day as large ceramic chunks loosen and fall to the floor.)

1000

100

Gear Up

0015

Ablative, Lesser Armor (Ablative armor has small ceramic chips that form over the flat areas of the armor at night. These chips will absorb the first 5 damage taken each day, as the ceramic chips flake off.)

250

25

Gear Up

0016

Absorptive Armor (Absorptive Armor is magically aligned with one element so well that energy slides off it harmlessly, granting its wearer immunity to damage of that type. If the wearer is attuned, the armor and wielder are able to take in a portion of the negated elemental damage to repair and heal. For every two points of damage the armor negates due to its elemental affinity, the wearer can heal 1 hit point and repair the armor for 200 sp worth of repairs, to a total of 50 hit points and 10,000 sp worth of repairs each day. Glowing geometric patterns inscribed across the armor reveal the armors affinity for its chosen element when struck by it. The runes have a faint glow matching the color of its chosen element.)

40000

4000

Exposed to the Elements

0017

Acid (This fluorescent green bottle holds a potent acid made from distilled stomach acid from various breeds of monsters. When thrown, the glass jar will smash open into a 5 foot burst of acid for 2d8 damage and, on the following round, evaporate into a 10 foot cloud of droplets dealing 1 acid damage to any creature that starts its turn in the cloud. Rubbed on a weapon along with some paste from under the lid, the acid deals 1d6 damage on each hit it makes and it also damages the weapon at the beginning of each round. The acid lasts until it is wiped off or deals a 5 total d6’s of acid damage (this includes the damage done to the weapon).)

25

2.5

Gear Up

0018

Acid Raincoat (This black and pale grey duster suffers from a myriad of bleached out splotches and splashes. Three times each day, the wearer of this coat may spend their reaction to cause an acid damage effect they can see within 60 ft. to splash, dealing half damage to another target adjacent to the original target. Twice per day, the wearer of the coat may, with a range of 60 ft. and as a reaction, reduce a creature’s immunity to acid to resistance instead against one attack of acid damage. Once per day as a free action, the wearer may cause an acid damage effect they create to rain down in a cylinder 60 ft. tall and 15 ft. in radius around the original target, dealing half damage to the creatures in that area of effect instead of its usual amount. If the acid effects expanded to new targets require an attack roll or saving throw, the new targets receive their own attack rolls and saving throws.)

4000

400

Arcane Arsenal

0019

Acquaintance Ring (A pair of colorful string bands wrap delicately around the finger. If one spins the ring around their finger while speaking clearly, they may pass a message of up to 13 words to the other ring of the pair. The recipient feels a faint constriction in their ring and must likewise spin the ring to receive the message. The minor magic linking the two rings can only send one message every few minutes.)

800

80

Gear Up

0020

Acrid Armor (Small green-black beads of condensation form on the surface of this armor. The droplets corrode slightly whatever they touch. Should the wearer suffer an attack from a source within 10 ft, the originator of the attack is splattered with the fluid. This strikes the attacker and all creatures within 5 ft. except the wearer for 1d6 acid damage.)

4000

400

Exposed to the Elements

0021

Acrid Weapon (Transmutation magic lingers on the striking surface of this weapon, drawing in air and humidity to be converted into a sticky acidic substance. The magically created acid coating this weapon gives it a shiny, translucent, black coating that converts the weapon’s damage type to acid damage and deals an additional 1d6 acid damage on a hit. If the target creature has damage reduction, damage threshold, or similar ability, an Acrid Weapon deals an additional 1d6 damage on a hit.)

4000

400

Exposed to the Elements

0022

Activated Slime (This translucent green slime mindlessly latches on to anything touching it. When the object, weapon, or creature the slime is applied to comes in contact with another weapon, creature, or object, an automatic grapple check is made. If a target is a creature or held by a creature that does not let go, that target makes the grapple check. A grapple check, DC 13, is required to escape the grip of the Activated Slime, even if unopposed. In the case of two inanimate objects, the Activated slime holds the two together as if it had a strength score of 16. This dried, hibernating slime is activated with a bit of water and smeared on a weapon or object as a bonus action. After 1 minute, the severed chunk of slime loses its viscosity and dies. It is stored, sealed in wax, in concentric chunks similar to a head of garlic. There are five uses worth of slime in each bundle.)

200

20

Exposed to the Elements

0023

Adamantine Armor (This metal is a cross between blast furnace steel, and Adamantite known only to master Dwarven smiths. It is incredibly hard, holds a keen edge for decades after sharpening, and still remains ductile enough to avoid being brittle. Armor crafted of Adamantine must always be masterwork and will grant 2 damage reduction against non-elemental damage.)

3000

300

Fantasy Foundry

0024

Adamantine Plate (An Adamantine Plate is more than just a simple plate mail made of adamantine. This is a symbol of Elven and Dwarven cooperation. Dwarven made adamantine plates are built with Elven made mithril joints and leather bindings. In addition to the 3 damage reduction from the adamantine, this full plate can be treated as medium armor. Adamantine Plate is always masterwork.)

12500

1250

Fantasy Foundry

0025

Adamantine Weapon (Once a secret dwarven alloy of adamantite and steel, metal weapons forged of adamantine ignore hardness of objects and non-magical, untyped damage reduction. Such weapons are also tougher and more resistant to damage, having quadruple the hit points and twice the hardness of steel. Due to the difficulty of working with this hard metal, such weapons are always finely made, +1 to attack.)

3000

300

Fantasy Foundry

0026

Adaptive Choker (This choker consists of dyed metal rings in a byzantine weave. Whenever the wearer fails a save against or takes damage from one elemental type, the Adaptive Choker twists and coils itself. It realigns to provide advantage on saves against that damage type as well as resistance to that type of damage. This lasts until it changes types. In the case of two simultaneous sources of damage, only the larger of the two damage sources changes the choker’s magic.)

5000

500

Exposed to the Elements

0027

Air Djinn's Decanter (The Air Djinn's Decanter is a sapphire-blue, crystal vase stoppered with a cork. Once the lead-coated cork is twisted to the open position, the decanter will produce a stiff breeze from its mouth, 10 ft. wide and 60 ft. long. This constant breeze generates enough fresh air for up to 32 relaxed humans to breathe. If the stopper is pressed in halfway, it will slow to a gentle draft, 5 ft wide and 30 ft long, with enough air for 8 medium sized creatures. If the stopper is removed entirely, requiring a difficult strength check, the Air Djinn’s Decanter releases a gale force wind 20 ft. wide and 300 ft. long. The pushback from that wind makes the bottle randomly spin direction and move backwards 60 ft. each round unless a difficult strength check is made to control it. If it moves into a solid surface, it shatters, ending the magical effect. If removed, the stopper’s magic fails and reinserting it into the decanter requires an impossible strength check that causes the bottle to shatter from overpressure. If the decanter is ever broken while active --from crashing, overpressure, or suffering 15 damage-- it explodes into glass shards dealing 5d6 slashing damage to all creatures in 30 ft.)

8000

800

Exposed to the Elements

0028

Alchemist’s Fire (Alchemist’s Fire is a heady, oily mix of pitch and carefully guarded powders typically stored in a ceramic urn split into two parts. When the container is broken or the parts mixed, the pitch will catch fire. Smashed or dropped, the Alchemist’s Fire will spread into a flaming pool 10 feet across, dealing 1d6 fire damage each round to any creature that begins its turn in the fire. Smearing the pitch on a weapon before igniting it will add 1d6 fire damage to the weapon’s attacks. The weapon also takes 1d6 damage each round. The fire lasts until extinguished or it has dealt 6 d6’s of fire damage (including the damage dealt to the weapon).)

50

5

Gear Up

0029

Aligned Weapon (Marked with holy symbols, profane markings, or aligned runes, this weapon disrupts the very nature of creatures diametrically opposed to its chosen alignment, dealing +2d8 damage. A neutrally aligned weapon instead deals an extra +1d8 damage to creatures without a neutral aspect to their alignment. Wielders who are opposed to the weapons alignment suffer feedback equal to half of the extra damage dealt from this effect.)

8000

800

Profane and Profound

0030

All-Weather Hood (This flat square of thick beige wool with a central hole and a fold of cloth making up a hood. This poncho can even be worn over other cloaks and still function. When worn, it provides resistance to the elements: its wearer ignores penalties from normal precipitation and can treat the temperature as 5 degrees warmer or cooler than its actual temperature. The All-Weather Hood also provides +1 comfort for the purposes of reducing comfort penalties from the weather.)

100

10

Gear Up

0031

Ambrosia (Thick, golden nectar swirls inside this crystal vial. Downing this sweet honey heals the imbiber for 2d8 hit points, removes two levels of fatigue, and offers an additional save against a single ongoing mental effect.)

250

25

Profane and Profound

0032

Amulet of Adaptation (The emerald inset in this bronze amulet has been carved and dotted with black paint to resemble the eye of a chameleon. When the wearer moves, the eye slowly swivels about, observing. An Amulet of Adaptation adapts its wearer to their environs. After 5 rounds in an environment, the amulet will transmute its wearer. In the water, the wearer grows gills to breathe water but loses the ability to breathe air. In the air, they grow lungs but lose any ability to breathe without air. In dim light, they gain low light vision but also a sensitivity to bright light. In bright light, lose light sensitivity and low light vision. In extreme temperatures, the wearer's body will grow a thick coat of fur and blubber in the cold or capillary cooling fins accompanied by profuse sweating in the heat. In moderate temperatures, the wearer loses their temperature adaptations. In addition, the wearer will take on the coloration of their surroundings, after 5 rounds in an environment, the wearer, including their equipment, will change in coloration to match the environment. This effect adds +2 to any stealth rolls. Other environments will change the wearer in relevant ways. Removing the amulet returns the wearer to normal over 5 rounds.)

8000

800

Charged

0033

Amulet of Fey Wisdom (Hanging from a leather cord is a circle with an internal collection of knots made of twigs, bug wings, spider webs, and sparkling powder. Your Wisdom is increased by +1 or to 17, whichever is greater.)

3000

300

Gear Up

0034

Amulet of Naga Wisdom (A dreamcatcher made of dried snake skins, large iridescent snake scale beads, and serpent ribs holds a spiritual essence inspired by the naga. Your Wisdom is increased by +2 or to 19, whichever is greater. Once each day, when one of your spells would deal damage to a creature, you may reduce that damage by half to deal one quarter of the spell’s damage to the creature for three rounds in the form of poison damage. You have advantage on saves against poison.)

9000

900

Gear Up

0035

Amulet of Sphinx Wisdom (A colored sandstone frame holds an elaborate pattern of silk strands, faintly smoking incense, and reeds. Your Wisdom is increased by +6 or to 23, whichever is greater. Once each day, when one of your spells would deal damage to a creature, you may reduce that damage by half to deal one quarter of the spell’s damage to the creature for three rounds in the form of poison damage. You have advantage on saves against poison. Non-magical difficult terrain does not affect you. You have advantage on saves or skill checks in dealing with magical difficult terrain.When you cast divination spells, you have advantage on checks to determine success or failure, and if both rolls would succeed, then you can ask one additional question.)

80000

8000

Gear Up

0036

Amulet of Treant Wisdom (Ferns, seed sprouts, and dirt-covered tree roots form a woven circle. Your Wisdom is increased by +4 or to 21, whichever is greater. Once each day, when one of your spells would deal damage to a creature, you may reduce that damage by half to deal one quarter of the spell’s damage to the creature for three rounds in the form of poison damage. You have advantage on saves against poison. Non-magical difficult terrain does not affect you. You have advantage on saves or skill checks in dealing with magical difficult terrain.)

27000

2700

Gear Up

0037

Anchor Token (Snapping this thin, ironwood, doll-sized anchor in half will cause it to rapidly grow in size and weight, turning into a real iron anchor with a 100 foot iron chain. The anchor weighs 50 pounds and is approximately four feet tall.)

50

5

Gear Up

0038

Angel Down Bedroll (Rumored, falsely, to be made from the downy feathers of angels gifted to mortals when an angel comes of age. The exotic feathers in this bedroll make for a soft, comfortable night's rest. +1 comfort at night.)

500

50

Gear Up

0039

Animated Cart (Three steel wheels line each side of this large metal cart. Resembling a mine cart, an Animated Cart has no handles or yoke. Instead, this cart follows simple verbal commands with the same level of intelligence as a cunning donkey. All such carts understand 'come', 'stay', 'go' (to the spot pointed at), and 'follow'. Some owners have taught their carts more complicated tricks. Being as smart as they are, they are only able to understand the four basic commands plus 3 bonus commands, newer commands must replace one of their bonus commands. If an Animated Cart has had a single owner for many months, its decor and personality begins to mimic its owner's style. The cart moves 40 ft/ round and can hold up to 4 tons in its boxy body. It is 8 feet long, 6 feet wide, and 6 feet deep. The cart is unaffected by difficult terrain, slopes less than 60 degrees, and gaps or height differences of less than 4 feet thanks to its flexible axles and independent wheels.)

20000

2000

Charged

0040

Animist Artifice (This smooth oaken handle appears well worn and maintained. When attuned, any mundane tool or set of tools weighing less than 50 pounds will spring forth at the mental command of the wielder as an action. These conjured tools are fully solid and are masterwork quality. The tools can be activated mentally or used normally. They function and move as if they were being wielded by an average human proficient in their use. The Animist Artifice can be activated once per round as a free action to direct the tools, which act at the end of their controllers turn. The tools last for 1 hour before they disintegrate. Every time the Animist Artifice is activated, roll a d6 instability die for each previous activation within the last 24 hours. For every two 1’s rolled, a random tool goes berserk. Out of control tools do one of the following each turn: overdo their last task, attack the nearest creature, get in the way of a creature allied to the wielder, move 30 ft. in a random direction, summon two similar berserk tools, or force another tool to go out of control. The tools continue to be berserk until the wielder spends an action within 10 ft. of the tool to regain control of it)

7500

750

Modern Mayhem

0041

Ankh of Overcast Skies (The Ankh of Overcast Skies is a white, porcelain ankh suspended from a simple iron necklace. An attuned wearer will have the weather within a half mile a little more pleasant. Weather reduces in extremity towards a temperate, overcast, calm day. This functions while the user is underground, although it does not affect interior spaces.)

500

50

Arcane Arsenal

0042

Antitoxin (The thick, curdled milk-like liquid in this brown ceramic jug will help protect against poisoning. Downing the chunky white liquid requires an easy Constitution save (DC 10) to avoid vomiting up the other contents of one's stomach. Regardless of whether the user vomits or not, the potion lines the stomach to grant advantage against any ingested poisons for the next six hours. Additionally, the neutralizing agent it contains grants a +2 bonus on all other types of poison the drinker is exposed to for the next 3 hours.)

50

5

Gear Up

0043

Any Mug (This simple blue ceramic mug is inscribed with gold, "All you can ever drink", in Dwarven. An Any Mug can create a mug full of any non-magical liquid worth less than 1 SP. They often go missing due to their owners getting piss-drunk and losing them.)

400

40

Fantasy Foundry

0044

Appearing Dust (Fool’s gold dust mixed with pixie dust reveals any corporeal, invisible object it is dusted on. Tossed in a pouch, it will explode into a cloud of dust that will coat everything in a 10 foot burst. Objects coated in Appearing Dust are both made visible to the naked eye and also given a slightly phosphorescent outline, like the Faerie Fire spell.)

750

75

Gear Up

0045

Arbiter Plate (Worn with a black, flowing robe, this +2 plate mail has large pauldrons and sits regally on all wearers. The wearer gets a +1 bonus to Charisma checks. If the wearer is lawful neutral, they gain advantage on checks to sense motives, discern lies, or persuade others. Three times each day, the wearer can create a Sanctuary, requiring all creatures within 15ft to make a WIS save (DC 14) in order to take a hostile action, losing that action on a failed save. Once a creature has successfully saved against this effect, they are immune to the Arbiter Plate’s Sanctuary for 1 hour. This effect lasts for 1 minute or until the wearer commits a hostile act.)

9000

900

Profane and Profound

0046

Arbiter Plate (Adorned with black, flowing robes, this +2 plate mail has large pauldrons and sits impressively on the shoulders of all wearers. The wearer gets a +1 bonus to Charisma checks. If the wearer is lawful neutral, they also gain advantage on checks to sense motives, discern lies, or persuade others in debate. Three times each day, the wearer can create an aura of sanctuary as a move action, requiring all creatures within 15ft to make a DC 14 Wisdom save in order to take a hostile action. This effect lasts for 1 minute or until the wearer commits a hostile act.)

9000

900

Charged

0047

Arcane Finger-Bells (These small silver cymbals are tied to the fingers of spell-casters. While their forms are magically silenced to create no audible sound, their reverberations echo into the arcane undercurrents of the world. Whenever their attuned wearer expends a spell slot, loses a spell slot, or loses a magical ability for any reason except casting that spell or using that ability, the Arcane Finger-Bells cry out with indignation. Their cries unleash an invisible bolt of magical energy at a random enemy target within 60 ft. for 1d4+1 damage per spell level of the lost effect.)

2000

200

Exposed to the Elements

0048

Arch-fey Eyelashes (Tiny, intricate hairs rest inside a tiny crystal vial. Eyelashes from a powerful fey spellcaster can be used as a focus to empower illusion spells. If the eyelashes were stolen from their previous owner, illusions spells cast using them can inflict real harm, up to a total of 1d6 damage per spell level divided as the caster chooses amongst creatures that fail their saves against the effect. For eyelashes found abandoned or given willingly, the resulting illusion spells gain a bit of physical presence to those who willingly believe them. These semi-real illusions can act or support weight as if they had a strength score of 8 + the spell level of the illusion.)

2000

200

Arcane Arsenal

0049

Archaeologist Staff (An Archaeologist Staff is a simple sandstone rod, about 5 feet long, topped with a simple glass orb. Along its length, numerous tools are embedded: a trowel, many brushes, a magnifying glass, and a chisel. These tools allow the wielder to use their proficiency bonus on a skill check to unearth, carve, or remove items from stone or earth. In addition, spell casters may channel their spell energies through the staff to cast spells by giving up the magical energies of at least a certain potency. Detect Magic or Auger using at least a 1st level spell. Identify using at least a 2nd level spell.)

2000

200

Arcane Arsenal

0050

Archaeologist Staff (An Archaeologist Staff is a simple sandstone rod, about 5 feet long, topped with a simple glass orb. Along its rocky length, numerous tools are seated in specially shaped depressions such that surface is flush when the tools are attached: a trowel, many brushes, a leather mallet, a magnifying glass, and a set of chisels. These tools allow the wielder to add their proficiency bonus on skill checks to unearth, carve, or remove items from stone or earth. In addition, spell casters may channel their spell energies through the staff to cast the following spells by expending a spell of equal or higher level: Detect Magic, Auger, and Identify.)

16000

1600

Profane and Profound

0051

Architect's Harp (Massive oaken arms keep taut one-hundred, gossamer-thin, steel strings on this harp carved with reliefs of flying ramparts, soaring minarets, and sweeping arches. In the hands of one proficient with harps, invisible laborers can be called forth by stroking the strings. With careful attention, the harpist can control this invisible workforce as 500 unskilled laborer-hours. Alternatively, 10 unskilled laborer-hours can be expended for 1 skilled laborer-hour. Only construction type work can be accomplished by the Architect’s Harp. The work is completed over the course of two hours of continuous playing. In the hands of a skilled harpist, the harp's effect can be extended beyond that limit, but each additional hour requires a difficult skill check (DC 12 + the number of hours the harp was played today) or the strain will be too much, splintering the harp. Each additional hour provides another 250 unskilled laborer-hours. The strings fly loose when it breaks, dealing 6d6 slashing damage to everything within 20 ft. of the harp. Creatures other than the player may make a Dexterity save against the performance check DC to take half damage. The harp may not be used again until repaired.)

15000

1500

Profane and Profound

0052

Archmagi's Robe (A starry black sky splays across this robe to match the sky above. The inside of this robe is sewn with magical threads depicting symbols for every school of magic, and some unidentifiable symbols. The wearer gains one spell slot in the highest, second highest, and third highest spell levels that they can cast. When casting a spell, the symbol corresponding to its school of magic warms and the DC of that spell increases by 2. These symbols also warm in the presence of other magics, as if the wearer had a continuous Detect Magic spell they were actively concentrating on. Any creature that cannot cast at least 5th level magic spells that touches the robe will be stunned for one round and take 3d6 force damage as if clenched by a giant fist. Finally, each day, seven stars on the sleeves of this robe will glow brightly. By claiming the magical energy of some of these stars, Archmagi Robes can create the following magical effects: 1 star Dispel Magic, 2 stars Invisibility or Fireball, and 3 stars Stoneskin.)

80000

8000

Arcane Arsenal

0053

Archmagi's Robe (A starry black sky filled with stars splays across this robe, slowly rotating to match the night sky above, or the one that would be seen without daylight, obstructions, or weather in the way. The inside of this robe is sewn with magical threads depicting symbols for each school of magic, along with some unidentifiable symbols. While attuned to this robe, the wearer gains one spell slot in the highest, second highest, and third highest spell levels that they can cast. When casting a spell, the symbol corresponding to its school of magic warms and the DC of that spell increases by 2. These symbols also warm in the presence of other magics, as if the wearer had a continuous Detect Magic spell they were actively concentrating on. Any creature that cannot cast at least 5th level magic spells that touches the robe will be stunned for one round and take 3d6 force damage as if clenched by a giant fist, unless they succeed on a Wisdom saving throw, DC 13. Finally, once each night, if the robes are under the open sky, the stars on the robes can be filled with ambient magical energy, to a maximum of seven stars. As an action, the wearer can touch these stars to expend their power and create one of the following magical effects: 1 star for Dispel Magic, 2 stars for Invisibility or Fireball, and 3 stars for Stoneskin. These are cast as 5th level spells.)

80000

8000

Arcane Arsenal

0054

Armor of the Martyr (The Armor of the Martyr can be made of any type of armor, but the armor is distinguished by its change when donned. Armor of the Martyr will change to reflect the soul of the wearer, turning pearlescent white on a good aligned creature, a smokey black on an evil aligned creature, or turning a steely grey on an unaligned. This +2 armor fills the wearer with an inner strength, reflective of their soul, each time they drop to 0 HP. This inner power explodes from them, dealing 5d6 radiant, necrotic, or force damage, respectively, to all creatures within 10ft, and 2d6 damage to those within 20 ft. A Wisdom save, DC 15, reduces the damage by half. The wearer is protected from this damage only the first time it explodes out from them each day.)

10000

1000

Profane and Profound

0055

Armory in a Bottle (An Armory in a Bottle holds a pile of miniature weapons, shields, weapon racks, and tools. Smashing this bottle causes it to explode open, as the innumerable glass shards coalesce and transmute into a mess of scattered swords, shields, spears, javelins, bows, armors, and tools sitting neatly upon appropriate racks and shelves. These will form non magical equipment of whatever type and distribution the bottle smasher has in mind. If nothing in particular is chosen the equipment will be typical for a human garrison of foot soldiers. The Armory in a Bottle can only create 1500 SP worth of equipment. The bottle will always generate the appropriate accoutrements, tools, and scrap materials for sharpening, maintaining, and resizing the equipment created at no cost.)

3000

300

Profane and Profound

0056

Arrow of Slaying (These arrows are created targeting a type of monster, are made in a ritual requiring everything that creature loathes, and will devastate against their intended foe. The more specific the ritual, the greater harm Slaying Arrows will bring. (20 arrows. CON save vs Death, damage on success. Type: DC 12, 3d8 Damage. Species: DC 14, 5d8 Damage. Personal: DC 16, 8d8 Damage.))

2000

200

Gear Up

0057

Arthropod Belt (Arthropod Belts are a thick leather belt with 4 spindly chitin legs jutting out from the belt at ordinal angles. Once the belt is cinched tightly shut, the legs jolt to life and twitch wildly for a few seconds before aligning themselves to touch the ground at the same height as the wearer's feet. The wearer gains an additional 10 ft of movement speed and their jumping distance is doubled. The spider legs grant a 10 ft climb speed.)

4000

400

Insectoid Armory

0058

Artisan's Best Friend (The tight leather belt of the Artisan's Best Friend is bonded to a single, unbaked clay arm. The lanky arm is controlled mentally by the wearer but only has strength and dexterity scores of 7.)

1000

100

Save Vs. Disease

0059

Artisan's Smock (Tucked away in the brown tanned hide of the dusty smock are numerous, tiny, extra-dimensional storage pockets. These convenient tool pockets along with a minor haste enchantment speed crafting work along. Crafting while wearing this apron is sped up by 10%.)

1250

125

Arcane Arsenal

0060

Artisan's Smock (Tucked away in the brown tanned hide of the dusty smock are numerous, tiny, extra-dimensional storage pockets. These convenient tool pockets, along with a minor enchantment to keep tools stored within well-maintained and desired materials on top, help speed crafting work along. Crafting while attuned and wearing this apron is sped up by 10%.)

1250

125

Arcane Arsenal

0061

Ascendant Bane (This +1 mace depicts robed figures along its head pierced by random spikes of metal. When wielded against a creature from a good aligned plane or against a creature with the ability to cast cure wounds, this mace causes them to bleed for 1d4 damage at the end of each round. The bleeding wounds automatically dispel the creature’s attempts to cast or create a healing or radiant spell or effect. A target may make a Wisdom save, DC 12, at the start of each turn to end the effect.)

4000

400

Profane and Profound

0062

Assassin's Hood (Assassin's Hoods are the 'liberated' black hoods of executioners that have been enchanted for an even darker purpose. While wearing the hood, Darkness spells can be created at will as a move action, while up to two such Darkness spells active at one time. Creating a third Darkness cancels the oldest Darkness still active. When the wearer is attacking with advantage, an Assassin's Hood adds 2d6 damage to their attacks..)

18000

1800

Charged

0063

Astral Elm Leaves (Burning these silvery leaves as part of a movement or teleportation spell envelopes the target in a thin layer of mirage-like distortion, granting them a +2 AC bonus against attacks of opportunity until the spell ends or the end of their next turn, whichever comes later. A single bag of Astral Elm leaves has a faint ozone odor and holds enough dried leaves for five castings.)

500

50

Exposed to the Elements

0064

Astral Silver Armor (Astral silver mined from rocks and mountains floating in the shifting Astral plane. Smelted down and mixed with iron in a carefully guarded secret process known to the Githyanki, this chaotic and shifting metal can be forged to replace standard metal armors. Metal armors made of Astral Silver blend the wearer partially into the Astral plane, making them appear to shift and move chaotically. Astral silver armor grants the wearer 15% concealment against attacks.)

6000

600

Fantasy Foundry

0065

Astral Silver Weapon (Mined from mysterious veins of pearlescent metal from the drifting islands of the Astral plane, an alloy of this wispy, floating metal with silver is excellently well suited for finesse weapons. Finesse weapons grant advantage on sleight of hand checks. Weapons made of this metal alloy can strike ethereal or astral opponents as normal, dealing half damage. The rarity of the metal means that it is always a finely made weapon, giving an +1 to attack.)

1500

150

Fantasy Foundry

0066

Athlete's Gloves (Skin tight, finger-less white gloves are painted with black stripes. The wearer's strength, dexterity, and constitution stats become 15 if they are 14 or lower. Any of those stats that are 15's or higher increase by 1 point instead. The Athlete's Gloves grant advantage on climb, athletics, acrobatics, dance, grapple, and any other sport related checks.)

12500

1250

Gear Up

0067

Attracting Stones (Attracting Stones are drawn powerfully to each other. The pair of stones are colored with one painted red and the other blue. Red stones attract to the blue stones, but alike colors repel if more than one pair should meet. Attracting stones also stick to and attract metal. In any case, they cannot apply more than 5 lbs of force.)

50

5

Gear Up

0068

Bag of Holding (A Bag of Holding is a drawstring leather pouch girdled by parallel bands of white leather. Opening the bag reveals an extra-dimensional space. The opening of the bag can open up to 2 feet wide.These bags always weigh 10 pounds and take up one inventory space but they can fit two inventory slots worth of goods inside (or 100 pounds). The internal space is almost a 5 ft. cube. Take care with sharp objects, if they pierce the bag, its whole inventory is dumped out.)

500

50

Gear Up

0069

Bag of Holding, Greater (A Greater Bag of Holding is a leather pouch girdled by parallel bands of white leather and trimmed with gold leaf. The bag can open to a diameter of almost 5 feet, revealing an extra-dimensional space. This bag always weighs 20 pounds and takes up one inventory space but can fit eight inventory slots worth of goods inside (or 800 pounds). The extra-dimensional space is approximately a 10 ft. cube. Take care with sharp objects, if they pierce the bag, its whole inventory is dumped out.)

12500

1250

Gear Up

0070

Bag of Quarry (A felt bag with felt animal patterns stitched to the outside is filled with platinum and lapis marbles. Once someone has reached in for a marble and tossed it up to 30 ft. away, the marble will turn into a small animal hostile to the holder of the bag or the thrower if no person currently holds the bag. The animals types are 1: A badger, 2: A bird of prey, 3: A jungle cat, 4: A viper, 5: A tortoise, or 6: A poisonous frog. Every time the animal successfully hits the holder of the bag, another marble jumps from the Bag of Schemes and turns into another hostile animal. Animals summoned from the Bag of Schemes last for 10 minutes, until killed, or until both the thrower and the current holder of the bag are dead.)

2000

200

Profane and Profound

0071

Bag of Tricks (A felt bag with felt animal patterns stitched to the outside is filled with silver and blue marbles. Tossing one up to 30 ft away turns it into a small animal. Roll 2d6, the first to determine the animal type and the second die results in the Bag of Tricks being exhausted for the rest of the day on a result of a ‘1’. The animals types are 1: A badger, 2: A bird of prey, 3: A jungle cat, 4: A viper, 5: A tortoise, or 6: A poisonous frog. These animals last for 10 minutes or until killed and are loyal but typical members of their species, able to follow verbal commands as a trained animal.)

4000

400

Profane and Profound

0072

Bag of Tricks, Greater (A Greater Bag of Tricks is a felt bag with gold-trimmed, felt, animal patterns sewn to the outside. It is filled with gold and purple marbles. Tossing one up to 30 ft away turns it into a large animal loyal to the thrower. Roll 1d6 for the animal type. Also, roll 1d6, if the result is 3 or less, the bag of tricks cannot be opened again until the current animal(s) are gone. The animal types are 1: A wolverine, 2: An eagle, 3: A lion, 4: An anaconda, 5: A hippopotamus, or 6: A small dinosaur. These animals last for 15 minutes or until killed and can follow verbal commands as a small child.)

15000

1500

Profane and Profound

0073

Bag of Tricks, Lesser (A felt bag with felt animal patterns stitched to the outside is filled with small red and white marbles. Tossing one up to 30 ft away turns it into a small animal loyal to the thrower. Roll 1d6 for the animal type. 1: A rat, 2: A small bird, 3: A house cat, 4: A tiny snake, 5: A small turtle, or 6: A frog. Then, roll 1d6, on a result of 1 or 2, the bag of tricks is mysteriously empty of marbles for the rest of the day. These animals last for 5 minutes or until killed and will follow simple verbal commands.)

1000

100

Profane and Profound

0074

Bailey (This +1 shield is embossed with a stylized, green wall along its border and holds a pool of energy to dissipate damage. As a reaction, the wielder may have the shield expend hit points in response to one source of damage to themselves or another creature within 5 ft. The Bailey can store up to 30 hit points at a time and when used, up to half the damage but no more than its remaining hit point pool is dealt to the shield instead of the protected target. At will on their turn, the wielder can adopt a reckless stance while wielding the shield, forgoing the mundane +2 armor bonus the shield provides. If a hostile creature has the wielder within their reach at the start of the wielder’s turn and the wielder is in this stance, Bailey adds 2d6 hit points to its health pool. For every two additional hostile creatures that have the wielder in their reach beyond the first, Bailey adds an additional hit point to its health pool.)

6000

600

Exposed to the Elements

0075

Balanced Weapon (This weapon is exceptionally well crafted with hidden weights and hollow chambers, allowing a throwing weapon to be thrown further. (+15 ft. throwing distance))

400

40

Gear Up

0076

Balding Ointment (Applied to the hair of a creature, this oily gel causes hair to fall out. The ointment has an overpowering juniper-mint smell. The skin the ointment is applied to will not regrow any hair for 1d3 weeks. Each jar can make a small creature completely hairless or enough for 4 medium sized heads of hair.)

75

7.5

Fantasy Foundry

0077

Bandolier of Morphology (A bandolier of scraps of animal hide, claws, antlers, scales, and teeth is strapped across the wearer’s chest. As an action, the wearer can take on a minor physical aspect of an animal they have encountered, gaining proficiency with one skill that animals of that type are proficient in. This effect lasts for 1 minute and during that time, the wearer gains a small visual trait of that animal such as a tuft of fur, a patch of scales, hair coloration, or the like. Once used, this effect cannot be performed again until a short rest is completed. If the wearer has any levels in druid, they may, within the normal duration of their wild shape, temporarily take on another form as a bonus action for 1 round. This does not count as a new use of wild shape and at the start of their next turn, they revert back to the previous form. This does not extend the duration of the wild shape and once used, cannot be used again during the same wild shape.)

800

80

Exposed to the Elements

0078

Bane Weapon (Macabre markings denote the number of victories or victims brought about by this blade. Magically anointed, this weapon is designed to destroy a foe that is chosen during a ritual when the weapon is forged. (Type: +2d8 Damage. Species : +3d8 Damage. Personal: +4d8 Damage.))

2500

250

Gear Up

0079

Banshee Chain (This black, mithril chainmail has wisps of white silk caught in its metal rings. Banshee chain is made by bathing +3 Mithril chainmail in the blood of an elven maiden or bachelor then burying them with an expensive silk death shroud which then attaches itself to the mail. This +3 Mithril chain mail is medium armor but can be treated as light armor. Twice per short rest, when the wearer is struck, the Banshee Chain can release a 30 ft. radius banshee wail. Living creatures make a Wisdom save, DC 12, or begin dying, dropping to 0 hit points with one failed death save already failed and becoming deathly pale. If they make the save they suffer 3d8 necrotic damage instead. Once stabilized, they regain their pallor and return to half their previous hit point total. Any creature that perishes while under the effects of the Banshee Chain will arise as a zombie the next midnight under the control of the wearer. The wearer can control up to their HD in zombies. New zombies that would exceed this limit wander aimlessly, hungering for living flesh and attracted by sounds of fear.)

50000

5000

Profane and Profound

0080

Banshee Flail (The head of this +2 flail is a pale white, screaming face made of marble. When swung, the head emits a quiet sob, but upon striking will release a blood-curdling shriek, sending shiver up the spine of those nearby. Creatures within 30 ft must make a Charisma save, DC 13, or be stunned for 1 round. On a successful save, they take a -1 penalty to attack rolls against the wielder of the Banshee Flail until they spend an action to calm their nerves. The wielder and creatures that have suffered from its effects already in this combat are immune to the Banshee Flail’s effects.)

15000

1500

Profane and Profound

0081

Barkskin Brooch (A lacquered, fist-sized knot of oak hangs from a simple silver chain. When worn, it turns the wearer’s skin to bark, conferring a +2 natural armor bonus. If the wearer is on fertile soil under sunlight when they take a short rest, they regain 1d8+2 hit points as small green leaflets bud out from the bark and small roots extend down into the soil. The user rolls twice and takes the better of the two results if they drench themselves in at least 2 water-skins of water during this short rest.)

9000

900

Profane and Profound

0082

Bat Hood (The deep black of this flowing cloak stops just short of the ground. The hood of this cloak bears two triangular points at its top. While the hood of this cloak is up, the wearer gains +2 to perception checks, or +4 in dim light or darker. If the wearer grasps the two tail ends of the cloak in their hands, the cloak extends into two membranous wings attached to the wearer's arms. These black, slightly transparent wings allow the wearer to fly for up 5 minutes each day. The Bat Hood lets its wearer glide, moving up to 30ft horizontally for every 10 feet fallen, with these wings as long as any fly time remains.)

10000

1000

Charged

0083

Battlefield Caltrop (Battlefield Caltrops, when inactive, are 4 inch spheres of iron. With the command word, ‘Defend’, the sphere will be ready to deploy when dropped. Upon hitting the ground when active, six, four-inch blades spring from the sphere and it waits on the ground for a creature to move next to it. If any creature other than the activator steps within 5 feet of a Battlefield Caltrop, the caltrop spins to life and jumps at the enemy. The caltrop makes a reaction attack with a +5 bonus for 2d4+2 damage. Battlefield caltrops deal double damage and attack with advantage against a creature that has moved more than half its movement speed. After sitting idle for 1 minute without making an attack, the blades withdraw, the caltrop spent.)

75

7.5

Gear Up

0084

Beast Bomb (The beast bomb is a matted bundle of a dozen balls of brown hair, feathers, and scales tangled together. Tossed up to 20 ft away, the beast bomb scatters into a swarm of tiny animals fitting the current environment. These animals take up ten square feet and deal 1d6 damage each round to any creature that begins its turn in their space. Those creatures also take a -2 penalty to all rolls. The swarm obeys the simple verbal commands of the thrower, can move up to 20 feet each round, can climb, and will last until the swarm takes 20 damage. After five minutes or upon taking enough damage, the swarm will disperse. Roll a d6, and on a result of 3 or higher, the scattering swarm leaves behind a new Beast Bomb.)

1000

100

Profane and Profound

0085

Beast Bomb, Greater (A Greater Beast Bomb is made up of over a dozen wiggling ovals of coarse black fur and plumage. This beast bomb creates a crazed swarm of small animals fitting the local environment when it is thrown up to 30 ft. The swarm occupies a contiguous twenty square feet and deal 3d6 damage each round to any creature that begins its turn in the space the swarm occupies. Affected creatures make all rolls with disadvantage as the larger, more vicious swarm cunningly interferes with their actions. The swarm obeys the verbal commands of the thrower, can move up to 30 feet each round, can climb, and will last until the swarm takes 50 damage. After one hour or upon taking enough damage, the swarm will disperse. Roll a d6, and on a result of 6, the swarm reforms at a quarter its previous maximum hit points for one minute, otherwise it leaves behind a new Greater Beast Bomb, except on a ‘1’ result.)

2000

200

Profane and Profound

0086

Beast Bomb, Lesser (When this cluster of beige fuzz balls are tossed to the ground, they transform into a swarm of tiny, scared animals. A beast bomb can be tossed up to 10 feet and turn into a five square foot swarm of diminutive fuzzy creatures appropriate to the terrain that cause any creatures that begins it turn the swarm to take a -1 penalty to all rolls. The swarm obeys the simple verbal commands of the thrower, can move up to 10 feet each round, can climb, and will last until the swarm takes 10 damage. After five minutes or upon taking enough damage, the swarm will disperse. Roll a d6, and on a result of 5 or higher, the scattering swarm leaves behind a new Lesser Beast Bomb.)

500

50

Profane and Profound

0087

Beauty Balm (Opening this small ceramic jar greets the opener with the light scent of lemon and sea salt. The face cream inside temporarily makes the wearer more beautiful and confident according to their own beliefs about beauty: Orcs might get cool scars, Dwarves might get a thicker beard, etc. This grants a +2 bonus on all social interaction checks for 1 hour or until the user’s face gets wet. If the user wears it for the entire hour, it begins to run and stain, imposing a -2 penalty to social interactions checks for the rest of the day.)

100

10

Fantasy Foundry

0088

Beauty Rest Pillow (A Beauty Rest Pillow is often commissioned by one of two very different customers: a young maiden seeking to impress an eligible bachelor or an older man trying to prop up his faltering attractiveness. The pure white silken pillow is stuffed with the downy feathers of exotic, colorful birds, and these colors can be seen through the soft cloth of the pillow. After spending a night sleeping with this pillow, the sleeper gains advantage on one charisma check the next day, after they see the roll but before determining the result.)

200

20

Arcane Arsenal

0089

Beauty Rest Pillow (A Beauty Rest Pillow is often commissioned by one of two very different types of customers: a young maiden seeking to impress an eligible bachelor or an older suitor trying to prop up his faltering attractiveness. The pure white silken pillow is stuffed with the downy feathers of exotic, colorful birds, and these colors can be seen through the soft, white silk of the pillow. After spending a long rest sleeping with this pillow, the sleeper may take advantage on one charisma roll the next day, after they see the first roll but before the results are known.)

200

20

Arcane Arsenal

0090

Beguiler's Cloak (Radiant blues and greens sparkle along the trim of this pale, silvery cloak. The Beguiler's Cloak gives a +2 bonus to both Charisma and Intelligence. It also increases, by 1 round, the duration of any enchantment or illusion spell its wearer casts or activates.)

7000

700

Gear Up

0091

Beguiler's Cloak, Master (Master Beguiler's Cloaks ripple softly even in still air, creating waves of blue and green rays reflecting off the trim of the shimmering silver cloth. Illusory images, creatures, words, and terrains twirl in and out of focus among these colors. The wearer gains +4 Charisma and Intelligence. Illusion and enchantment spells cast or activated by the wearer last 50% longer, rounding up.)

18000

1800

Gear Up

0092

Belt of Fire Giant Strength (Belts of Fire Giant Strength are made of large cast-iron buckles woven and bolted together in a single-file chain girdling the stomach. Long threads of red, ember-filled twine run through and around the bolts and buckles. Fire giant hair stays hot and strong long after being shorn. The wearer's strength becomes 21 or receives a +4 bonus, whichever is higher. The wearer is treated as proficient with large, bulky improvised thrown weapons, such as large rocks or logs. In addition, the wearer takes no penalty from wielding weapons one size larger for that type of improvised thrown weapon. The wearer gains resistance to fire and cold.)

27000

2700

Gear Up

0093

Belt of Hill Giant Strength (The wide leather band of this lifting belt is encircled by a band of woven hair. Grimy, dirt filled hair for this belt is taken from hill giants. The wearer's strength becomes 17 or receives a +1 bonus, whichever is higher.)

3000

300

Gear Up

0094

Belt of Stone Giant Strength (Graying, cracked leather has been cut out into a wide band and trimmed with a stone-fiber thread. The stone fibers are hairs taken from a stone giant. The wearer's strength becomes 19 or receives a +2 bonus, whichever is higher.. The wearer is treated as proficient with large, bulky improvised thrown weapons, such as large rocks or logs.)

9000

900

Gear Up

0095

Belt of Storm Giant Strength (Flat panes of quartz crystal, filled with arcing purple bolts of electricity, are tied together with blue-purple strands of silk. The wearer's strength becomes 23 or receives a +6 bonus, whichever is higher. The wearer is treated as proficient with large, bulky improvised thrown weapons, such as large rocks or logs. In addition, the wearer takes no penalty from wielding weapons up to two sizes larger than normal for that type of improvised thrown weapon. When they strike a foe with a bulky, improvised thrown weapon, they deal 3d8 sonic damage to all creatures within 20 ft of that enemy. Those that take sonic damage must make a Constitution save, DC 8 + the wearer’s Strength Modifier, or be stunned for 1 round. The wearer is immune to electricity and cold.)

60000

6000

Gear Up

0096

Bilgewater of the Damned (Salty water sloshes inside this clay jug, water taken from a styxian barge, ghost ship, or similar ship escorting souls through the afterlife. When a spellcaster uses the Bilgewater of the Damned as the focus to cast a spell that controls, conjures, or enchants water, the resulting water roils with ghostly jealousy. Living creatures within that water treat each round as if it were two rounds for the purposes of suffocating as covetous souls steal bits of breath from their lungs. The effect lasts until the spell ends.)

3000

300

Profane and Profound

0097

Binder’s Black Book (A black leather-bound notebook the size of a deck of cards sits unassumingly in the hand. It will recognize a new owner once its holder prepares their spells in its presence. From then on, it will keep a meticulous record of the size, power, type, and any known facts about creatures its owner has bound. It auto-magically updates if given information about the state of the container, magic items created from bound souls, or any new facts about the creatures contained. Touching a filled soul container to the book will add a new entry to the book if the soul is not already so contained, if the soul is already listed in the book, its entry page will become visible. A Binder’s Black Book keeps a memory of all information it has ever gathered, but each individual binder can only see its first three pages detailing its usage plus any information they have entered into the book. While the book only appears to have a few hundred small pages, the book always has at least a few dozen blank pages no matter how many entries are made. Any writing made on a blank page vanishes, but writing made on an entry gets copied into the “notes” section.)

3000

300

Bound

0098

Bird Bomb (Thin jewelry wire formed into this bronze cage is filled to its brim with grey and white feathers. Smashed open or tossed up to 30 feet away, the Bird Bomb explodes into a flock of tiny birds fitting to the local environment. Hundreds of nervous birds scatter in every direction in a cacophony of bird calls. This grants total concealment to everything within 20 ft of the avian explosion for one round and concealment for 1d4 rounds following. The birds quickly scatter but not before knocking down any unattended objects and knocking prone any creature within 60 ft that fails a DC 10 strength save.)

300

30

Profane and Profound

0099

Bird Feather Token (Made of finely carved pine, this huge wooden feather transforms into a five foot bird when broken. The bird will take on the coloration the user has in mind when it is summoned. It can carry up to 100 pounds and obey simple verbal commands. The bird will become aloof and fly away after one hour. HD 1 Medium AC 12 ATK +4 (Beak) DMG 1d4+1 MOV 20 ft. FLY 90 ft. S 11 D 13 C 7 I 3 W 9 C 8.)

300

30

Profane and Profound

0100

Birdseye Raven (A simple onyx raven statuette about 4 inches tall turns into a living, stone raven on command. The user must then look into the raven's eyes and shut one eye. then the raven comes alive and the user gains control over the raven's movements. The wielder sees in their closed eye what the raven sees. A Birdseye Raven can fly or hop up to 60 ft. each round with good maneuverability. It also has 18 AC, 10 hit points, and resistance to slashing and piercing. The raven turns back to stone when the user opens the eye shut to control it or if it has no conscious controller for a round.)

6000

600

Arcane Arsenal

0101

Black Coin (Flipping this dark metal coin in the air as part of casting a mind-affecting spell brings out the mercenary nature in the target. If the creature is affected by the spell, at the end of its duration, that creature must make a new saving throw or parley in good faith for itself and any creature under its command. If the parley is successful, the coin reappears as a mundane gold coin in the possession of the targeted creature. On an unsuccessful parley, the coin reappears in the possession of the caster.)

500

50

Exposed to the Elements

0102

Black Dragon Scale Mail (Formed from treated sections of black dragon scales, this armor functions as +1 scale mail and confers its namesake’s resistance to the wearer against both acid and poison damage. Although it comes from generally evil black dragons, dragons will default to neutrality or worse in their reactions to those wearing Black Dragon Scale Mail, unless they know the wearer well and dislike black dragons.)

4000

400

Exposed to the Elements

0103

Black Powder Vial (The strong rotten egg odor of this pitch black powder belies the dangerous nature of the sandy mixture. Pinches of the powder can be used to start quick fires no matter the wind or if the whole vial is lit inside an enclosed container, explode. The explosion deals 4d6 damage out to 15 ft. and 2d6 damage to a further 15 ft. Half of the damage is fire damage, rounded up, and the remainder is dealt as force damage. A Dexterity save, DC 15, halves this damage. A moderate engineering check can reveal the best spot to rig the explosion and allow it to lower the damage threshold of a non magical structure or object by 10 and deal maximum damage to it.)

750

75

Exposed to the Elements

0104

Black Powder Vial, Crude (A poorly refined powder of saltpeter, charcoal, and sulfur, Black Powder is highly flammable. Thanks to either cheap ingredients, an incorrect recipe, or improper storage, this powder is fairly weak although still explosive. This vial can be used to instantly start fires in windy conditions using negligible pinches of the powder. Contained and ignited, it will explode for 2d6 fire damage out to 10 ft. and 1d6 out a further 10 ft. Half of the damage is fire damage, rounded up, and the remainder is dealt as force damage. A Dexterity save, DC 13, halves this damage. A difficult engineering check can reveal the best spot to rig the weak explosion and allow it to lower the damage threshold of a non magical structure or object by 5 and deal maximum damage to it.)

400

40

Exposed to the Elements

0105

Black Powder Vial, Refined (The fine black grains of Refined Black Powder are the result of carefully guarded, secret recipes of mad, genius alchemists. The grains of this powder are so fine that they do not dissolve into water, and can be ignited in any place with enough air, regardless of the conditions. Lit within a closed container, the powder will explode violently after ignition. The explosion will cause 8d6 damage within 20 ft. and 4d6 damage in 40 ft. A Dexterity save, DC 17, halves this damage. A saboteur-minded individual can place the explosive with an engineering check to ignore the hardness of objects and structures in the blast radius as well as deal them the maximum damage. An intelligence check is required to time a fuse correctly, allowing the wielder to set it off on exactly the round they intend, at initiative count 0. On a failure, the bomb goes off 1d4-2 rounds later than expected.)

2250

225

Exposed to the Elements

0106

Blasphemous Staff (This gnarled, blackened staff is carved with obscenities and blasphemies against every known god and cult, plus a great many unknown ones. Any cleric or priest that wields the Blasphemous Staff takes 5d6 psychic damage each round unless they renounce their faith. Any being of standing with any god would receive great blessings from their deity for destroying this staff. If the staff is wielded by a creature hostile to the gods and that has a hatred of believers, their spellcasting abilities are improved. They gain an additional spell slot of each spell level they can cast, 5th level and below, and this additional spell slot can be used to cast a spell from the Wizard or Cleric spell list. Each time a spell is cast from a spell list the character would not normally have access to, roll 1d100 + twice the spell level cast. On a result of 100 or more, the gods have noticed the Blasphemous Staff, roll 1d6: A powerful religious order or numerous murder-cults have now been instructed to kill the player, an earthquake strikes in 1d4 rounds, whatever the player tries to eat or drink in the next day turns to rotten maggots, the player rolls at disadvantage for the next day, the player has ominous dreams, or the gods squabble, doing nothing.)

15000

1500

Profane and Profound

0107

Blasting Armor (The blasting enchantment is actually an invisible fist of force that is tied to the armor. Enemies within 5 ft. that strike the wearer are struck in return for 1d6+2 force damage. The invisible fist rotates about the armor, lashing out at those who hit the wearer.)

8000

800

Arcane Arsenal

0108

Blight Scale (This lead scale mail, irradiated with magic, creates invisible fire and heat that radiates from areas the wearer has passed through. The wearer of the Blight Scale can spend an action, up to five times each day, to activate or deactivate the aura of this armor. A five-foot diameter area of effect along a line of where the wearer has walked since beginning of their last turn will deal 1 fire damage to any creature that starts their turn in the area or enters the area. The wearer of the Blight Scale is immune to this damage.)

750

75

Arcane Arsenal

0109

Blinders of the Jealous Mare (These partially cursed, black and red blinders can be placed around the eyes of a non-sapient, living creature that can accept a rider to improve their abilities. Once tied on, the blinders improve the speed of the creature by 10 ft. in all movement forms and any charge attacks made from the back of the mount will be made with a +2 bonus to damage. By placing the Blinders of the Jealous Mare on a mount, the owner of these blinders is considered attuned to the item and will lose attunement if they remove the blinders, an unattuned creature tries to ride them, or the attuned user rides another mount. When attunement is lost, the mount the blinders are or were placed on will become vicious and unstable. The mount will lose 5 ft. of movement speed and any creature trying to ride it will have to make a ride check each round or be thrown to the ground and attacked. If the owner rode a different creature while attuned, the previous mount will seek out and attack the new one. These effects last until the owner buys gifts and favorite foods for the spurned mount equivalent to the mount’s value.)

250

25

Arcane Arsenal

0110

Blinding Mirror (This smoked mirror is obscured to the point that it barely reflects light and is worn on a shoulder or upper arm with strings and springs that allow its wearer to angle it with the twitch of a muscle. Its wearer can command it to shine a coin-sized spot of light on a target, momentarily blinding or distracting a creature that its wearer already has advantage against, allowing them to deal an additional Dexterity or Strength modifier damage on a hit. A Blinding Mirror can do this three times before it requires a long rest to recharge. For a wearer with any levels of rogue, if they miss on an attack against a creature when they have advantage, they retain that advantage until they hit.)

800

80

Exposed to the Elements

0111

Blink Dust (The dried fur and skin flakes of blink dogs are ground into a faintly blurry dust. A single pinch of the powder can be scattered over a weapon or projectile to cause it to blur and allowing it to deal the weapon deals a minor amount of damage even on a miss. This minor damage is the weapon’s damage rolled twice, taking the worse of the two results and applying no other bonuses. This applies even to misses due to cover, displacement, illusions, or magical effects as the residual magic of the blink dogs causes the weapon to teleport from a miss to a weak hit. Ten pinches of Blink Dust are in each pouch and the dust continues to work until one of the two minor damage rolls equals the maximum weapon result.)

900

90

Exposed to the Elements

0112

Blinking Weapon (A tool for combat tricksters, an armament enchanted with blinking jumps in and out of existence at its wielder's mental command. This unusual behavior allows the wielder to attack with advantage on one attack each encounter. If attuned to the weapon, they may also recall the weapon to their hand so long as it is within 10 ft. or within sight up to 30 ft. away.)

3000

300

Arcane Arsenal

0113

Blizzard parasol (When opened, this light blue parasol increases the wind speed by one category, drops the temperature by 20 degrees, and increases the percent chance of precipitation by 50 in a 1 mile radius. Opened indoors, it drops the temperature in a 120 ft. radius by 20 degrees. The wearer is unaffected by the additional weather intensity or coldness. For each ten minutes it is held open after the first hour, it has a 1 in 6 chance of catching a strong air current and ripping apart. Each opening of the parasol counts for a minimum of ten minutes of use.)

6000

600

Arcane Arsenal

0114

Blood Mites (The inside of this glass jar is smeared with small lines of red and a thick layer of dark brown writhes at the bottom. The Blood Mites inside the jar will attack the first creature they touch when released in a 5ft radius, poured out in a 5ft line, or spread on a weapon. Each jar has enough mites for three uses. A living, material plane creature attacked by a dose of blood mites will take 1 damage each round to a maximum of 1 damage per hit die they have. Once the tick-like creatures deal their full damage, they become engorged and fall off to hide and lay eggs. The Blood Mites can be stuck to a weapon using the thick animal blood in the jar lid, but if the attack misses the mites will attack the first creature to touch the weapon they were put on. If thrown, the remaining mites will attack up to one creature per remaining use in a five foot burst. A creature may spend their action to kill one group of mites attacking them. Blood Mites must be fed an ounce of blood every day per usage remaining.)

200

20

Save Vs. Disease

0115

Bloodroot Poultice (This pulpy, red-brown mix of a rare, magical root vegetable will delay any damage the target receives. Any damage they take does not manifest until the end of their next turn. This effect lasts until it has delayed a total amount of damage equal to ¼ of the creature’s maximum hit points or 1 minute has passed. Any bleed damage or ongoing damage is halted until the Bloodroot Poultice wears off. Bloodroot Poultice is applied by roughly mashing the tuber, wetting the mixture, and smearing it on the creature and may be done as an action. A bag of Bloodroots has enough tubers for 5 poultices.)

50

5

Exposed to the Elements

0116

Bonded MundaneItem (Bonded items use elaborate runes to key themselves to the places between the planes, and often show this connection with chain-like runes. After being enchanted, the weapon must be attuned to an owner before its magic can work, a ritual where the owner must scar themselves with a representation of the bonded weapon and coat the item in the spilled blood or flesh. The Bonded enchanted item must then be kept in constant physical contact with its wielder for one week for the attunement to imprint, after which it will sink into the scar at a touch. From then on, the wielder can call the item to hand or to the nearest unoccupied space at their feet as a free action. This bond works across distance, planes, barriers, and even states such as astral projection. Magical barriers against teleportation can block the summon if the user fails a save against the effect, but the user may re attempt to call their Bonded item after 1d3 rounds. Takes a week of constant touch to attune. A Bonded item is always summoned in the state it was in when attuned.)

3000

300

Gear Up

0117

Bone Armor (Necromantically infused bone, ground and baked into a dull-grey ceramic, makes a passable substitute for metal armor. These bones channel spell energies efficiently, increasing the duration of spells cast on the wearer by 1 round. Necromancy performed on a target wearing bone armor is 50% more potent.)

150

15

Fantasy Foundry

0118

Bone of a Heretic (As an attack, touching a divine spellcaster with this blackened thigh bone will force them to make a save using their spellcasting statistic, DC 12, or lose a random uncast spell slot until they complete a long rest. Each use of the bone in this manner weakens the bone, and its durability die must be rolled each time. The bone starts with a d20 die and decreases in die size each time it is rolled. On a result of a 1, the bone’s fractures become too much and the bone splinters. If the bone is broken, on purpose or accidentally, it negates all divine spells of 4th level or lower in a 100 foot radius and all divine casters must save using their spellcasting statistic, DC 18, or lose their 2 highest level spell slots until they complete a long rest. The durability die of the bone is increased by one die size for each week it is buried along with the desecrated corpse or bones of a saint on holy ground of the same religious beliefs, to a maximum die size of a d20.)

8000

800

Profane and Profound

0119

Bone of a Saint (Using this pearlescent femur as a focus when casting a non-hostile divine spell on another creature has a 1 in 10 chance of keeping that spell in the caster’s memory even after it is cast. Each use of the bone in this manner weakens the bone, and its durability die must be rolled each time. The bone starts with a d20 die and decreases in die size each time it is rolled. On a result of a1, the bone’s fractures become too much and the bone splinters. Breaking a Saint’s Bone will cancel all curses and hostile spells within 100 feet that are level 4 or below. Each creature freed from such an effect regains hit points equal to the total spell levels of curses negated on themselves. The durability die of this Bone of a Saint is increased by one die size each week it is buried in the cremated and sanctified remains of a heretic of the same religious beliefs, to a maximum die size of a d20.)

8000

800

Profane and Profound

0120

Bone Robes (Bone Robes are one of many styles of purple, black, or green robes that necromancers have embroidered with bones and onyx gems. The wearer can summon or control an additional 4 HD worth of undead creatures thanks to the sympathetic necromantic array of the bones and gems linking to the attuned wearer of the robe. If the robe is removed or destroyed, the wearer chooses which undead they lose control of or are unsummoned.)

3000

300

Arcane Arsenal

0121

Bone Weapon (Necromantic-energy infuses this amalgamated and baked bone-clay in order to make it into a passable substitute for iron. Where this dull-white material excels is in being used as a channel for damaging touch spells. When the bone weapon hits, the wielder can release a touch spell they are holding into the attack. Touch spells inflicted this way sneak in through the wound and are harder to resist, +1 to the spell save DC.)

150

15

Fantasy Foundry

0122

Book of Reaping (If spells or prayers are written in this book with a granite hardcover and pitch-black pages, the user forgets how to cast them in exchange for a temporary ability to cast another spell. It takes a minute of writing down the spell formulas and concentration to relinquish the ability to cast a chosen spell or spells. Following this short ritual, the attuned wielder of the Book of Reaping asks the book for another spell from any class list of a spell level no higher than the total spell levels of the sacrificed spells or more than two levels higher than the lowest level spell sacrificed. Spells higher than 5th level cannot be learned this way. Spells received from the Book of Reaping appear in silvery letters as the offered spells fade into the blackness of the pages. Each received spell can only be cast once and the user must use their own spell slots to cast it. Spells written in the Book of Reaping are slippery and cannot be copied into another spellbook or used for permanent learning. The sacrificed spells must be from those known to the caster or from their list of prepared spells. During each long rest after being sacrificed, a creature may meditate to remember some of their lost spells, with a total spell levels up to their casting modifier. Leftover spell levels from this meditation can carry over to subsequent long rests until all lost spells have been recovered. Prepared spells or prayers written into the Book of Reaping cannot be chosen again as prepared spells or cast until restored.)

10000

1000

Exposed to the Elements

0123

Boots of Elven-kind (Soft pliable leather Boots of Elven-kind are folded neatly on themselves such that they have only one small seam. Some are decorated with natural motifs or delicate Elven calligraphy, while others are left unadorned to show the quality of the leather. These boots allow the wearer to move noiselessly through natural environs and confer a +1 bonus to stealth otherwise.)

400

40

Gear Up

0124

Boots of Speed (These thick leather, knee high boots are trimmed in gold leaf and are each adorned with a pair of tiny golden wings. Boots of Speed increase the wearer’s base movement speed by 20 ft. For 3 rounds each day, the wearer may choose to act under the effect of Haste.)

3000

300

Gear Up

0125

Boots of Striding and Springing (Designed in the style of the coastal athlete, leather straps of the Boots of Striding and Springing bind the wearer onto olive-wood soles. Wearing these boots increases one's movement speed by 10 ft and double one's jump distance and jump height.)

500

50

Gear Up

0126

Bottled Bar (The Bottled Bar is a large glass jar containing a miniaturized tavern complete with flickering lights in the windows and moving patrons. Uncorking the jar will rapidly grow the internal tavern, manifesting it in the space around the opener. This creates a permanent tavern in this location, filling what space it can in the surrounding 30 foot cube with a fully stocked tavern. This includes fuel, firewood, food, drink, fireplace, tables, beds, interior walls, utensils, glassware, etc. A single Unseen Servant tends this tavern under the command of the owner of the tavern. Behind the bar is a mounting plate that will perfectly fit the jar. Ownership of the tavern can be passed by the previous owner or by having physical ownership of the now empty bottle over the course of a long rest.)

2000

200

Profane and Profound

0127

Bottled Hell (The Bottled Hell’s giant glass jar contains what appears to be a miniature tavern, mine, armory, or other useful location. However, once the jar is opened, it will rapidly grow to fill the surrounding space with torture devices, horrors, and demonic shadows. Up to a 90ft. Cube becomes a miniature hell that attempts to trap and torture all mortals that enter its space. Creatures entering the miniature hell must make a dexterity or wisdom save, DC 15, or become restrained. Those restrained by this effect are tortured physically and mentally for 2d6 damage each round until their shadowy captors are deal at least 30 damage. After dealing the damage, the creature is no longer restrained for one round, but must make new saves if they remain in the miniature hellscape at the end of their next turn. Each restrained creature has its own set of captors, so killing one set does not free other captured creatures. The bottled hell is otherwise made of shadow-stuff that is barely tangible, with shifting forms that appear as creatures worst fears. If one of the demonic shadows is ever killed by radiant energy, against which they are vulnerable, the Bottled Hell returns to its unopened form to await someone new to open it.)

1000

100

Profane and Profound

0128

Bottled Mine (Like its cousin, the Bottle Bar, this large jar contains a doll-sized version of its namesake. Inside is a tiny mine, complete with uniformed foreman, shadowy miners, and enough heavy equipment to keep them working. Uncorking it creates a mass of equipment needed to run a fully functional mine: tools, carts, foreman’s shack, storage shed, treadmill-crane, track, and a dozen shadowy miners lead by a uniformed shadow-foreman. The foreman will obey the commands given by the owner of the mine. The foreman’s desk in their shack has a large drawer that will fit the jar perfectly in its velvet lining. Ownership of the mine can be passed by the verbal consent of owner or by maintaining physical ownership of the jar over the course of a long rest. The shadows act as Unseen Servants and can mine as much, total, as a trio of professional, human miners could without needing rest.)

3000

300

Profane and Profound

0129

Bountiful Staff (A Bountiful Staff is a vine-wrapped, ash-wood staff. Commonly made by hedge-mages and lay-healers, it is a boon to nature focused spellcasters. By utilizing their own spells, this staff allows the wielder to cast Druidcraft, Shillelagh, and Entangle by expending a spell of equivalent or higher level. Harvesting or hunting while holding this staff increases the yield by 1 ration.)

500

50

Profane and Profound

0130

Bracers of Defense (Strapping in to the thick leather and quilted leather of the Bracers of Defense immediately coats the wearer in a thin field of force. The magical force acts as +1 leather armor which requires no proficiency, however this armor bonus does not stack with other armor the user might be wearing.)

3000

300

Gear Up

0131

Bracers of Displacer Dexterity (This blue-black leather bracer is decorated with the white tentacle spines of its namesake beast. The wearer’s Dexterity is increased by 2 or increased to 19, whichever is more. The wearer can, each round, ignore one trigger that would give an opponent an opportunity attack.)

9000

900

Gear Up

0132

Bracers of Mage Protection (These bracers, if they can even be called such, are an intricate arrangement of black cords spiraling out from a bound amethyst gem seated on the back of the hand. If it's attuned wearer has at least one spell of 1st level or higher still available, the bracers provide a continuous Mage Armor spell on the wearer. This effect still functions with worn armor but its armor does not stack with the non-magical armor portion of the worn armor.)

6000

600

Arcane Arsenal

0133

Bracers of Mage Protection, Greater (The Greater Bracers of Mage Armor are two black-silk tubes that constrict to fit snugly around the forearms of its wearer. They are topped with a large hemispherical amethyst that sits atop the wrists. If it's wearer has at least one spell of 1st level or higher still available, the bracers provide a continuous Mage Armor spell on the wearer. For each higher spell level still available, the magical armor bonus is increased by one point. This effect still functions with worn armor but does not stack with non-magical armor.)

22500

2250

Arcane Arsenal

0134

Bracers of Manticore Dexterity (This reddish leather bracer is lined with dulled manticore spikes, reinforcing its sleek structure. The wearer’s Dexterity is increased by 1 or increased to 17, whichever is more.)

3000

300

Gear Up

0135

Bracers of Roc Dexterity (Brown leather is arrayed with overlapping white and brown feathers. The wearer’s Dexterity is increased by 4 or increased to 21, whichever is more. The wearer can, each round, ignore one trigger that would give an opponent an opportunity attack. Additionally, they may stand up from prone with no movement cost and can jump from standing with no penalty.)

27000

2700

Gear Up

0136

Bracers of Wyvern Dexterity (Green-grey scales make up this delicate, sleek bracer. The wearer’s Dexterity is increased by 6 or increased to 23, whichever is more. The wearer can, each round, ignore one trigger that would give an opponent an opportunity attack. Additionally, they may stand up from prone with no movement cost and can jump from standing with no penalty. Lastly, the wielder has resistance to poison and can spend a bonus move action each turn to withdraw or dash.)

80000

8000

Gear Up

0137

Brackish Wellspring (Appearing as a glass water decanter, a Brackish Wellspring generates endless streams of water at different pressures depending on how far its stopper is twisted. This functions identically to a Water Djinn’s Ewer. Its connection to the plane of water was intentionally sabotaged or poorly made so that the water that it creates is subtly brackish and unhealthy. While it can hydrate a thirsty creature, it will inflict a random disease in those who drink it or whose open wounds come into contact with it. Those diseases have an onset delay of one day greater than their usual onset. Only magical purification of at least a third level spell can clear the subtle ills contained in the water created by a Brackish Welspring, normal filtration or boiling will not remove the taint in this water.)

1500

150

Exposed to the Elements

0138

Brandish (This +2 silvery weapon can shift its form between a lance, greatsword, shortsword, and longsword as a free action. The first successful attack made after being drawn for the first time in battle or after slaying an evil enemy is followed by a blast of white light. By focusing their will, this burst of light can be channeled to cast dispel magic using a +4 bonus targeting the struck creature, attempt to outline any number of the creatures within 15 ft with faerie fire for 5 rounds, or target any number of creatures within 15 ft with a bless spell.)

9000

900

Profane and Profound

0139

Brawler's Belt (The Brawler’s Belt is a thick, fraying length of rope tied around the waist. It is dotted here and there with a few dried drops of blood. The wearer gains +2 Dexterity and +2 Strength. When they wield no weapons or they wield improvised weapons, those attacks have their damage die increased by one size.)

7000

700

Gear Up

0140

Brawler's Belt, Master (Braided, twine ropes with the combined width of an apple wrap around the wearer. The simple knot is topped with a hexagonal golden emblem bearing a clenched fist. The wearer gains +4 Dexterity and +4 Strength. They are considered proficient in attacks without a weapon as well as with improvised weapons. They make those attacks with advantage and their damage dice for them are increased by one size.)

18000

1800

Gear Up

0141

Breastplate of the Salt Pillar (This breastplate is infused with the concentrated magical essences of salt and sea sponge, allowing it to absorb, as an action, bodies of water that it is in contact with, up to 1000 cubic feet with each action. It can hold up to 8000 cubic feet of water. As an action, the breastplate can be commanded to release all its absorbed water, dealing 1d4 bludgeoning damage per 1000 cubic feet of water released in a 5 ft. radius. Creatures struck by this damage must make a Strength save, DC 10 + 1 per 1000 cubic feet released, or be pushed back 5 ft. If the full 8000 cubic feet of water is released at once, the radius of the tidal blast is increased to 10 ft.)

1400

140

Arcane Arsenal

0142

Brimstone Armor (Blood and flowing, molten rock mixed with iron make up a secret Djinn recipe for this infused material. Brimstone armors heat up in the presence of wounds and injury, brimming with red-brown droplets. While the wearer is bloodied, they gain one point of damage reduction against non-elemental attacks, as the droplets move to protect the wielders wounded areas.)

2000

200

Fantasy Foundry

0143

Brimstone Weapon (Forged as an alloy of steel and hellish brimstone, with blood as the flux, this angry red metal is constantly beading up with brown-red droplets of water. Near blood or open wounds, the droplets move to gather on the nearest part of the weapon, like so many small blades or spikes. When a brimstone weapon deals damage to a bloodied foe, it adds 1d6 extra damage of the weapon’s normal damage type.)

1000

100

Fantasy Foundry

0144

Burning Light Darts (Faint red light emanates from the fletching of these devious darts that, when thrown, leave a wave of burning heat in their wake. A 5ft. wide beam centered along the flight path of the dart is distorted by waves of heat until the start of the thrower’s next turn. Creatures that start their turn in the area of effect or enter the area take 1d4 fire damage.)

1500

150

Exposed to the Elements

0145

Bursting Elemental Weapon (The finishing touches of this enchantment must be done on a plane aligned with its chosen element, as it requires infusing the weapon with energy until it is well oversaturated. Then, the weapon is given a controlled seal that only allows elemental energies to burst forth in controlled bursts while constantly absorbing ambient energies to stay empowered. Under pressure, the elemental infusion of this weapon adds 3d6 damage of the chosen element. Greater blows put more strain on the seal, and on a critical hit the enchantment instead deals 4d10 damage in a 10 ft. burst instead, no save, ignoring the wielder.)

30000

3000

Exposed to the Elements

0146

Camp in a Bottle (Opening this glass flask’s waxed cloth stopper and dumping its tiny contents on the ground creates a fully stocked camp with a dozen tents and bedrolls in available space in the thirty feet surrounding the opener. A small, waterproof chest with two dozen dried rations and waterskins grows to full size at the user’s feet. Two oil soaked logs drop from the flask next to the chest. These can be burned as a normal campfire, worth a day of fire each. Once it is emptied of its miniaturized campsite, the flask loses all magical properties.)

500

50

Gear Up

0147

Caster's Shield (This simple, wooden +1 buckler has sheep-hide vellum bolted to its inside face that the wearer can scribe like a scroll. When the 'scroll' is cast from, the written words are wiped clean while the vellum remains and can be reused. The vellum is not large enough to fit the amount of text required to describe a spell higher than fourth level.)

2250

225

Arcane Arsenal

0148

Cat Whisker Gloves (These gloves are black, skin tight, and thin enough to see through. Their elegance is disturbed by errant threads poking out at odd angles. Their wearer gets +2 Dexterity and +2 Wisdom. If the wearer touches the ground, wall, or another solid surface, they gain tremorsense out 5 ft. on that surface. The sense is clumsy but still enough to feel movements of gears behind walls, even if it can’t pinpoint the exact location.)

7000

700

Gear Up

0149

Cat Whisker Gloves, Greater (These greater gloves are black, skin tight, and thin enough to see through. Symmetrical rows of fine black hairs streak out nigh invisibly, twitching and swaying. Their wearer gets +4 Dexterity and +4 Wisdom. If the wearer touches the ground, wall, or other solid surface, they gain tremor-sense out 20 ft. along that surface. The sense is fine enough to pinpoint the number of night crawlers in a rotten log, or detail the movement of tumblers in a safe.)

18000

1800

Gear Up

0150

Cat's Cradle (A simple loop of magical string that can be looped around two hands in particular patterns. After doing so, the string turns into one of a number of mundane objects with a single slipknot dangling from one end. A Cat’s Cradle remains in this new form until the slipknot is loosed, turning the Cat’s Cradle back into a mess of string. A few of the forms are noted here: Manger forms a watertight cup, Diamonds forms a net that can safely capture and contain an object no larger than a fist, Cat’s Eye becomes a glass lens that magnifies five fold, and Grandfather’s Clock transforms into a miniature clock that accurately details the time. Other patterns can be discovered.)

400

40

Gear Up

0151

Cavalry Spikes (Unlike normal caltrops, these four inch balls of iron have six evenly spaced depressions along its surface. If these are given the command, “Pike Formation!”, the six depressions rapidly extend forth four foot pikes. The tetrahedral points of the Cavalry Spikes ensure that three pikes always point out and up while the other three form a secured base. Any creature that makes a charge, second move, or similar hasty movement will be struck by the pikes. Such a creature takes 3d6 damage and must make a Dexterity save or have their movement stopped (DC 15). Mounts that are stopped suddenly may throw their riders. Cavalry spikes can be thrown quickly, even as a reaction. Cavalry Spikes can only be used once and remain extended, having expended their sizing magic.)

250

25

Gear Up

0152

Celestial Scale Mail (Glimmering, silvery wings magically spring forth from the back of this polished +3 scale mail. The wings allow the wearer to glide indefinitely, falling 30 ft. each round and moving horizontally 60 ft. For up to 30 minutes each day, the wearer can take flight with good maneuverability at a speed of 50 ft. per round. Any healing effect the wearer applies to others has hit point restoration increased by 50%, rounded up. Five minutes worth of flight can be expended to create 1 round of a 30 ft healing aura, causing the silvery wings to glow. The healing aura heals 10 hp to each creature that starts its turn in the aura, deals 10 radiant damage to undead that start their turn in the aura, removes curses as per the spell cast at 2nd level, and acts as a protection from evil spell each round.)

25000

2500

Profane and Profound

0153

Chalice of Clairvoyance (A strong focus for scrying and vision spells, this wide mouthed tin chalice only works when filled to the brim with liquid and still enough that the liquid is smooth. A Chalice of Clairvoyance empowers scrying or divination spells cast using it as a focus. When filled with clean water, it increases the duration of the spell by 50%. Filled with fine wine, it also adds 2 to the DC if relevant. Fresh blood filling the chalice adds both of the previous effects but also treats the spell as if it were cast at one spell level higher. It deals 4 hit points per HD of damage to fill the chalice with blood from a helpless or willing creature. Other liquids may have different or more powerful effects.)

4000

400

Arcane Arsenal

0154

Chaos Ash (A smear of Chaos Ash on the casting implement or caster of a damaging spell changes the normal damage type school of the spell to a random other one. After being applied during the casting of the spell, the ash evaporates with the casting when the caster chooses to change either the school of magic, the damage type, or both. The modified spell triggers effects and abilities as if it were the new damage type and school of magic. Chaos Ash is a mixed bag of grainy ashes from expended extraplanar spell components, with enough for ten spell castings.)

1000

100

Exposed to the Elements

0155

Charged Armor (Occasional, painful sparks leap from the armor when it touches grounded or metal objects, but otherwise the armor is lit up by random sparks jumping between sections of the armor. Attackers that land a hit on the wearer while they are within 20 ft. take 1d6 electricity damage.)

4000

400

Exposed to the Elements

0156

Charged Weapon (Sparks arc across the surface of this weapon between regions divided by inlays of black. This weapon now deals shock damage instead of its normal damage type and if the wielder is targeted by damaging magic, the weapon absorbs some of the magical power to bristle with agitated sparks. The weapon deals an additional 1d6 damage on a hit. This bonus is increased to 3d6 until the end of the wielders second turn after taking damage from hostile magic.)

4000

400

Exposed to the Elements

0157

Charm of Combative Devotion (The wearer of this charm may, when granted an opportunity attack against a foe, instead use a healing or buffing cantrip targeting themselves or an ally within reach. A Charm of Combative Devotion is a small censer that wafts incense and hangs from a bracelet, necklace, or earring. Once each long rest, the charm may be called on as a bonus action to grant a boon to any number of creatures within 30 ft. Those creatures give off a faint scent of incense and when they spend their action to make an attack or cast an offensive spell, they may also choose to heal a creature within reach by 1 hit point. This effect lasts for 5 rounds.)

1000

100

Exposed to the Elements

0158

Charm of Dread Words (A choker of interwoven obsidian discs bears a voice enhancing enchantment. The wearer may use vocal effects and speak at double their normal range as their voice carries with less drop-off. Additionally, they can be understood by and effect deaf creatures within 5 ft. As a bonus action, the wearer can choose any number of creatures within 30 ft. Those creatures gain an aura of importance that imposes disadvantage on the first mental saving throw made against one of their abilities by an enemy within 15 ft. This effect lasts for 5 rounds and once used, cannot be used again until the wearer completes a long rest.)

1000

100

Exposed to the Elements

0159

Charm of Many Arms (A Charm of Many Arms is a steel bracelet that bears upon its form three embossed areas. As a free action, the wearer can store one set of tools, weapons, or shields usable in two hands. This engraves iconography identifiable to any who hold the bracelet about what it stores in that slot. If the slot on the Charm of Many Arms is already occupied, the items currently stored are swapped with whatever is currently held instead. Stored items weigh half as much while inside the charm. Once each day, the weare may grant any number of creatures within 30 ft. ghostly arms surrounding their own. Those creatures gain an extra reaction on each of their turns for the 5 rounds of the effects duration.)

1000

100

Exposed to the Elements

0160

Charm of Squall Attendants (A glass tooth hangs from a leather cord. Smoke swirls inside the Charm of Squall Attendants. Wind spirits bound to the charm will move up to 120 ft. to retrieve ammunition within sight, catching any misses before they would hit the ground. The spirits are only substantial enough to lift the spent ammunition and do not inflict damage or move objects by their passage. As a bonus action, the wearer can call upon these spirits to protect any number of creatures within 30 ft. Those creatures receive a +2 bonus against projectile attacks for 5 rounds. This ability can only be used once per short rest.)

1000

100

Exposed to the Elements

0161

Charm of Temporary Respite (When held in hand, attached to a casting implement, or in a spell component pouch, this charm can provide protection for up to one target within the area of effect of the user’s spells or abilities. That creature is ignored by the spell. The charm itself is a charred and half-melted platinum coin that is warm to the touch. It may be called upon to grant any number of creatures within 30 ft. an aura of force shards. When those creatures cast a spell or expend a magical ability, those shard fly forth to add 1 damage per damage die of the spell or ability used. This aura lasts for 5 rounds and once used cannot be used again until the user completes a long rest.)

1000

100

Exposed to the Elements

0162

Charm of Vengeful Thorns (Painted black vines and red roses cover this bandage wrap sleeve. Once per short rest, if the wearer would be reduced to 0 hit points by an attack, they may make a single basic attack against the cause of the attack, if they are within reach or range. On a hit, the wearer is reduced to 1 hit point instead. Once per long rest, the wearer may grant any number of creatures within 30 ft. a faint corona of thorns and roses. Those creatures have advantage on their first attack against, contested check with, or opposed saving throw from a creature that has missed an attack against them on its previous turn. The targets benefit from this effect for 5 rounds.)

1000

100

Exposed to the Elements

0163

Charred Map Fragments (Unreadable fragments of a charred map have been sewn into a cloth worn as a trinket. Calling upon sympathetic magic from the ruined map, the wearer can claim advantage on one skill, attack, or damage roll related to natural terrain, beasts, or weather. After using this power, the wearer must complete a long rest to use it again. For a wearer with any levels in ranger, the Charred Map Fragments also have another power, the wearer may designate one target creature who will find that the terrain is uncooperative, putting them off-balance so that they suffer an additional two damage from each of the wearer’s attacks. On marking a target, roll 1d10, and if the cumulative added damage is greater than the result at the end of the wearer’s turn, the mark fades. This is done as a bonus action and once used cannot be used again until a long rest has been completed.)

800

80

Exposed to the Elements

0164

Chatting Mirror (These two hand mirrors made of polished birch and silvered quartz are linked together. When held, the bust of the person holding the other mirror can be seen and heard as the reflection in the mirror. This allows the two mirror holders to converse as if standing right next to one another, no matter their distance or planar separation. If only one mirror is being held by a sapient creature, both reflect normally as high-quality mirrors.)

4000

400

Arcane Arsenal

0165

Chilled Armor (Cool to the touch, a chilled armor is covered in a thin layer of condensation and ice. When the wearer is struck by an attack, the armor expels ice and sleet in a 5 ft. radius, dealing 1d6 cold damage.)

4000

400

Exposed to the Elements

0166

Chilled Weapon (Almost too cold to touch, this weapon has built up a layer of ice around itself. Despite the added weight, the weapon is not unwieldy to use but changes its damage type to deal cold damage. On a successful hit, the weapon deals an additional 1d6 damage. If wielder is below one quarter their maximum hit points, the cold seeps into their veins through the handle and the Chilled Weapon deals an additional 1d6 damage.)

4000

400

Exposed to the Elements

0167

Chitin Armor (Made of large insect exoskeleton or from many smaller carcasses woven together with silk, chitin armor grants advantage on saves against contact poisons and on checks to apply poison.)

100

10

Fantasy Foundry

0168

Chitin Weapon (Specially prepared chitin of various large insect creatures, these weapons are useful in their association with poisons and toxins. Their waxy exoskeletons keep poisons potent and direct them right into wounds inflicted. Poisons delivered using this weapon have +1 save DC. The treatment of the carapace makes it as durable as iron.)

100

10

Fantasy Foundry

0169

Choking Powder (While Choking Powder can come in many containers: purple cloth bags, rolled in wide blue leaves, or thin white ceramic jars. A tossed container of Choking Powder creates a thick cloud of purple-black smoke. The cloud has a ten foot radius and moves freely with any air currents. Any breathing creature starting their turn in the cloud must make a Constitution save (DC 13) or lose their action coughing and sneezing. The cloud lasts for three rounds or until dissipated. Used underwater, the cloud of choking powder only lasts for one round before becoming inert.)

25

2.5

Fantasy Foundry

0170

Choking Powder, Refined (Fine, iridescent purple powder is irritating enough to make one’s eyes water and respiratory organs become agitated just by holding an open container of Refined Choking Powder. When smashed open or tossed, the fine powder becomes a 20 foot cloud of nearly invisible powder. Any creature that starts its turn in the cloud must make a Constitution save (DC 15) or that creature may only take a single move action to move at half speed. This affects any living creature that breathes or has exposed, sensitive mucous membranes such as eyes, mouths, or other similar biology. The creature spends that turn writhing in severe irritation. The cloud lasts for five rounds or until dissipated. Warnings are often listed on the container, as many a user has found themselves inside the nigh-invisible, noxious cloud when the wind changed. Used underwater, the powder will dissolve into a similar cloud 30 feet in radius that only lasts two rounds before becoming inert. Pouring milk on the affected areas of a creature cures them of its effects and grants advantage on saves against the choking powder for one minute.)

100

10

Fantasy Foundry

0171

Circlet of Capacity (Warmed by the racing thoughts of a stressed mind, this small copper crown helps its wearer keep multiple lines of thought running in the heat of battle. Every three rounds of combat increases the wearer’s ability to maintain concentration on an additional spell, to a maximum number of three spells. The bonus spell concentration maintenance fade at a rate of one per round after combat ends, but the wearer chooses which spells are released when this occurs.)

5000

500

Exposed to the Elements

0172

Clamping Crystal, Common (This prismatic, multi-faceted piece of quartz crystal is wrapped in a binding of copper wire with special twisting lock-nuts to clamp and unclamp the wires down onto the crystal. The special, axis aligned shape and quick-clamping features of this crystal allow repeated bindings and discharges of this container without destroying this container. Various sizes of this design are available, with each having a certain cost, HD limit, and soul size category maximum: fragment, 200 gp, 4HD; lesser, 1000 gp, 8HD; common, 2500 gp, 12HD; greater, 10,000 gp, 16HD; legendary, 50,000 gp, 25HD.)

2500

250

Bound

0173

Clamping Crystal, Fragment (This prismatic, multi-faceted piece of quartz crystal is wrapped in a binding of copper wire with special twisting lock-nuts to clamp and unclamp the wires down onto the crystal. The special, axis aligned shape and quick-clamping features of this crystal allow repeated bindings and discharges of this container without destroying this container. Various sizes of this design are available, with each having a certain cost, HD limit, and soul size category maximum: fragment, 200 gp, 4HD; lesser, 1000 gp, 8HD; common, 2500 gp, 12HD; greater, 10,000 gp, 16HD; legendary, 50,000 gp, 25HD.)

200

20

Bound

0174

Clamping Crystal, Greater (This prismatic, multi-faceted piece of quartz crystal is wrapped in a binding of copper wire with special twisting lock-nuts to clamp and unclamp the wires down onto the crystal. The special, axis aligned shape and quick-clamping features of this crystal allow repeated bindings and discharges of this container without destroying this container. Various sizes of this design are available, with each having a certain cost, HD limit, and soul size category maximum: fragment, 200 gp, 4HD; lesser, 1000 gp, 8HD; common, 2500 gp, 12HD; greater, 10,000 gp, 16HD; legendary, 50,000 gp, 25HD.)

10000

1000

Bound

0175

Clamping Crystal, Legendary (This prismatic, multi-faceted piece of quartz crystal is wrapped in a binding of copper wire with special twisting lock-nuts to clamp and unclamp the wires down onto the crystal. The special, axis aligned shape and quick-clamping features of this crystal allow repeated bindings and discharges of this container without destroying this container. Various sizes of this design are available, with each having a certain cost, HD limit, and soul size category maximum: fragment, 200 gp, 4HD; lesser, 1000 gp, 8HD; common, 2500 gp, 12HD; greater, 10,000 gp, 16HD; legendary, 50,000 gp, 25HD.)

50000

5000

Bound

0176

Clamping Crystal, Lesser (This prismatic, multi-faceted piece of quartz crystal is wrapped in a binding of copper wire with special twisting lock-nuts to clamp and unclamp the wires down onto the crystal. The special, axis aligned shape and quick-clamping features of this crystal allow repeated bindings and discharges of this container without destroying this container. Various sizes of this design are available, with each having a certain cost, HD limit, and soul size category maximum: fragment, 200 gp, 4HD; lesser, 1000 gp, 8HD; common, 2500 gp, 12HD; greater, 10,000 gp, 16HD; legendary, 50,000 gp, 25HD.)

1000

100

Bound

0177

Clear Ioun Stone (This small glass sphere floats daintily in orbit around its wearer’s midsection after being grasped and touched to the stomach. If worn for at least a day, the wearer's normal food and water needs are satisfied magically if not met such that the wearer never feels more than minor pangs of hunger or thirst.)

1000

100

Arcane Arsenal

0178

Clever Abacus (The Clever Abacus is a polished walnut abacus with colored sandstone beads on tin rods. Using this abacus to help calculate one’s finances, the eerie accuracy of this abacus, seemingly accidental corrections of minor mistakes or assumptions, cuts costs by 5%, up to 100 sp per hour of clerical work spent on the task. This could mean lower henchman costs, keep upkeep, or trade good prices. For spellcasters, the abacus can also be used as a focus during a spell or ritual. For spells or magics that create or modify physical substances, the abacus increases the volume, weight, or area by 5%. This might let a wizard dig more with a Move Earth spell or create a slightly larger Stone Wall. Once a spell or financial situation has been assessed with the abacus, no further clerical work will further increase it.)

2500

250

Arcane Arsenal

0179

Cloak of Elven-kind (The Cloak of Elven-kind is a light green, hemp cloak that subtly takes on the colors and patterns of its surroundings. When outdoors, the wearer gets +2 to stealth if they draw the cloak about themselves and stay still.)

350

35

Gear Up

0180

Cloak of Invisibility (This cloak confers Greater Invisibility on the wearer as a free action by drawing the cloak around their body. It is a simple brown cloak lined with black crushed velvet on the inside.)

70000

7000

Gear Up

0181

Cloud in a Bottle (Uncorking the swirling, cloudy vortex in this clear wine bottle will expel a blast of strong wind in the direction of the opening that lasts for 1 minute. If outdoors, the weather will become one step cloudier for the surrounding mile within 12 hours for the next week. This has a corresponding effect on other types of weather related to the cloud cover. When released indoors or underground in an insufficiently large space for weather to take place, the strong gusts rush back into the bottle or another suitable container and re-cork themselves after the initial minute of gusting. The bottle can be used as an action once each day, but reusing it in the same area merely lengthens the effect but does not increase its severity.)

1000

100

Profane and Profound

0182

Cloud Staff (A white and blue painted Cloud Staff lets its wielder cast weather related spells through the staff. In addition, with a small tap of the fluid-filled, marked, glass topper, the wielder can call forth a small cloud to hover over their head. This cloud creates a personal bubble of mundane weather in a five foot radius: a cool breeze, light rain, snow flurries, or a warm wind. Spell casters holding the staff may use equivalent or higher spells in order to cast the following spells using the staff instead of their own spell list: Fog Cloud, Gust of Wind, or Sleet Storm. Weather related spells cast while holding the staff last one additional unit of time.)

7500

750

Profane and Profound

0183

Coat of Claws (A Coat of Claws is a masterwork hide armor made of overlapping clawed beast paws and pelts. Over the course of a five-minute ritual, an attuned wearer can create undead beast minions by pulling a claw off the armor and wrapping it around a dead beast corpse’s paws, talons, or appendage. The created minions have 1 hit point for each HD they had when alive, a claw attack using a +2 strength bonus, damage based on their size (a base 1d6 slashing for medium sized creatures), and proficiency bonus based on their HD when alive. The minions have an AC of 12 and the same movement speed as when they were alive. They lose any skill proficiencies they had but now obey the exact instructions of the attuned wearer of the Coat of Claws, who can command a number of beast minions equal to their own HD. If not under orders or the wearer of the armor loses attunement, they will default to attacking any living creature they can sense.)

3000

300

Arcane Arsenal

0184

Cockatrice Scale (This +1 scale male consists of metal scales covered by glued on, grey-green cockatrice scales and feathers. Stone dust hangs in the air near the armor, slowing the joints and limbs of attackers within 5 ft. Attackers lose 10 ft of their movement speed with each attack they make against the wearer. The slow effect of the Cockatrice Scale lasts until the end of their next turn. Thrice each day, the wearer can bunch up their shoulders to fluff out the armor’s feathers and scales. The next attacker loses all of their movement speed. Each turn, they may attempt to make a CON save, DC 12, to end the effect. If the creature fails this save twice in a row, they turn to stone permanently. After three uses of this ability in a day, the feathers go limp and scales lose their luster, and the Cockatrice loses its slowing ability until the wearer completes a long rest.)

8000

800

Fantasy Foundry

0185

Cold Iron (A weapon or armor, crafted of strong steel and then given an edge without again touching the heat of a forge. Cold iron retains its attunement to the material plane’s natural order, and this attunement allows it to bypass racial damage resistances, in the case of weapons, or ignore racial damage bonuses, in the case of armor, of fey, demons, and other chaotically aligned outsiders. Using cold iron and striking a creature under the influence of a charm or enchantment effect from chaotic outsiders takes damage as normal but is allowed to make a new save against that effect, although with disadvantage. Cold iron is more fragile than tempered steel, and is vulnerable to sonic damage and has disadvantage on saves versus destruction.)

500

50

Profane and Profound

0186

Cold Iron Longsword (A longsword, forged of cold iron is of a high quality and does full damage to Fey and Devils.)

500

50

Profane and Profound

0187

Cold Iron Weapon (A weapon forged of cold iron is of a high quality and deals full damage to Fey and Devils, ignoring their damage resistances by retaining the ores attenuation with the material plane. Cold iron weapons are made without being heated in a forge or annealed in a furnace. As a highly skilled smith is needed to make such a weapon, it gets a +1 to attack.)

500

50

Fantasy Foundry

0188

Collector's Robes (Collector’s Robes are long, fluffy cotton robes of many different styles and (always garish) colors. Dotting the outside and covering the inside of this robe are numerous pockets of all sizes and types. Most of these are mundane pockets, but some are linked with extra-dimensional pocket spaces. The robe always weighs 10 pounds. Of its extra-dimensional pockets, it has a dozen 1 ft cube spaces, a half dozen 2 ft cube spaces, and two large 4 ft cube pockets. The robes make it easy to access any of these items, reaching for one puts it conveniently at the top of the pocket when it is searched for. They often come with random items, and it has a 25% chance of having a non-unique item worth less than 100 sp if the pockets are searched for a full minute. Items stored in extra-dimensional spaces do not suffer the passage of time.)

20000

2000

Gear Up

0189

Combat Maneuver Defense Armor (A non-magical alteration to the armor confers a +2 bonus on saves against one type of combat maneuver. Examples of this effect include locking gauntlets (saves against disarm) or well-balanced armor (saves against trip).)

250

25

Gear Up

0190

Combat Maneuver Defense, Greater Armor (A magical modification to the armor confers a advantage on saves against one type of combat maneuver. This effect might include earth elemental rocks in a boot heel (saves against force back), or the lucky coin of a thief hammered into breastplate (saves against bluff).)

2500

250

Gear Up

0191

Combat Maneuver Weapon (A melee weapon thus enchanted has been imparted with the knowledge of a skilled combatant. This weapon will make the unskilled proficient and add further to the skill of the proficient. (Offers proficiency in one combat maneuver. If already proficient, adds a +2 to that roll. Bluff, Intimidate, Bull-Rush, Grapple, Trip, or Disarm))

1250

125

Gear Up

0192

Combat Maneuver, Greater Weapon (A melee weapon empowered with the knowledge of a master combatant. This weapon will make the unskilled adept and make the proficient into masters. (Offers proficiency in one combat maneuver and a +2 bonus. If already proficient, adds a +2 to that roll and gives advantage. Bluff, Intimidate, Bull-Rush, Grapple, Trip, or Disarm))

2500

250

Gear Up

0193

Comfortable Armor (Padded and ergonomically designed armor allows its wearer to sleep in the armor at no penalty.)

100

10

Gear Up

0194

Conjurer's Closet (Two large ebony wardrobes are made as a pair. When a person or object is shut inside one wardrobe and a command word is spoken, it appears in the other. If there is not enough space in the other wardrobe when the first is shut, no teleportation occurs.)

6000

600

Arcane Arsenal

0195

Consecrated Book of Prayers (Reading from this well-worn, leatherbound book of general religious rites that allows its holder to perform a short religious ceremony over the course of a short rest. This ritual calls to the attention of a deity or demi-god in alignment with the user for a minor intervention. This intervention takes the form of the user preparing a single cantrip from the cleric spell list that they can cast once before their next rest. If they perform this ritual again, their previous call for aid is forgotten and replaced by the new spell. Should the user of the Consecrated Book of Prayers have any levels in cleric, they may also perform a longer ritual as part of a long rest. During this longer ritual, they reach out to a deity of a domain different from their own for aid and this request is answered. When they would use their channel divinity feature, they may instead use the power granted by the domain chosen during the ritual. This can only be done one time and if the ritual is performed again before being used, the previous domain is ignored.)

800

80

Exposed to the Elements

0196

Copper Armor (Copper channels and plates conduct magic away from the most vulnerable body parts, at a cost of the overall durability of the armor, reducing the armors hit points by half. Reduce the damage of spells directly targeting the wearer by or reduce non-damaging hostile spells’ duration by 1/4.)

300

30

Fantasy Foundry

0197

Copper Weapon (A rather poor substitute metal for a combative weapon, copper works nicely for channeling the sheer amounts of energy contained in magic spells. A copper weapon used as a spell channel or focus improves the caster’s damaging spells by 1 damage.)

300

30

Fantasy Foundry

0198

Cord of the Rip Tide (This small coil of blue and white rope can be used to escape. By tying one end of the ten foot rope to a solid object and the other end around one’s waist, the rope connecting the two tied points vanishes. The remaining few inches of rope at either end act as if an invisible rope still connects the two loops. With a sharp pull of the anchored rope, the other end is teleported back to within 10 feet of the anchor point, with the rope reappearing. An invisible force keeps a creature tied with the Cord of the Rip Tide from traveling more than one hundred feet from the anchor point. (tie around waist, another magically connected end can be yanked to teleport you back))

1500

150

Gear Up

0199

Corded Rattails (Cut from a ratking mass and wrapped in woven cocoons, Corded Rattails are a boon to spells dealing in vermin or insects. Used as the spell focus for summoning, enchanting, or controlling effects on vermin, this spell focus will target additional vermin or insects, enough to increase the total hit points summoned or controlled by 20%, rounded down.)

6000

600

Profane and Profound

0200

Corroded Hulk (Piles of rusty iron plates are bolted, jointed, and twisted together into a vaguely humanoid shape. This rusted out +1 plate mail corrodes any non-magical metals that it touches. This only affects their appearance. Any metal weapons that hit or that strike the armor, those that would hit without the armor, rapidly rust and have a 50% chance of incurring a -1 penalty to attack and damage until they are resharpened. This penalty builds upon itself. Three times a day, the wearer can clench their gauntlet into a fist then reach out with a rusting grasp attack. This attack rusts away non-magical metal of up to 30 pounds or rusts a single magical metal item to uselessness, needing 1d4 hours of care before it can be used again. If that object is held, its holder can make a DEX save (DC 16) to instead take a -1 penalty to all rolls using that object until it is repaired. Magic items grant advantage on this save. After all three daily uses are made, the armor’s rust recedes, leaving it as a faintly brown, battered iron plate mail armor that does not corrode metals at a touch until the rust is allowed to grow back overnight.)

8000

800

Fantasy Foundry

0201

Corrosive Armor (Etched and pitted with acid that flows along its surface, corrosive armor reacts to attacks like a rock dropped in a puddle. Corrosive Armor spits a blob of acid back at attackers within 60 ft. for 1d6 acid damage. The acidic coating on this armor deals its acidic damage to any creature or object restraining or grappling the wearer at the start of the wearers turn and each time they or the wearer take a grapple action.)

8000

800

Exposed to the Elements

0202

Cracked Bloodstone (Dark red crystal can be seen in the cracks of this fist-sized geode and dried blood flakes off of its rough exterior. Hung from a belt, scabbard, or chain, the Cracked Bloodstone seems whisper a grating static that only the wearer can hear and once between rests they can enter a short rage. Until the end of their next turn, the wearer has advantage on strength checks, saves, and melee attacks while also having resistance to bludgeoning, slashing, and piercing damage. If the wearer has any levels in barbarian, the red glowing cracks flow over the body of the wearer while they are raging. This grants them a +2 bonus to their armor class that is diminished by +1 for each hit the wearer has suffered since their last long rest, to a minimum minimum of +0 when the light from the geode fades.)

800

80

Exposed to the Elements

0203

Creepy Doll (A tiny ceramic doll of a little girl is clothed in tattered white silk clothing. It’s face is cracked and chipped; black hair tied up into braids. The doll cannot be destroyed. Any spirit, soul, or creature that would possess another creature or object within 60ft of the doll must make a WIS save (DC 20) or possess the doll instead. The doll can be purified and the possessing spirits destroyed as normal. No possessor cannot leave unless they spend their turn to successfully make a WIS save (DC 20). Successfully escaping the doll frees them to seek a vessel within 60 feet, whether that is their previous vessel or a new one. If they fail to find a new vessel within 1d6 rounds, they die. The Creepy Doll, when possessed, has an AC of 14, a movement speed of 15 ft, attack bonus of +4, and has proficiency with all improvised weapons. It can speak, has a STR of 8, a DEX of 12, no CON score, and the mental statistics of the dominant spirit. Spirits inside the doll cannot use their abilities. For each spirit possessing the doll beyond the first, the doll gains +2 STR and DEX, up to a maximum of +8. Unless one spirit is significantly stronger than the others, having twice as many Hit Dice as another, they vie for dominance. They make opposed CHA checks with proficiency to determine which spirit controls the doll on any given turn, with the doll acting on the initiative order of the dominant spirit.)

2000

200

Bound

0204

Crossbow of Clouds (Shot up into the air, bolts fired from this azure and white, painted crossbow split into dozens of tiny bolts that plunge down on an area, dealing reduced damage, rounded down to a minimum of 1. Assuming enough vertical height, bolts can be aimed to deal ¾ damage across a 5 ft. radius, ½ damage across a 10 ft. radius, or ¼ damage across a 15 ft. radius. The apex height of the burst is 4 times the radius of the area it is intended to hit, and if there is not sufficient vertical space, the bolt will strike the obstruction and will not split. The wielder of this crossbow makes a single attack roll that is compared against the armor class of all the creatures in the affected area.)

2000

200

Arcane Arsenal

0205

Crown of Aboleth Intelligence (Obsidian and opal work together with magical forces to bend light around this crown such that it appears as a hole devoid of light to any creature lacking true sight. The wearer’s Intelligence is increased to a 23 or by +6, whichever is greater. Once each short rest, the user of the crown can change a spell from a single target spell with a save to a single target spell with an attack roll. Once each long rest, they may convert half of a spell’s damage to psychic damage. The wearer of the crown has resistance to psychic damage.The wielder of this crown can maintain concentration on any number of spells, but they take a -1 penalty to their concentration checks and spellcasting modifier for each spell they maintain beyond the second.)

80000

8000

Gear Up

0206

Crown of Beholder Intelligence (A blackened and pitted iron crown bears seven gemmed eye stalks from atop its brow. The wearer’s Intelligence is increased to a 19 or by +2, whichever is greater. Once each short rest, the user of the crown can change a spell from a single target spell with a save to a single target spell with an attack roll.)

9000

900

Gear Up

0207

Crown of Compulsion (This glittering crown of golden briar branches refuses to sit comfortably on top of its wielders head. Three times each short rest, the wearer can cast Command as the spell with a save DC of 12. Once each long rest they may make a proclamation, which functions as Suggestion, DC 14, with a duration of up to eight hours, halved for each target beyond the first. Creatures that make their saving throws ignore the compulsion. When an enchantment effect created by the wearer of the Crown of Compulsion ends, creatures affected by it must make a save against the original spell DC or they will rationalize away any magically compelled actions as their own. Creatures compelled to act against their core moral beliefs have advantage on this save, but even on a failure their head eventually clears and they recognize the enchantment when they next rest.)

6000

600

Exposed to the Elements

0208

Crown of Constraint (Appearing as a crown of golden briars, like a Crown of Compulsion, once the attuned wearer attempts to use its active abilities, the fake crown will reveal itself as a crown of rotting thorns. After being revealed, the wearer will be unable to remove the crown without the help of a curse breaking effect of 4th level or higher. Once each short rest, they must follow the words of a hostile creature as if the creature had successfully cast Command on them, otherwise they can gain no benefit from their next short rest. Once each long rest, they must do what a hostile creature tells them to do as if the creature had successfully cast Suggestion on them or else they can gain no benefit from their next long rest.)

1000

100

Exposed to the Elements

0209

Crown of Mind Flayer Intelligence (The Crown of Mind Flayer Intelligence is a golden tiara inset with twisted amethyst rough-cut gems. The wearer’s Intelligence is increased to a 21 or by +4, whichever is greater. Once each short rest, the user of the crown can change a spell from a single target spell with a save to a single target spell with an attack roll. Once each long rest, they may convert half of a spell’s damage to psychic damage. The wearer of the crown has resistance to psychic damage.)

27000

2700

Gear Up

0210

Crown of Rakshasa Intelligence (This simple crown of polished wood is lined with a glimmering tiger pelt and topped with polished feline incisors. The wearer’s Intelligence is increased to a 17 or by +1, whichever is greater.)

3000

300

Gear Up

0211

Crystal Ball (Crystal Balls worthy of the name are made by enchanting perfect glass spheres without even the smallest, microscopic imperfection. Lacking in any flaws, the perfect sphere is nigh immune to shattering and damage, ignoring the first 50 damage from a single source. For those able to cast spells, they may cast any divination spell of 1st level and below, if it is of a spell level no higher than one they can cast themselves. The Crystal Ball may be used to cast a spell up to three times each day, one each morning, one each afternoon, and one each night. For each day that has passed with the Crystal Ball remaining stationary, the glass becomes darker, peering into the void itself. The maximum spell level that can be cast increases by 1 for each day, up to a maximum of 5th level on the 6th day it has not moved.)

100000

10000

Arcane Arsenal

0212

Crystal Heart of Light (A bright, diamond, head-sized crystal cut in the shape of a heart. The heart must be charged up by pure, unfiltered sunlight. For every consecutive day of sunlight exposure, sunrise to sunset, the Crystal Heart of Light stores more energy. Every day without sunlight, it loses one day’s worth of stored energy. Days of partial sunlight neither lose nor gain energy. The heart has only 1 hit point and an AC of 14. It can only take damage from a purposeful, directed, destructive action against it alone. After one day, it shines brightly in the dark, casting out bright light for 100 ft and dim light out to 200 ft. After three days, it also gains a 50 ft cleansing aura that imposes disadvantage on all rolls by undead and all dead corpses within 50 ft are blessed by a Gentle Repose each noon. After seven days, the cleansing aura increases to a 200 ft radius. Necromancers within 1 mile are dampened in their abilities, with the number of necrotic undead that can be controlled being decreased by 2 HD per caster. After fifteen days, the cleansing aura expands out to 500 ft and the dampening effect spreads to 2 miles away from the crystal heart. The light shines with daylight out to 250 ft and another 250 ft of dim light beyond that. After thirty days, the heart can touched to corpses affected by Gentle Repose to create up to 30 HD of blessed undead each day up to an hour after dawn. Holy undead are purely mechanical in function, having no attachment to the deceased soul. They are healed by radiant damage but vulnerable to necrotic damage. Their flesh becomes whole, if pale, and they are wrapped in pure white silk robes and a faceless, white ceramic mask. They cannot speak but understand all commands. They serve the wielder of the Crystal Heart of Light unquestioningly. Without commands, they will protect living creatures from harm, subdue violent creatures, and destroy necrotic undead. Creating undead uses 1 day of solar energy for every 3 HD of undead created. At the maximum charge of three hundred days of sunlight, the cleansing aura extends for 1 mile, the dampening of necrotic undead control increases to a 5 HD reduction within a 5 mile radius.)

200000

20000

Profane and Profound

0213

Crystal Weapon (Crafted from crystals slowly grown underground, crystal weapons and projectiles have jagged edges that shatter on impact, sending tiny shards fanning out. These jagged edges are constantly reforming from minerals in the air to replace the shattered edges. (½ Weapon Damage to foes in a 5ft burst))

3000

300

Fantasy Foundry

0214

Cunning Veil (Made from the veil of a pragmatic or political wedding, a Cunning Veil grants a +1 bonus to insight and perception checks made by the attuned wearer. Additionally, the wearer can, with a free action, shapeshift the form of the Cunning Veil to that of other headwear or styles of veil.)

750

75

Arcane Arsenal

0215

Cursesmother (A dual ended wand, with a white haired wood face on one end and a black haired gnarled wood face on the other. Touching this wand to a creature bearing a curse or compulsion allows the user to either lengthen the effect by 50% of its original duration unless they succeed on a save against the original effect DC or reduce the remaining duration by 25% of the original duration. Touching the wand to a creature with no curse allows the wielder to grant that creature advantage against the next save they make against a curse or compulsion within the next hour or places a weak hex on the creature. Should the target fail a Wisdom save against the hex, DC 13, they are cursed with disadvantage on saves against curses and compulsions for the next half hour. Despite its dual-sided appearance, both the boon and bane granted by this wand can be applied from either end and doing so requires a bonus action.)

2000

200

Profane and Profound

0216

Custom Armor (Fitted to the wearer, custom armor imposes disadvantage on anyone else that tries to wear the armor. This effect can also include cosmetic effects and other minor features.)

100

10

Gear Up

0217

Custom Weapon (Fitted out with a personal crest, bits of flair, and custom tailored to the hands of the intended owner, a custom weapon is harder to disarm and is uncomfortable for others to use. (+1 vs Disarm. -1 to Attack for others to wield))

50

5

Gear Up

0218

Custom, Specialized Armor (Very specialized armor designed to fit one person, even down to the smallest detail of joint articulation and body weight distribution. Specialized custom armor is treated as being one armor category lighter for encumbrance purposes but it imposes disadvantage on others who try to wear it.)

1500

150

Gear Up

0219

Dagger of Venom (Originally created to mimic the fangs of snakes, a Dagger of Venom can coat itself with a poison similar in consistency and color to uncooked egg white. Hidden in the handle is an enchanted venom gland that slowly fills with poison, allowing it to be twisted up to three times each day to release poison onto the blade. The first time the blade deal damage, the target must make a DC 14 CON save or take 2d6 poison damage each round at the start of their turn. At the end of each turn, they may attempt a new save as a free action to neutralize the poison.)

2500

250

Save Vs. Disease

0220

Dancing Weapon (A weapon enchanted to dance can be stirred to life by its attuned wielder to float about and attack. With a free action up to three times each day, a mental command gives the Dancing weapon the ability to float a few feet off the ground, along with its ammunition, to move up to 30 ft. each round and attack. As a bonus action once each round, the attuned owner of the weapon can command the weapon to move and attack, using the owner’s attack and damage bonuses. This effect lasts until the owner recalls the weapon to their hands, they fall unconscious, the weapon moves further than 120 ft. away from the owner, or the weapon fails a concentration check, with advantage at +8, against damage it receives.)

4000

400

Arcane Arsenal

0221

Dark Blue Ioun Stone (The Dark Blue Ioun Stone is a 6-inch concave lens that swirls in a ring around the wearer’s head just above brow after being grasped and tapped to their forehead. It is enchanted to reflect light in just the right ways to alert its wearer to hidden details, obscured movement, and movement in their blind spots. The user gains advantage on all perception checks, +2 on initiative, and +2 on their passive perception.)

5000

500

Arcane Arsenal

0222

Dark Ice Armor (Dark Ice is a permanently frozen, black ice from the farthest reaches of cold and glaciers. This cold armor generates a chilling wind 5ft around it, dealing 2 cold damage each round Light armor deals 1 cold damage each round. The wearer is also subject to his cold damage unless they wear suitable winter clothing underneath.)

1500

150

Fantasy Foundry

0223

Dark Ice Weapon (Formed of permanently frozen, magical ice from the coldest reaches of great tundra in the elemental plane of water, dark ice weapons draw warmth and energy out of the air. On a hit and even on a near miss (a miss by 5 or fewer), the dark ice deals half weapon damage of cold. The weapon rapidly sucks the heat and energy from the foe.)

2000

200

Fantasy Foundry

0224

Dark Shroom Oil (Harvested from thin stalked mushrooms hidden in the base roots of jungle trees, Dark Shroom Oil is a fermented and torturous poison. As an oil, the poison can be applied in food, on a weapon, rubbed on as a contact poison, or heated into a noxious gas. Whatever the method of the delivery, one trait is shared, a poisoned creature initially exposed to the poison must make a Constitution save, DC 13. Failure results in permanent blindness. On a success or failure, initial exposure reduces the creature’s seeing capacity to 1/10th for 1 minute as their eyes cloud over with dark oil. When ingested, the victim must make a save each day. Each failed save results in a random limb turning black and becoming unresponsive. Three successful saves means the victim has metabolized enough poison to no longer suffer further ill effects. Creatures failing three times against ingesting Dark Shroom Oil become fully gangrenous and random fungi sprout from their dying body. When inflicted with a weapon, the poison causes the wound to fester and rot, requiring a save. Failure results in an ongoing 3d6 poison damage with a new save each round allowing the victim to reduce the damage by 1d6. When the victim reduces this damage to 0d6, they are free from the poison and can begin healing the damage the poison caused. Until the poison is removed, the creature cannot heal the damage the poison has done. When inhaled as a gas, the Dark Shroom Oil grants the victim a euphoric high for 1 hour and requires a save or the victim will fall into a euphoric coma for 1d4 days. Success on this save means the victim gains a minor manic compulsion instead. Any creature that has been blinded by the Dark Shroom Oil, even if they regain sight, never loses the ink-black eye and is forever immune to its blinding effect. It is rumored that some afflicted by the Dark Shroom Oil cry a liquid that can be fermented into more poison, leading some depraved souls to purposefully inflict children and keep them captive.)

4000

400

Save Vs. Disease

0225

Darknet (This net perpetually cloaked in shadows restrains the shadows of creatures it is thrown over, requiring a wisdom save, DC 13, or the creature becomes restrained. In places with faint or no shadows, the target gains advantage on their saving throw. Incorporeal creatures and those from the plane of shadows suffer disadvantage on their saving throws. As an action, a creature may attempt a new save against the Darknet. The Darknet has 30 hit points and is partly incorporeal and is resistant to bludgeoning and piercing damage.)

3000

300

Profane and Profound

0226

Dawn Powder (Finely ground glowing powder that when burned in a normal light source, that light source is treated as if it were true daylight. One use can be mixed with one pint of lamp oil, one torch wrapping, or mixed in to the wick of many candles. Larger or smaller light sources will use up a single portion of Dawn Powder proportionally faster or slower. (30ft radius-hours). When imbibed, the powder lets its user automatically succeed on the next two death saving throws that they would fail within the next minute. Poured into the mouth of a creature that died in the last minute, that creature returns to life, dying, with two failed death saving throws. Weirdly, this was first discovered as a sedimentary waste created during a distillation of a blindness poison. Some have posited that the light produced by the powder is the stolen light that would be seen by the blind victims.)

500

50

Gear Up

0227

Death Shroud (A thin, black shawl curls around and clings to the wearer. This Shawl is rumored to be an invitation or a trial run created by Death for would be reapers of souls. Cool to the touch, it acts like +3 leather armor. By pulling the shawl tighter around their whole body, the wearer can become invisible three times each day. This invisibility lasts for 5 minutes or until the wearer makes an attack. The Death Shroud whispers telepathically how weak the creatures around it are, granting knowledge of their remaining HP. If the wearer drapes part of the shawl over a creature that died within 5 rounds, the shawl dries the corpse into dust and bones, granting 10 temporary hit points to the wearer. Placing it over a corpse dead for longer has a similar effect on the corpse but provides no bonus to the wearer of the cloak. Putting a corpse to rest this way renders it immune to resurrection or animation as it immediately sends their soul, if lingering, to its respective afterlife. The Death Shroud wearer holds Death's favor, who grants them advantage on death saving throws and soul removal (halve the result on the death and dismemberment tables). Should the wearer die, their corpse is immediately subjected to its effects.)

25000

2500

Bound

0228

Deep Red Ioun Stone (The deep crimson of this long, thin prism spins in place just above its wearer’s wrist after tapped there. The wearer gets +2 to their Dexterity score as the soothing energy of the prism keep tendons and nerves sharp and responsive.)

9000

900

Arcane Arsenal

0229

Defending Weapon (Lending some of its magic to defending its wielder, a defending weapon confers its magical bonus against attacks from a single foe. (Bonus to defense against a foe that was targeted since your last turn).)

3000

300

Gear Up

0230

Defensive Weapon (A defensive weapon can utilize some of its magical bonus towards defending its wielder, but this sacrifices some of its combat ability. (On attack, transfer any amount of the magical bonus to defense until the beginning of your next turn))

1000

100

Gear Up

0231

Deflecting Armor (Deflecting armors have a mirrored finish on metal or a polished metal plate . The polished metal has some give, like a dense sponge. The wearer can use their reaction to deflect a single projectile such that it misses harmlessly or impose disadvantage on a ranged magic attack.)

3000

300

Gear Up

0232

Delver’s Sling (This is a dull-grey hammock with silver, clawed, rings at either end that can be stuck into any surface. The faintly glowing rings have five claws curving out each face of both rings. When attached to a surface, the claws dig in, holding up to five hundred pounds. For up to ten minutes each day, the anchors can be set to attach to a point in the open air as the claws dig into the material plane itself.)

1000

100

Arcane Arsenal

0233

Demon Cleaver (This wicked blade was first forged by a tormented blacksmith who lost his wife to the tortures of a mad king. Some say opportunistic demons were his muses. It functions as a battleaxe and will rend the flesh of its enemies. The Demon Cleaver acts as a +1 longsword and on a hit, the target must make a Constitution save, DC 13 or suffer a -1 penalty to rolls and 1 bleed damage each round until healed. On a successful save, the creature instead takes a -1 pain penalty to all rolls for 1 round.)

6000

600

Profane and Profound

0234

Demon Skin Leather (A +1 leather armor made from the cured hides of demons, sewn with hair of the bearded devil and dyed a mottled red-black with the blood and fluids of the innocent. This squirming leather cuirass grants advantage on intimidate checks, resistance to fire damage, and once each day the wearer can cast Fear as a 2nd level spell as an action, DC 14.)

5000

500

Profane and Profound

0235

Demonfire Steel-spitter (A charred and pitted metal pipe is bolted and chained to a blackened stump of wood. A demonic pact brought these devices to life in the hands of an ambitious mage. She used these steel spitting weapons to carve out an empire but quickly went mad with power, forging ever larger steel spitters, until one the size of a small keep exploded, scattering her and her weapons to the four winds.)

12500

1250

Modern Mayhem

0236

Desiccated Wrappings (Collected from mummies, Desiccated Wrappings are a bundle of rags and bandages wrapped around the wearer. When worn, they suck moisture from the wearer, reducing their max HP by 2 per HD. When removed, 1 maximum HP returns each day as the creature slowly re-hydrates. Only 5th level spells and above can restore maximum HP lost to this effect faster than 1 hp per day, and only once the rags have been removed. Desiccated Wrappings reduce the wearer’s body weight by ½, grants regeneration 5, confers resistance to poison and necrotic damage, and reduces the need for food, water, air, and sleep to ¼ the normal amount. The bandages take an entire hour to don or remove but act as +3 scale mail. Melee attackers within 5 ft. contract Dry Rot when they hit the wearer unless they make a DC 15 CON save. The onset delay for Dry Rot is 1d4 days, after which the afflicted must make a CON save, DC 15 each day. On a failure, 1/10th of their body weight evaporates and they must drink a full waterskin every hour or make a Constitution save against exhaustion, DC 10 + 1 per previous save made in the last 24 hours, or gain one level of exhaustion. The disease requires 3 consecutive successful saves to overcome, and no magical healing can remove the exhaustion levels or restore the body weight loss until the magical disease is cured. The wrappings’ magical properties will not function for 3 rounds after taking radiant or fire damage.)

30000

3000

Fantasy Foundry

0237

Devil Spit (This concentrated, sulfuric, yellow liquid adds 1d4 necrotic damage to weapon damage rolls. After Devil Spit is applied as a bonus action, the user has 1 minute to hit an enemy or the spit will corrode the weapon, inflicting a -1 penalty to attack and damage until repaired. The bonus necrotic damage fades after 1 minute. Alternatively, if thrown as a splash attack, it deals 1d4+1 damage in a 5 ft. burst within 30 ft. with a Dexterity save, DC 11, reducing the damage by half.)

100

10

Exposed to the Elements

0238

Dimensional Salt (Once on a creature or ingested, Dimensional Salt causes any and all teleportation attempts by the creature to fail. The extraplanar salt mix only lasts for ten minutes once exposed to air, water, or a creature’s metabolism before it breaks down. When used on a creature, there are three doses in each pouch of salt. The light pink grains can be ground into a fine powder or mixed into an oily paint to instead block teleportation through the covered surface. When mixed this way, the salt will last ten times as long before oxidizing and can cover up to ten, five foot squares. The substance is the refined substrate left behind when gods move between planes. If used as part of a ritual casting Wall of Force or similar spell over the same salted surface three days in a row, the teleportation blocking effect lasts for one year or until the surface is destroyed. If this ritual of threes is done three times in the space of that year, the teleportation blocking effect is permanent until the surface is destroyed.)

1500

150

Profane and Profound

0239

Diplomat's Jawbone (Gold and jewel gilded jawbones of famous negotiators are worn over the jaw or on top of the collar bone as an amulet. Honeyed words flow more smoothly out of the mouth of the wearer, conferring a +2 bonus to Charisma. In addition, the wearer of the Diplomat's Jawbone may reroll one Charisma based skill check each day, but they must take the new result even if it is worse.)

4000

400

Arcane Arsenal

0240

Diplomat's Monocle (A regal, Gold-leafed, iron monocle that when worn lets its wearer see lies as illusory puffs of smoke pouring from the liar’s mouth, with bigger smoke clouds the bigger and more brazen the lie. By turning the monocle a half turn and focusing on one creature intently, the monocle casts Detect Thoughts. This ability can be used up to three times a day; after the last use, the monocle loses its ability spot lies until the next day.)

5000

500

Charged

0241

Disguised Armor (Disguised armor is built into, or crafted to resemble, normal attire. It confers advantage on checks to conceal the armor as well as allowing the armor to be worn without suspicion from bystanders.)

800

80

Gear Up

0242

Displacer's Cloak (Shiny purple Displacer Beast hide cloaks are enchanted to retain some of the magical beast’s powers. The cloak confers a 20% miss chance on attacks against its wearer. A wearer’s blurred outline comes into sharp focus under True Sight.)

18000

1800

Gear Up

0243

Displacer's Cloak, Greater (The rare Greater Displacer’s Cloak is magically cured hide from a Dire Displacer Beast. It takes advantage of the beast’s greater powers to bestow a miss chance of 40% against attacks. This cloak grants the additional ability to increase the blur outrageously, resulting in almost total distortion for a 90% miss chance for up to 10 rounds each day. After all rounds are used, the cloak loses it’s base concealment effect for the rest of the day.)

40000

4000

Gear Up

0244

Distracting Chimes (Such chimes are enchanted by mages with part of the creation ritual requiring three days of continuous playing of the same short, catchy bar song. Casters within 60 ft. of the chimes while they are being played, or up to 1 round after it stops being played, must make a concentration check, DC 15, with a penalty equal to the level of the spell being cast or fail to cast their spell as its words or ideas are replaced with those from the catchy song. Concentration requires a move action instead of a free action for casters within 60 ft. of the active chimes. The Distracting Chimes can be played for up to 2 minutes each day freely. Each round after that, the chime player must make a performance skill check, DC equal to half the number of rounds already played this day, or suffer a powerful migraine, imposing disadvantage on all d20 rolls for a number of rounds equal to the DC of the performance check.)

18000

1800

Arcane Arsenal

0245

Divine Incense (Divine Incense is an amalgamated wax made from the melted down clippings, trimmings, hairs, nails, skin flakes, and detritus of demi-gods. A delicate balance is required in the choosing of materials, too weak a godling and no power can be gleaned from the incense. Too strong a god on the other hand will have leavings that are too strong to distill down properly. Divine Incense, when burned, provides a temporary boost of one additional spell slot of each level for the divine caster that inhales its fumes. If multiple creatures partake of the Divine Incense, they choose which receives each bonus spell slot, deciding randomly if there is no consensus. Each additional creature that inhales the smoke, up to four creatures in the five foot radius, ensures that a little less of the smoke goes to waste, adding 1d4-1 additional spell levels worth of spell slots to the spell slot pool. Creatures gain no benefit from bonus spell slots of levels they could not normally cast. These bonus spell slots are lost once they are used or when the character takes a long rest.)

6000

600

Profane and Profound

0246

Divining Rod (A ‘Y’ shaped stick that when grasped with two hands points to the largest body of water within ½ mile. Note: creatures and plants have some amount of water inherent in themselves and may mislead the divination.)

600

60

Gear Up

0247

Doom Wraith Drums (Doom Wraith Drums are made from stolen funeral garb stretched over tear soaked ebonwood drums. Banging on the drums as a bonus action each round makes a somber, stifled sob along with its deep drum. Enemies within 60 ft suffer a -2 penalty to all rolls until they spend an action to make a Wisdom save, DC 11, to clear their thoughts. Creatures that make this save are immune to the drums effects until they complete a long rest. If any creature dies while under the effects of the drums, it rises 1d6 rounds later as a zombie. These zombie are affected by the Doom Wraith Drums in reverse, gaining a +2 bonus to all rolls. Up to 10 HD worth of zombies can be created and controlled by the drums as a free action, even when they are not being played. Undead that would cause the drums to exceed that limit fail to be raised. The drums can be played for 5 minutes, in 1 minute minimum intervals, each day with no penalty. Each minute after this requires a performance check, DC 7 + minutes already played this day, or the wearer begins dancing in a horrid, jerking manner for the next minute while the drums play themselves. While dancing, the user takes only the dodge action and if they move they must end their movement in the closest location possible to their previous location.)

30000

3000

Profane and Profound

0248

Doorcrasher Basalt Hellhound (This eight-man battering ram is stylized in the shape of a grinning hound, made entirely of black stone with white flecks, and a small sputtering flame burning inside the toothy mouth. For up to ten minutes each day, the Hellhound can be commanded to come to life, transforming into a large, black, stone hound with flame pouring from its mouth. It will bash its head against structures and gates as ordered, spilling out intensely burning flame that will burn through spell reinforcements or arcane locks with the battered object saving against a Dispel effect cast as a 5th level spell after each minute of being battered. The hound is treated as a +2 battering ram wielded by a full team of 8 creatures with strength 20. Alternatively, it can partially transform, shifting its form into that of a covered ram on wheels, entirely formed from black basalt. Whatever its form, it has 200 HP, resistance to physical attacks, immunity to fire, and an AC of 18.)

15000

1500

Arcane Arsenal

0249

Double Cross (This double crossbow was first fashioned by an eccentric Gnome, but the x-shaped limbs of this weapon allow it to fire two bolts with a single shot.)

1250

125

Gear Up

0250

Dovescape (A cape of downy feathers drapes over the shoulders of a white, +2 scale mail. Any magical attack against the wearer is transformed into a swarm of doves, centered on the original target. This includes spells of which the wearer is one target of many or area spells where the Dovescape wearer is only one target. The swarm of doves will attack at the originating caster's commands on their following turns. If the source of the spell is mindless, the doves target the Dovescape’s wearer and adjacent creatures each turn. The doves will shatter into shards of light, dissipating harmlessly after 1 min. per spell level. Dove Swarm: 1HD (5hp), ATK 1 (Beaks and Talons) DAM 1d6, saves as a F1, Move 5ft/Fly 50ft. *The doves gain 2HD (10hp), one five foot cube of size, and 1d6 damage for each spell level of the transformed spell. **A swarm attack hits any creatures in a space the doves occupy at the beginning of the creature’s turn.)

20000

2000

Profane and Profound

0251

Dragon Bile (Collected stomach juices from a properly ripened dragon organ, Dragon Bile is a devastating acid. The chunky, black-green substance will eat through any substance at a rate of 3 inches per minute, consuming up to 1 cubic foot of material. Only precious metals and gemstones are unaffected. If it is, unadvisedly, spread on a weapon to attack, it adds 2d6 acid damage to each hit. The acid also deals this damage to the weapon on each hit and each round.)

200

20

Gear Up

0252

Dragon Bile, Refined (Sufficiently old dragons may grow a second, more intense stomach to deal with a diet high in heavy metals, bones, and magic. This mucusy, yellow-green acid devours any substance it touches except for pure gold or flawless gems. Refined Dragon Bile is stored in a pure gold vial capped with a flawless diamond. The acid eats through 1 foot of material each minute, consuming up to 20 cubic feet of material. The acid eats too quickly through any weapon to be applied to anything except gold. On gold, the acid adds 5d6 acid damage on the first hit and depositing the acid on the struck target. Needless to say, do not chip the vial stopper.)

5000

500

Gear Up

0253

Dragon Bone Armor (Made of the bones of dragons that are necromantically infused to function as well as tempered steel, Dragon bone confers a +2 on saves against the element of the type of the dragon it is from. However resistant the armor is to damage, it does channel its element well. This armor doubles the duration of any spell of the bones’ elemental type that is cast on the wearer.)

600

60

Fantasy Foundry

0254

Dragon Bone Weapon (Weapons made of dragon bones function as well as steel, but hold the most promise for spell-casters. Depending on the type of dragon the bones come from, the weapon acts as a powerful channel for spells of that element. On a hit the wielder can channel a touch spell of the dragon’s element that gains +2 damage per die. Spells cast through a dragon bone weapon as a focus instead gain +2 to their save DC.)

900

90

Fantasy Foundry

0255

Dragon Lung (A gas bladder from a fire-resistant creature has been sewn shut and secured with a gold stopper. Its inner lining is inscribed with runes linking it to the Plane of Fire. The runes limit the heat pouring off the Dragon Lung, but do not eliminate it, so any unprotected creature holding it takes 1 fire damage each round. When uncorked as an action, it rapidly expels the 5d6 fire damage collected within in a 60 ft. cone and a Dexterity save, DC 14, reduces the damage by half. It can be recorked as part of the action of uncorking or as a bonus action. After the initial burst, if the bladder remains uncorked or if uncorked before it starts to refill, it releases a weaker flame at the start of each of the wielder’s turns, dealing 1d6 less damage each time. Unless re-aimed as an action, the Dragon Lung continues to spew flame in the same direction. Each minute the Dragon Lung is corked, its runes gather fire from the elemental plane, increasing its damage by 1d6 to a maximum of 4d6. Once reduced to 0d6, the Dragon Lung limply sputters forth a trickle of hot air and embers, only enough to heat a medium sized object or catch small flammable objects on fire.)

10000

1000

Exposed to the Elements

0256

Dragon Staff (Scintillating scales hang from thin silver chains adorning this platinum staff that is topped with a large prismatic orb. Inside the glass is a smokey, reptilian eye that slowly moves to track its surroundings. Wielding the Dragon Staff increases the wielder’s fly speed by 30 ft. and improves their aerial maneuverability by one step. If the wielder has no fly speed, thin membranes sprout from underneath their arms, similar limbs, or as frills from their body, granting a glide speed of 30 ft. per 10 ft. drop. Dragons and dragon-kin that are attuned to this staff gain a bonus spell slot of the highest level they can cast. Spellcasters can cast the following spells using an equivalent or higher spell slot: Comprehend Languages, Enthrall, Elemental Weapon, Fear, Protection from Energy, Stoneskin, Legend Lore, and True Seeing.)

20000

2000

Exposed to the Elements

0257

Dragonhide Plate (Thick and large metallic scales gathered from flat sections of dragonhide are deformed with extraordinary heat and carved carefully to make this +1 plate mail. Its construction completely avoids the usage of any metal, utilizing sculpted off-cuts into the buckles and joinery. Dragonhide Plate can be worn as medium armor instead of heavy armor and grants a +1 bonus on saving throws against the element of the dragon it originates from. If the Dragonhide Plate is formed from a mix of sources, it provides this bonus against all elemental types, but no more than once per element per long rest. The freshness and size required of the component scales makes this armor exceedingly rare to be formed from willing donors. Owing to that, dragons of all colors will be inclined towards hostility to any who wear Dragonhide Plate.)

4000

400

Exposed to the Elements

0258

Dread Mummy Dust (This glass jar contains a dry, light purple dust collected from risen mummies. Anyone who inhales the gas must make a Constitution save, DC 16, or contract mummy rot. There are five uses in each jar, a small pinch can be thrown as an action to fill a five foot cube within five feet.)

5000

500

Profane and Profound

0259

Dream Phalanx (A +1 porcelain tower shield inlaid with shifting pattern of white and black smoke intermingling on its face. It can have up to 5 charges and regains one each hour. One or more charges can be spent as an action to create one of the following effects: 1 charge allows it to grant one creature within 30 ft. advantage on mental saving throws for 10 minutes, 2 charges allows it to grant that protection to up to six target creatures within 30ft. for 5 minutes, 3 charges can be expended to create a psychic shockwave that forces creatures in a 15 ft. cone in front of the shield to make a Wisdom save, DC 14, or suffer disadvantage on mental ability checks for 5 rounds, or 5 charges can be expended to create a 15 ft. tall wall of black and white psychic energy centered on the shield extending up to 30 ft. on either side of the shield that grants advantage against mind-affecting spells crossing it from the outside and forces hostile creatures crossing the barrier to make a Wisdom save, DC 14, or suffer disadvantage on mental ability checks 5 rounds. The psychic wall moves with the tower shield.)

3000

300

Arcane Arsenal

0260

Dreamers Robe (This soft, white robe and the item or items in its five pockets travel with the wearer when she dreams, astral projects, or otherwise leaves her body behind while her spirit or mind travels. The two larger pockets are deep enough to hold a sheathed-dagger sized object, the two medium internal pockets can hold anything smaller than an apple, and the breast pocket is just large enough for a deck of cards. Items brought into spirit form disappear from the robe's pockets until the wearer returns with them. If the robe is removed from the wearer's body, the spirit version of that robe and any items in its pockets are returned to their physical form. Items left behind while in spirit form stay there, incorporeal and invisible. Spiritual items can be brought back to the physical realm by placing them in a pocket before returning.)

3000

300

Arcane Arsenal

0261

Drow Poison (A name given by ignorant overworlders for the myriad of different underdark poisons that all cause the same effect: horrific, blinding pain. Any creature injured with this poison must make a Constitution save, DC 12, or fall unconscious from the searing pain for 2d6 rounds. At the end of this duration, the creature must make a Wisdom save, DC 10, or remain in a trance-like, unconscious state for the next 2d4 hours as their body tries to soothe the pain.)

75

7.5

Save Vs. Disease

0262

Drowned Choker (A Drowned Choker appears as neckwear that would allow its wearer to breathe underwater, such as a chain interwoven with fish scales or a blue choker with engravings along the side shaped like gills. Once the wearer is submerged, the amulet becomes impossible to remove and begins to fill the user’s lungs or breathing organs with water of the same type they were submerged in: brackish, salt, fresh, etc. If the wearer spends a movement action to attempt a Constitution save, DC 11, they can cough up a cup of water to delay drowning for one round. The amulet, once activated, cannot be removed except by a remove curse effect of 3rd level or higher.)

3000

300

Exposed to the Elements

0263

Druid-bough Holly (A branch of holy wrapped delicately in a blanket of unmelting snow is an enchanted druidic focus. With the proper command phrase spoken in Druidic, “Life will find a way”, a spellcaster can convert a spells to an equivalent level Cure Wounds spell. Healing spells cast on a creature replenishes their hunger and thirst as if they had eaten and drank fully for the day. Healing spells cast on plants and non-sapient animals heal an additional 3 hit points per healing die.)

5000

500

Profane and Profound

0264

Dueling Wand (Dueling Wands currently in fashion are six inch, thin steel rods with a small leather wrist loop. Between swiftness magic and light, convenient design, they add a +1 bonus to initiative. Additionally, the wielder may convert any prepared action into a counterspell action.)

500

50

Gear Up

0265

Dungeon Bound (A Dungeon Bound magic item is one enchanted to rely on an external nexus of power or sufficiently strong ambient magic to supply its effects. Outside of an appropriately magical place or too far away from its power source, it will lose its magical abilities. The base cost of any enchantments covered by this effect are reduced to half of their normal cost. For every order of magnitude of cost above 500 SP, the cost of the Dungeon Bound enchantment itself triples and the ambient magical energies needed increases. {Alternatively, for every magic item category above uncommon, the cost of the Dungeon Bound enchantment triples})

100

10

Exposed to the Elements

0266

Dungeonia (Dungeonia are effervescent scents taken from deep tombs, caves, or crypts and are stored in wax-sealed jars. They are often sold in a six-slotted bandolier. By ripping the seal off the jar, the Dungeonia is expended as a material component for a spells attempting to influence, bind, or control monsters. The targets of the spell make their damage roll with disadvantage on their next successful attack against the caster.)

900

90

Profane and Profound

0267

Dust Bolts (These bolts have their heads packed with a compact dust that explodes on contact and release a cloud of dust. (5ft cloud, 1 round duration. DC 12 CON or lose an action to coughing).)

200

20

Gear Up

0268

Dust of Dryness (This dust comes in a small grey, crushed-velvet bag. Emptied into any liquid, it dries up to 100 cubic feet of liquid, or the entire container, whichever comes first. The process leaves behind a small, glass marble, shot through with the same colors as the absorbed liquid. When thrown or struck against a hard surface, it explodes, releasing its contents.)

400

40

Gear Up

0269

Dusty Rose Ioun Stone (A Dusty Rose quartz cube circles around its wearer in a slowly descending spiral until it would almost hit the ground before zooming back to the top and starting again. The wearer activates it by grasping it then lightly tossing it above their head. It leaves behind a faint red trail of force-dampening light, offering a +1 bonus to AC.)

2250

225

Arcane Arsenal

0270

Dwarf Heart Forge (They say a dwarf’s heart never fully cools after they die. This elaborately carved, seamless block of coal formed around a dwarven smith’s heart, when stoked, is hot enough to fuel a normal forge, but it itself is never consumed. In an existing forge, it grants a +1 tool bonus to skill checks. On it’s own, the Dwarven phrase, “Welcome Home”, will unfold the black rock into a basalt forge with an attached anvil. The fire in this forge needs no fuel, but the subtle beating sound of a heart can be heard when listening closely. The forge and anvil are sized for a Dwarf, other creatures may take a penalty to use them.)

4000

400

Profane and Profound

0271

Dwarven Sight-Goggles (These leather-bound, smoked goggles diminish the light the wearer see by one step, while granting darkvision out to 120 ft, even against magical darkness: Daylight is treated as bright light, bright light becomes dim, and dim light functions as darkness. Effects that rely on sudden bursts of bright light do not affect the wearer. In addition, the wearer can see white-violet streaks and striations in stones, metals, and gems that they could not see before. They have advantage on crafting, appraisal, or dungeoneering check related to stones, metals, or gems. The wearer has immunity to gaze attacks.)

12500

1250

Profane and Profound

0272

Dwarven Staff (The Dwarven Staff is a four foot stone rod shot through with veins of dark ore. Dwarves wielding this staff gain a bonus spell slot of the highest level they can cast. Spell casters can cast the following spells using an equivalent or higher spell slot: Identify, Heat Metal, Glyph of Warding, or Stone Shape. Skill checks for creating, summoning, or crafting metal, stone, or gem based objects is made with advantage while holding this staff.)

10000

1000

Profane and Profound

0273

Dwarven Stone-Forged Platemail (Dwarves create this special plate mail from interlocking basalt and feldspar gears that disperse impacts into mechanical motion. While this +1 plate mail is stronger and heavier than normal plate, its interlocking gears and intricate design does not slow the wearer's movement. Dwarven Stone-Forged Platemail has a base armor class of 19, a maximum dexterity bonus of +1, weighs 200 lbs, and is always considered masterwork.)

6000

600

Profane and Profound

0274

Dwarven Thrower (A great metal hammer forged from a single ingot the size of a full-grown dwarf, this hammer is a powerful throwing weapon. It is a +1 maul that can be thrown as a two-handed weapon with a range of 20 ft. to deal an additional 2d6 force damage and return to its wielder at the end of the round. The thrower can catch it as a free action if both hands are free, otherwise the hammer slams into them for 2d6 force damage and drops to their feet.)

7000

700

Profane and Profound

0275

Dying Hourglass (Worn on a thin chain, the Dying Hourglass is a small oak hourglass with fine white sand inside. The hourglass, when turned, will require a full minute before the last sand grain drops. When broken, the hourglass returns its wearer to where they were one minute before. They are returned to the same state they were in at that time, with time winding rapidly in reverse before their eyes, as time stands still for a split second. Only their person is restored by the time reversal, other items, creatures, or objects are not affected.)

2500

250

Arcane Arsenal

0276

Earring of Eight (This gold coin has been flattened and drilled into a circular, hoop earring. As an action once per short rest, the wearer can create a spare the dying effect to restore a suffocating creature as if it had just run out of breath. They can also cast mending once each day but only on naval equipment or vessels. Once each day, the wearer can intuit the weather with one weather related question each day as per druidcraft.)

500

50

Profane and Profound

0277

Efreeti Chain (This coppery orange steel chain made by Efreeti is a magical chainmail with a +1 armor bonus. With rings cast from the liquid of their native plane’s bronze rivers, it embodies the freedom loving Efreeti by protecting the wearer against controlling effects. Three times between each short rest, the wearer can attempt to diffuse a magical compulsion or restrain into the magical links of this armor. Doing this as a reaction grants the wearer advantage on one saving throw against that magical effect.)

4000

400

Exposed to the Elements

0278

Elemental Amplification Armor (Inside the lining of this armor lie numerous runes connecting the armor and its wearer to invisible ley lines of power on one elemental plane. Due to the constant change in the overlap between material plane ley lines and those on the armor’s chosen elemental plane, this armor sporadically sparks and ignites with elemental energy. Elemental Amplification Armor strikes back at attackers within 100 ft. with a charged elemental bolt for 1d6 damage of the corresponding elemental type. Creatures that take damage from this attack become marked by sympathetic runes that cause them to take an additional 1d6 damage whenever they recieve elemental damage of the matching type before the end of their third turn. Additional hits from the Elemental Amplification Armor increase the damage by 1d6 and reset the duration. This can reach a maximum of 3d6 additional damage.)

10000

1000

Exposed to the Elements

0279

Elemental Amplification Weapon (The runes and gems set in this weapon allow it to act as a locus, focusing the energy of a chosen elemental plane. Those struck by it take 1d6 damage of its type and are the target of a focusing effect that brings a small part of the chosen plane closer to the material plane’s reality. This distortion causes them to take additional damage from the chosen element until reality reasserts itself. That creature takes an additional 1d6 damage when it suffers damage of that elemental type until the end of its third turn. Additional hits increase the amplification effect by 1d6 and reset the duration, up to a maximum of 3d6 bonus damage.)

10000

1000

Exposed to the Elements

0280

Elemental Aura Armor (A weak planar anchor ties Elemental Aura Armor to its chosen elemental plane. This causes the armor to exude a 15 ft radius aura of energy. The aura inflicts itself on creatures within, except the wearer, dealing 1d6 damage to creatures that start their turn in its area of effect or enter it for the first time on their turn. The aura gives off a dim light and can be extinguished and reactivated at will.)

10000

1000

Exposed to the Elements

0281

Elemental Crown (On creation, this thorny golden crown is studded with gems attuned to one element. With a thought, the wearer of the Elemental Crown can extend a 10 ft. elemental aura around themselves that deals 1d6 damage to each creature, including the wearer, that starts its turn in the aura or enters it for the first time on their turn. The wearer may extinguish it at will.)

9000

900

Exposed to the Elements

0282

Elemental Crown, Greater (A Greater Elemental Crown is created from a single grown crystalline gemstone shaped into a faceted crown. At will on their turn, the wearer can create a 10 ft. aura of dangerous elemental energy of the attuned type. Creatures that start their turn in the aura or enter it for the first time on their turn take 2d6+2 elemental damage. The wearer can dispel the aura at will on their turn but they are not immune to its effects.)

20000

2000

Exposed to the Elements

0283

Elemental Crown, Lesser (A thorny copper crown bears an attuned elemental gem. At will on their turn, the wearer can cause it to create a 10 ft. aura of elemental energy of the attuned type. This deals 1d4 nonlethal elemental damage to each creature that starts its turn in the aura or enters it for the first time on their turn. The wearer may extinguish it just as easily, but they are not immune to the aura.)

5000

500

Exposed to the Elements

0284

Elemental Explosiveness Armor (This armor constantly produces ectoplasmic energy of the chosen type. These bubble out from the armor, gathering together in larger chunks if other creatures draw near. When the wearer is attacked, the energy leaps onto the attacker dealing 2d6 elemental damage to the attacker if they are within 120 ft. If either of the damage dice of this retributive blow result in a 6, another 2d6 damage is added, repeating this process until no further 6’s are rolled. Occasionally, the tangible elemental goo reacts with itself, triggering unstable discharges of greater potency. If the armor comes into contact with a source of the opposite elemental type, both the wearer and the source of that elemental energy are struck by the armor’s damage. Elemental backlash like this cannot occur again until at least a minute has passed.)

40000

4000

Exposed to the Elements

0285

Elemental Explosiveness Weapon (When an Elemental Explosiveness Weapon is created, it is keyed to constantly generate and store elemental energy as a viscous plasma. The plasma draws together on the attack surface of the weapon, and on a successful hit, explodes in a cloud of unstable elemental energy. This explosion deals weapon damage plus 2d6 elemental damage in a 10 ft. burst, excluding the wielder. If either of the damage dice of this retributive blow result in a 6, another 2d6 damage is added, repeating this process until no further 6’s are rolled. Occasionally, the tangible elemental plasma reacts with itself, triggering cascading explosions. If this weapon comes into direct contact with a source of the opposite elemental type, it triggers a separate explosion that does not exclude the wielder. Elemental backlash like this cannot occur again until at least a minute has passed. The weapon no longer has its normal slashing, piercing, or bludgeoning damage type.)

40000

4000

Exposed to the Elements

0286

Elemental Reach Weapon (This weapon has been sheathed in carefully shaped elemental energy. Its elemental type is chosen by the plane its enchantment was created on. With a mental command, a melee weapon with this enchantment can replace an attack with a launched elemental missile in the shape of the weapon. This deals 2d6 damage of its type, has a range of 30 ft., and uses the same melee attack bonus as a normal melee attack. If the weapon is a ranged weapon or projectile, this mental command instead surrounds it with an overlarge elemental silhouette, allowing it to perform melee attacks with a 10 ft. reach in the place of a ranged attack. These attacks deal 2d6 damage of the enchantment’s elemental damage type and use the same attack bonus the wielder would use for the ranged weapon’s attacks.)

6000

600

Exposed to the Elements

0287

Elemental Resistance Armor (Draconic runes glow a dull red, but their engravings divert one type of elemental damage away from the wearer. This grants the wearer resistance to damage from and advantage on saves against one elemental type.)

6000

600

Exposed to the Elements

0288

Elemental Weapon (The soul of a lesser elemental creature has been bound to this weapon, granting it a bonus 1d4 damage of the chosen type on each hit.)

2000

200

Exposed to the Elements

0289

Elemental Weapon, Greater (For greater power, a strong elemental creature has been captured and bound to this weapon. The trick in crafting a Greater Elemental Weapon is finding a creature strong enough to provide the power needed without sentience that could see the binding broken from within. Elemental energy flows off of this weapon, adding 1d10 elemental damage to each hit. The creature bound inside has a sympathetic link to its energy type, and with an action, can be used to locate strong elemental sources and creatures of that element or its opposite within 120ft.)

8000

800

Exposed to the Elements

0290

Elixir of Truth (Elixir of Truth is made from the tears of the confessed sinner, blessed by a priest whose god values truth. Creatures that imbibe this potion must make a Wisdom save (DC 13) or be forced to tell the whole truth to any questions they are directly asked. Such a creature may not embellish, mislead, or intentionally obscure the truth, to their best knowledge, while under the effects of this potion. The effects last for 1 hour. If the affected creature is purposefully lied to, and knows it is a lie, that creature gets a new save against the elixir’s effects with disadvantage.)

500

50

Gear Up

0291

Elixir of Vision (Splashing this slightly salty elixir into one’s eyes grants increased vision for 30 minutes. The Elixir of Vision improves a creature’s vision by one step: normal vision to low-light vision and low-light vision to darkvision. The creature has advantage on vision based checks and has their sight range doubled. Once the elixir wears off, the creature's eyes become red, bloodshot, and dry. This causes the creature to gain light sensitivity for the next hour. This duration can be cut short by ten minutes spending an action to hold their eyes open until they tear up, requiring a Constitution save (DC 10).)

150

15

Gear Up

0292

Elven Boots (Silken-soft slippers of fine green hemp make it so the wearer is as light as a feather. Their weight is reduced to 1/10th of what it normally be for purposes of falling through snow, walking on thin ice, triggering weight sensors, etc. In addition the boots are completely silent, conferring advantage on stealth checks.)

3000

300

Gear Up

0293

Elven Chain (Only fine, lightweight, mithril chain mail made by the finest Elven smiths gets to be called Elven Chain. This +2 chain mail counts as light armor. Once each day, the wearer can use their reaction to take no damage from a melee attack, as the attack passes over the chain like rain on the mountain.)

10000

1000

Gear Up

0294

Elven Staff (Curling vines and leaves branch off of the 7 foot tall Elven Staff made of still-living oak. While held, branches grow up and around the holder’s hands, giving them advantage on rolls against being disarmed. Elves gain a bonus spell slot of the highest level they can cast and half elves gain a bonus spell of the second-highest spell level they can cast. Spells can be cast through the Elven Staff using an equivalent or higher level spell: Detect Magic, Moon Beam, Conjure Barrage, and Dominate Beast. Intelligent beasts plants of less than half the wielder’s HD react one step more positively to the wielder upon meeting.)

10000

1000

Profane and Profound

0295

Emperor Bone Chip (Marketing touts these imperial flakes as a boon to necromantic enterprise, but their technical wording disguises that any well-aged skeleton of royalty can be ground into Emperor Bone Chips. A spellcaster need only crush the fragile bone to powder in their palm as part of casting a spell to take advantage of its effects. The spellcaster may control or target an additional 2d4-1 undead creatures or HD, depending on the spell or ability used. This also grants advantage to the user on Charisma checks against the bonus targets for the duration of the command spell. Sold in small pouches with sawdust packing, there are about 3 usable chips in each bag.)

600

60

Profane and Profound

0296

Endless Ooze Vial (Endless Ooze Vials are twisting glass containers stoppered with blackened, metal corks. If unstoppered, ooze slides out in a perpetual, sticky rope, ounce after ounce. The ooze is acidic, and deals 1d6 acid damage each round to whatever it is touching, which builds up cumulatively as it is pooled against the same target by 1d6 each round, to a maximum of 4d6 acid damage. On a flat surface, it will pool out to a maximum surface area of a ten foot square, dealing damage to the surface it rests on at initiative count 0. Once stoppered, the acid weakens as it eats, losing a die if any of its damage dice rolled a 1 on the damage roll against the surface it rests on. The caustic ooze deals its damage to creatures that start their turn in its area of effect, come into contact with it for the first time on their turn, or are struck by an object coated in it. Its acid eats through all non-magical materials but glass, silver, gold, and platinum. It draws its slime from the sludge and detritus filled demi-plane between the Plane of Earth and the Plane of Water.)

9000

900

Exposed to the Elements

0297

Endless Tap of Ambrosia (If this copper tap is stuck in any container and turned open, it will pour out a golden, glowing honey. Sweet to the taste, one cup of ambrosia pours out each round, enough to heal 1d6 hit points. If there are more than three cups of Ambrosia from this tap in existence, pouring a new cup will cause the oldest ambrosia to lose its shine and be reduced to non-magical, honeyed mead. Creatures that drink more than three doses in one day must make a Constitution save, DC 8 + the number of cups of ambrosia drunk this day, or because poisoned for one hour and unable to regain any further hit points from the ambrosia.)

9000

900

Profane and Profound

0298

Engineer's Theodolite (This bronze tripod and adjustable, telescoping lens are marked all over with numbers, measurements, and angles. Using this during construction makes buildings and similar large objects require 5% less material to build. Gazing through the lens upon an existing structure, it can be used to aim siege weapons to devastating effect and accuracy, allowing them to attack with advantage to deal an additional point of damage per die. Alternatively, by pointing out the weak points in a structure, those directed by the user of an Engineer's Theodolite deal double damage with tools used against analyzed structures.)

600

60

Arcane Arsenal

0299

Ensouled, Aberrant Armor (Tiny limbs and appendages repeatedly bud out from the armor then wither away. As the armor moves and creaks, it sounds like chaotic whispers. Like its lesser cousin, Aberrant Ensouled armor will change forms after its wearer is struck. The new form lasts for 3 rounds and two mutations can exist simultaneously, adding their effects together. A new effect replaces an old one randomly when a third effect begins. Add two new effects to the possible changes. 1: Triples in thickness and the joints stiffen. Resistance to bludgeoning and slashing damage. Movement speed reduced to ¼ normal. 2: Turns into a gooey sludge, congealing to the wearer. -2 AC, but melee attackers lose 1d6 hp. Wearer heals by that much. 3: Peels open to reveal belching mouths.Creatures within 5 ft take a -1 penalty to all rolls. 4: Bulges as if from underneath with crude, laughing faces. Enemies attacking the wearer have disadvantage but gain +2 damage. 5: Withdraws into itself, lightening and cracking open. Wearer gains +20 ft movement speed but has -1 AC. 6: Twitches as sinew flows up and over it. Wearer moves 5 ft in a random direct at the start of their turn and has +2 AC and damage. 7: Takes on the appearance of its wearer, but cracks and bulges with bubbling chaos underneath. Attackers must make a Wisdom save, DC 12, or attack a random target within reach for their next attack. 8: Expands as metal fibers push out as the armor roots to the ground and slashes outward with scintillating copper leaves. Movement speed drops to 0 ft. Enemies within 20 ft take 1d4 damage each round and the wearer heals for half the damage dealt.)

9000

900

Bound

0300

Ensouled, Aberrant Weapon (The stronger aberrant soul contained within adds to the chaos surrounding this weapon. When attacking, the weapon gives out a twisted laugh on an even attack roll. On a hit, the weapon inflicts a transmutation effect. This effect lasts for two turns and up to two effects can be active on an enemy at one time. If a single target would gain a third effect, the new effect replaces an existing transmutation effect at random. These curses are not additive, but a foe being transmuted with the same effect a second time has the duration of the copied effect extended by two rounds. 1: Gel bubbles from their skin and their bones soften.Resistance to damage but only deal half damage. 2: Pus filled sores ooze out and their body swells with gases. Vulnerability to piercing and halved speed. 3: Bones and joints become brittle and hollow. -2 to attack, vulnerability to bludgeoning, and doubled jumping distance. 4: Skin ages and pulls tight. Disadvantage on reaction actions and vulnerability to slashing. 5: Bones stretch, turning them awkward and gangly. +5 ft. reach but a -2 to attack and damage. 6: Sinew bulges and twitches, as veins stand out. +4 to attack and damage. 7: Hungry mouths jut forward from all parts of their body, very hungry. Cursed must eat a day’s worth of food or gain a level of exhaustion. Can make up to three bite attacks, with disadvantage, as part of a melee attack for 1d4 damage each. 8: Blood pours out from every pore as their skin pulls itself apart. Grants concealment to enemies more than 5 ft away. Gain 2 bleed damage.)

9000

900

Bound

0301

Ensouled, Aberrant, Greater Armor (Greater aberrant armor mimics and mocks the wearer: twisted limbs, weapons, and gruesome faces shift in and out of the armor's form. Actions the wearer takes are copied and twisted by endless miniature permutations all across the armor, most of which comically fail. As the wearer speaks, innumerable whispered mockeries emanate from the armor. If the wearer sneaks, tiny humanoid caricatures crawl over the surface of the armor. This armor functions like its lesser cousins, except that transformations last for five rounds each, and while only two can function at the same time, the wearer chooses which effect to replace when new effects replace old ones. 1: Triples in thickness and the joints stiffen. Resistance to bludgeoning and slashing damage. Movement speed reduced to ¼ normal. 2: Turns into a gooey sludge, congealing to the wearer. -2 AC, but melee attackers lose 1d6 hp. Wearer heals by that much. 3: Peels open to reveal belching mouths.Creatures within 5 ft take a -1 penalty to all rolls. 4: Bulges as if from underneath with crude, laughing faces. Enemies attacking the wearer have disadvantage but gain +2 damage. 5: Withdraws into itself, lightening and cracking open. Wearer gains +20 ft movement speed but has -1 AC. 6: Twitches as sinew flows up and over it. Wearer moves 5 ft in a random direct at the start of their turn and has +2 AC and damage. 7: Takes on the appearance of its wearer, but cracks and bulges with bubbling chaos underneath. Attackers must make a Wisdom save, DC 12, or attack a random target within reach for their next attack. 8: Expands as metal fibers push out as the armor roots to the ground and slashes outward with scintillating copper leaves. Movement speed drops to 0 ft. Enemies within 20 ft take 1d4 damage each round and the wearer heals for half the damage dealt. 9: Splits open as metal and bone spikes jut out from the wearer’s skin. Wearer takes 3 damage each round. As the free action, they can fire a spike for 3d6 piercing damage at a target within 30 ft as a thrown weapon attack with proficiency. 10: Darkens to pitch black as innumerable eyes and mouths swirl across the armor. Each round, the armor spews forth a 15 ft cone of 3d6 chaotic damage in a random direction. A random target amongst the nearest creatures must make a Wisdom save, DC 15, or be affected by Bane for 1 minute.)

30000

3000

Bound

0302

Ensouled, Aberrant, Greater Weapon (Holding a greater soul within, this weapon constantly shifts and twists, imposing their form onto the item itself. Twisted mouths, eyes, and other more ghastly body parts can be seen out of the corner of one’s eye, but always revert to normal when looked at. The weapon inflicts transmutation effects on struck opponents. These last for 5 turns. While only two effects can be active at one time on any given opponent, if an opponent would gain a third, the aberrant weapon wielder can choose which effect to replace, or not to replace one at all. 1: Gel bubbles from their skin and their bones soften.Resistance to damage but only deal half damage. 2: Pus filled sores ooze out and their body swells with gases. Vulnerability to piercing and halved speed. 3: Bones and joints become brittle and hollow. -2 to attack, vulnerability to bludgeoning, and doubled jumping distance. 4: Skin ages and pulls tight. Disadvantage on reaction actions and vulnerability to slashing. 5: Bones stretch, turning them awkward and gangly. +5 ft. reach but a -2 to attack and damage. 6: Sinew bulges and twitches, as veins stand out. +4 to attack and damage. 7: Hungry mouths jut forward from all parts of their body, very hungry. Cursed must eat a day’s worth of food or gain a level of exhaustion. Can make up to three bite attacks, with disadvantage, as part of a melee attack for 1d4 damage each. 8: Blood pours out from every pore as their skin pulls itself apart. Grants concealment to enemies more than 5 ft away. Gain 2 bleed damage. 9: A malformed simulacra forms out of their body and tries to claws free. A tumorous twin that deals half the damage they deal to others back to them. 10: Jiggly fat and burning, formless ooze shift and bulge, replacing their mouth and covering their limbs. An encroaching fate, requiring a DC 10 CON save each round, and imposing disadvantage on all rolls. If they fail three saves, they are permanently transformed into an immobile blob, living in endless pain.)

30000

3000

Bound

0303

Ensouled, Aberrant, Lesser Armor (A lesser aberrant soul fragment has been attached to this armor, and it manifests as shifting tumors, deflating bumps, oozy sores, and twitching gills at random points on the armor. When the wearer of the armor is struck by an enemy, the armor transfigures itself for 1 round. A new effect replaces an old effect. 1: Triples in thickness and the joints stiffen. Resistance to bludgeoning and slashing damage. Movement speed reduced to ¼ normal. 2: Turns into a gooey sludge, congealing to the wearer. -2 AC, but melee attackers lose 1d6 hp. Wearer heals by that much. 3: Peels open to reveal belching mouths.Creatures within 5 ft take a -1 penalty to all rolls. 4: Bulges as if from underneath with crude, laughing faces. Enemies attacking the wearer have disadvantage but gain +2 damage. 5: Withdraws into itself, lightening and cracking open. Wearer gains +20 ft movement speed but has -1 AC. 6: Twitches as sinew flows up and over it. Wearer moves 5 ft in a random direct at the start of their turn and has +2 AC and damage.)

3000

300

Bound

0304

Ensouled, Aberrant, Lesser Weapon (“Pain” A chaotic and evil weapon, harboring the soul of an aberration, oozes and bubbles, constantly shifting, popping, and sizzling with sounds just short of intelligible speech. Striking a foe with the weapon sloughs off some of the weapon’s endless, malevolent chaos to your enemies. Upon being hit, the opponent suffers from a transmutation effect from the following table until the end of your next turn. If the same enemy would be given a new effect before the previous one ends, the new effect replaces the first. 1: Gel bubbles from their skin and their bones soften.Resistance to damage but only deal half damage. 2: Pus filled sores ooze out and their body swells with gases. Vulnerability to piercing and halved speed. 3: Bones and joints become brittle and hollow. -2 to attack, vulnerability to bludgeoning, and doubled jumping distance. 4: Skin ages and pulls tight. Disadvantage on reaction actions and vulnerability to slashing. 5: Bones stretch, turning them awkward and gangly. +5 ft. reach but a -2 to attack and damage. 6: Sinew bulges and twitches, as veins stand out. +4 to attack and damage.)

3000

300

Bound

0305

Ensouled, Air Elemental Armor (Keeping the swirling patterns of its lesser cousin, this ensouled armor is adorned with feathers and metal leaves on its joints. As the armor moves, the adornments align with the wearer's movement, helping the wearer move more quickly. Once stopped, the loose feathers and leaves spin and flutter slowly, keeping air swirling around the armor for a short time. If the wearer moves more than their base movement speed, they gain +2 AC. This bonus decreases by one point at the beginning of each of the wearer’s turns until it drops to zero unless the wearer again moves at least their base movement speed. Every 10 feet the wearer moves confers a temporary point of damage reduction against an attack before their next turn. The wearer’s movement speed increases by 10 ft.)

9000

900

Bound

0306

Ensouled, Air Elemental Weapon (Elaborate carvings and deep channels adorn this weapon while small holes allow it to cut through the air with almost no resistance. Each succesful hit on an opponent increases the wielder’s speed by 10 ft, to a maximum of 30 ft. The weapon deals an extra 1d4 damage of its type per 10 ft the wielder has traveled since the start of their turn. If this weapon goes two rounds without hitting an opponent, its bonuses fade.)

9000

900

Bound

0307

Ensouled, Air Elemental, Greater Armor (Small iron tubes snake around the limbs of this armor empowered with a greater air elemental soul. As the wearer moves, the tubes divert air into a silent, swirling barrier. Any natural air currents within 5 ft of the wearer are doubled in speed in a 5 ft radius around the armor. The wearer is immune to wind effects. This armor functions as its lesser cousins, but the armor bonus from movement increases to +3 AC, the armor generates points of temporary damage reduction for every 5 feet of movement, and the wearer gets a 30 ft bonus to their movement speed. In addition to these effects, if the wearer has moved at least their base movement speed, the swirling barrier of air puts any ranged attacks at disadvantage against any target within 10 ft of the armor until the beginning of the wearer’s next turn.)

30000

3000

Bound

0308

Ensouled, Air Elemental, Greater Weapon (The interior of this weapon is honey-combed and hollow, like the bone of a bird. Moving it through the air causes it to hum and chirp. Upon hitting a foe, the wielder’s speed increases by 10 ft, up to a maximum of 50 ft. For every 10 ft the wielder has moved since the start of their turn, they deal an additional 1d6 damage of the weapons type as magical winds empower their strikes. Air swirls around and protects them from harm, granting them +1 AC for every 30ft moved since the start of their turn. These bonuses end after three rounds without landing a hit.)

30000

3000

Bound

0309

Ensouled, Air Elemental, Lesser Armor (Lesser air elemental ensouled armor hosts a complex weave of swirls and pinholes, which do not take away from the integrity of the armor. The armor cuts through the air quickly while breezes move through and around it. The wearer gains +1 AC if they moved at least their base movement speed this round, with the bonus lasting until the air stops swirling around them at the beginning of their next turn. Every 10 feet the wearer moves on their turn reduces the damage from an attack before the start of their next turn. These points are only used upon successfully reducing damage, and are applied before any other damage reduction the wearer might have.)

3000

300

Bound

0310

Ensouled, Air Elemental, Lesser Weapon (Etched with swirls and fallen leaves, a weapon that uses a bound air elemental revels and becomes more deadly as air passes quickly over its fine engravings. Every hit landed upon an enemy causes winds to blow at the wielder’s back, increasing their speed by 5 ft, up to a maximum bonus of 10 ft. While this magical wind blows at their back, this weapon causes the wielder deals an extra point of damage for every 10 ft its wielder has traveled since the beginning of their turn. Going a round without a successful hit causes the winds to stop and the bonuses to fade.)

3000

300

Bound

0311

Ensouled, Archon Armor (The archon’s soul absorbs the wearer’s internal image of justice and projects it outwards: appearing as the black robes of a civil judge, bearing runes of ancient tradition, or gore from rites of armed combat. Damage dealt to the wearer builds up energy in the runes engraved in the armor. They glow with dim light out five feet for every ten points of damage stored within. The maximum number of points that can be stored is 20, with excess points being lost. The wearer can spend a reaction to reduce hit point loss from a single source of damage against themselves or another creature standing within the light created by the archon’s soul. Every four points spent reduces hit point loss by one.)

9000

900

Bound

0312

Ensouled, Archon Weapon (This weapon could be mistaken for a gilded weapon built for show trials, except for the pristine parchments hanging from its grip, inscribed with laws in numerous languages that are attached with seals of a gold. One half of the damage by the wielder from foes is recorded and added to the weapons damage pool. An archon ensouled weapon can hold up to ten points of this damage. Upon striking a foe, the wielder can choose to use any amount of damage from this pool, adding it to the damage roll. Damage held within the weapon lasts for one day before the injustice it records has faded from the memory of the weapon.)

9000

900

Bound

0313

Ensouled, Archon, Greater Armor (A greater archon soul manifesting in armor appears as its common cousin until the wearer begins to take damage. As the wearer receives damage, not only do the runes begin to glow, but the wearer is filled from within by a white, blazing fire. The armor creates an area of bright light around itself, with a radius of 5 ft per 5 points of damage recorded by the armor. The maximum damage pool is increased to 40 points, the wearer can spend a reaction to reduce hit point loss to themselves or another in their radius of light, and the ratio of damage protection is increased to three points spent per hit point saved. In addition, when the wearer uses their reaction to reduce hit point loss, the attacker, if any, takes radiant damage equal to half of the hit points saved. The attacker must be within 100 ft and in the line of sight of the wearer.)

30000

3000

Bound

0314

Ensouled, Archon, Greater Weapon (The greater soul of this archon ensouled weapon can manifest its voice, sternly proclaiming the guilt of those nearby for the crimes they have committed against good people. Three quarters of the damage received by the wielder is copied into the weapons damage pool, and it can hold up to 20 points of damage. The damage in this pool never fades. Alternatively, if the wielder is healed, they may expend damage points from this pool to heal their healer by up to the same amount.)

30000

3000

Bound

0315

Ensouled, Archon, Lesser Armor (This ensouled armor holds just a fragment of a soul of an archon. The arms and torso of this armor glow dimly with sharp, aggressive lines. On taking damage from an enemy, the armor’s runes glow more brightly. Each point of damage taken by the wearer from foes is recorded by the armor, and makes the lines glow even brighter. When the maximum 10 points of damage is stored within the armor, the lights are brigh enough to create a 5 ft radius of dim light. The wearer can use a reaction to spend points from the armor to reduce the hit points lost to a single source of damage, reducing the damage taken by one point for every five points spent.)

3000

300

Bound

0316

Ensouled, Archon, Lesser Weapon (“Justice” Glowing with a harsh white light, lawful and good archons’ souls manifest as gold trimming and a polished shine tools of justice. This weapon seems to be unusably heavy, but still functions normally in battle. Taking damage from a foe in battle makes this weapon heavier, and one quarter of damage taken from foes is stored in this weapon, up to a maximum of five point. When the wielder makes a successful attack, this pool of damage is consumed to add damage. Damage stored in the weapon lasts for one hour before the weight of its injustice fades from the weapon.)

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0317

Ensouled, Celestial Armor (The lively essence of the ensouled celestial inside improves this armor by lining its interior with spotlessly white, soft wool. At the edges and joints of the armor, where this wool pokes through, many small leaves sprout. The armor captures one quarter of the hit points the wearer loses, as the lesser version, but the maximum size of the pool of hit points is now 20 points. The healing effect can be made at a distance of 30 ft if the target is within the wearer’s line of sight. The small leaves that sprout from the armor can be picked and used to add flavor and vigor to otherwise boring or food spoiled less than a few days ago, making them safe and flavorful.)

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0318

Ensouled, Celestial Weapon (When this celestial empowered weapon is still, small white birds made of a soft light take up perch along the weapon. The healing you receive on landing a blow increases to 1d6 hit points. Attacking a foe causes one of the birds to take perch upon their shoulder, cooing peaceful melodies until the end of combat. Each of the wielder’s allies within 10 ft of one of these immaterial birds will heal one HP at the beginning of each of your turns. Enemies with doves on them will find their attacks unable to kill. Only a single bird can perch on an enemy at a time, when a new enemy is struck, any previous birds vanish. Your allies cannot gain the effects of more than one bird at a time.)

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0319

Ensouled, Celestial, Greater Armor (Covered in a fluffy layer of loose white wool, this armor has vibrant green plants and multi-colored flowers growing in and through it. The maximum hit point pool within the greater celestial soul is 50 points and the armor absorbs one third of life its wearer losses to attacks. The wearer may use their reaction to double the amount of points recovered by the armor from one attack. As an action, the celestial soul can be called upon to use its stored hit points to heal a creature within 60 ft. When healing another creature, the wearer can instead spend 15 points of healing to cast Remove Curse as a 3rd level spell or 25 to cast Freedom of Movement as a 4th level spell. As the pool grows, more and more of the plants on the armor flower in a stunning array of whites, pinks, and blues. Picking these flowers and steeping them to make tea ensures that the drinker has a comfortable sleep free of any non-magical sleep troubles.)

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0320

Ensouled, Celestial, Greater Weapon (The kind soul residing in this weapon has sprouted a vibrant green vine that wraps around the weapon and flowers with a vibrant rainbow of colors. Without impeding its combat effectiveness, the pollen shaken out of this weapon on a successful hit heals its wielder by 1d8 hit points. Striking a foe dispatches one of the birds of light to perch on the enemy’s shoulders. The birdsong they sing carries quite far, and the wielder’s allies within 30 ft of a perched bird heal 1 hp on the beginning of each of your turns. Up to two birds can perch on a single enemy and your allies can gain the healing effects of up to five birds at a time.)

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0321

Ensouled, Celestial, Lesser Armor (The edges and joints of this armor are trimmed with a puffy white wool. Among the fibers of this soft, unstained wool are tiny seedlings just barely growing out of their shells. As the wearer of this armor takes damage, one quarter of their lost life energy is captured by the armor. This pool can absorb up to 10 points of lost hit point, and when it reaches its maximum, the small seedlings turn a very vibrant green. Excess points are lost. These life points can be spent as an action to heal another creature with a touch, each point spent from this pool healing the target for one hit point. If the wearer focuses their energies with a reaction, the armor captures half of the damage taken from that attack instead of only a quarter..)

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0322

Ensouled, Celestial, Lesser Weapon (“Life” A soft glow bathes this weapon in warmth and light. When used, soft flower petals float down, vanishing upon your skin with a soothing effect. Damage from this weapon is cannot be lethal and upon a successful hit of a foe, you heal 1d4 hit points.)

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0323

Ensouled, Earth Elemental Armor (Large, green crystals are embedded throughout the larger areas of this armor and small blue gems are seated in the armor’s joints and edges. Unsecured rare minerals and gems are pulled towards the wearer as if pulled by a spider’s thread at only an inch per hour. As the wearer stays still, the blue gems grow into geometric shapes that break off and revolve slowly around the armor. At the end of one round without using a move action, the wearer gains 5 temporary points of damage reduction that are lost when they reduce damage taken. After two rounds without moving, the wearer gains 10 temporary points of damage reduction each round as well as +1 AC from the revolving blue stones. If the wearer moves, the blue and green crystals turn to dust and fall to the floor, leaving behind only the stones embedded in the armor. If the wearer would gain temporary points of damage reduction while they have any remaining, the new points replace the existing points if greater.)

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0324

Ensouled, Earth Elemental Weapon (A stronger earth elemental soul manifests along the weapon as shining black obsidian shards and dagger-like crystals. A fine mist of rock dust fills the air around this weapon, and coats everything nearby in a fine grey powder. Upon striking a foe, the earth elemental soul twists the ground within 15 ft, turning the area into difficult terrain. Additional attacks against creatures standing in this area of difficult terrain increases the radius of the penalty by 15 ft. The wielder gains +2 ac when standing in this area and deals an additional weapon die of damage to foes also standing on the enchanted ground. The area of difficult terrain lasts for two rounds after the last successful hit landed its area of effect.)

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0325

Ensouled, Earth Elemental, Greater Armor (Like its lesser cousins, this armor has embedded crystals that grow to protect the wearer, but the blue and green crystals are joined by a host of purple gems embedded in the lower half of the armor. As the wearer stands still, the purple crystal vibrates to release dust that falls to the earth. At the end of the first round without moving more than 5 ft, the wearer gains +1 AC and 5 temporary damage reduction. After two rounds, these bonuses increase to +2 AC and 10 temporary damage reduction while the purple dust on the ground draws in enemies touching earth or stone within a 30 ft radius. The purple crystal dust transfigures the earth, using it to draw in creatures by 10 ft each round towards the armor. Finally, if the wearer does not move more than 5 ft a round for three rounds, the armor builds up 20 temporary damage reduction each round and pulls enemies within 60ft towards the wearer at 15 ft each round. If the wearer or the enemy is not touching earthen or stony ground, the purple crystal dust has no effect.)

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0326

Ensouled, Earth Elemental, Greater Weapon (Weapons ensouled with a greater earth elemental spirit are behemoths of solid crystal with inset obsidian blades. Crystal shards constantly shed into the nearby air, making breathing almost painful for those within a few feet. A faint rumbling can be heard from an indeterminate direction when it is held, but if the weapon is touching the ground the rumbling grows loud and close, shaking small glass objects. Each hit on a foe spreads a 20 ft radius of difficult terrain that grows an additional 20 ft on successive hits on creatures also standing in this difficult terrain. The wielder’s AC increases by +3 while standing in the area and deals an additional weapon damage die, with advantage, against other creatures affected by the magical terrain modifications. Foes that spend more than two rounds in the difficult terrain must make a Dexterity save, DC 10, each round or become entangled in the stone. They may spend their action to attempt a new save to escape. The difficult terrain created will last for three rounds after the last successful hit it makes within its area of effect.)

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0327

Ensouled, Earth Elemental, Lesser Armor (Small green crystal fragments embed themselves into Lesser Earth Elemental Ensouled armor. As the wearer stands mostly still, these crystals grow into small, flat platelets. On the beginning of the second round without taking a move action, these platelets confer 2 temporary damage reduction. On the third round, and each round thereafter without a move action, the wearer gains 5 temporary damage reduction points. This temporary damage reduction does not add to itself, and only the greatest source of temporary damage reduction is used. When the wearer moves or the crystals absorb damage from an attack, these crystals fracture and fall to the ground, leaving behind only the original embedded gems.)

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0328

Ensouled, Earth Elemental, Lesser Weapon (Small crystals and rocks jut outwards from random places. Striking a foe with this weapon will break off a number of these rocks and crystals which multiply and scatter, creating difficult terrain with a radius of 10 ft around the successful attack. The wielder ignores this difficult terrain and receives a +1 to AC while standing in this created terrain penalty plus advantage on damage rolls against foes also in this difficult terrain. The terrain penalty lasts for one round.)

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0329

Ensouled, Efreeti Armor (Inhabited by a common soul fragment of a djinn, this armor takes on the gaudy jewelry of its lesser cousin and is encircled in numerous colorful sashes. As a free action, this armor will shift into a random form. After shifting, the wearer gets a bonus reaction each round for 2 rounds. Magical abilities and bonuses remain active in the new form.1: Base Armor 2: Satrap leather armor. AC 12+DEX. [+2 AC vs. one attack] 3: Desert Tunic. AC 11+DEX [-1 to adjacent foe's roll] 4: Brass platemail. AC 18 [Reduce damage taken by 2.] 5: Guard Chain. AC 15+DEX (max 2) [+1 AC for an ally within 5 ft.] 6: Golden Cuirass. AC 17 [Impose disadvantage on a foe’s damage roll within 5 ft.] 7: Silk Bedleh. AC 12+DEX+CHA [Move up to 5 ft without triggering attacks of opportunity.] 8: Manticore Tail Robe. AC 14+DEX [Deal 1d6 damage to all creatures in a 15 ft cone. A Dexterity save, DC 12, halves this damage.])

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0330

Ensouled, Efreeti Weapon (The heat and spicy aroma of a candle or incense hovers over the shoulder of the wielder. As its lesser cousin, this weapon shifts form as a free action up to once each round. When it shifts the weapons provides a +4 attack and damage bonus for 1 round and it spews a gout of blue-black smoke in a vague humanoid shape, providing the wielder concealment for 1 round. 1: Base weapon. 2: Blood Kukri. 1d4+1. Slashing. Critical hit on a 18-20. Hits cause 1 bleed damage. 3: Executioner Falchion. 2d4. Slashing. Two handed. Critical hit on a 19-20. Add one additonal strength modifier to damage. 4: Bandit’s Shortbow. 1d6. Piercing. 60 ft. Conjured with 10 arrows. Fire a second arrow at a -2 attack penalty. A hit on a foe teleports 5% of its coins to you. 5: Stone Long Hammer. 1d8. Bludgeoning. Reach. Hits knock enemies back 5ft unless they make a DC 13 Strength save. You may attack all targets within reach using a single attack at -5. 6: Scimitars of Sand and Wind. 1d6 each. Slashing. If both hit one foe, roll a third damage die and add it to the total. Hitting the same target twice blinds the target for one round.)

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0331

Ensouled, Efreeti, Greater Armor (The gaudy jewels of its lesser cousins are replaced by tasteful and expensive fake jewelry and the whole armor is coated in a fine gold dust. Even master jewelers would need a second look at the armor to determine the jewelry is fake. The armor leaves behind it a faint trail of gold dust that turns to sand after a few minutes. On command, the wearer can choose to shift the form of this armor, trusting in the chaotic nature of hte Efreeti soul within to carry them through battle. Upon shifting forms, the wearer gains two bonus reaction actions for each of two rounds. When shifting forms, the wearer rolls twice and chooses one of those results. Once each short rest, the wearer may spend their reaction to magically switch two creatures. These creatures exchange locations, initiative order, and active enchantments. If the wearer switches a creature in the middle of its turn, the other creature finishes the turn, acting as if they had already spent whatever actions the first creature had already taken. 1: Base Armor 2: Satrap leather armor. AC 12+DEX. [+2 AC vs. one attack] 3: Desert Tunic. AC 11+DEX [-1 to adjacent foe's roll] 4: Brass platemail. AC 18 [Reduce damage taken by 2.] 5: Guard Chain. AC 15+DEX (max 2) [+1 AC for an ally within 5 ft.] 6: Golden Cuirass. AC 17 [Impose disadvantage on a foe’s damage roll within 5 ft.] 7: Silk Bedleh. AC 12+DEX+CHA [Move up to 5 ft without triggering attacks of opportunity.] 8: Manticore Tail Robe. AC 14+DEX [Deal 1d6 damage to all creatures in a 15 ft cone. A Dexterity save, DC 12, halves this damage.] 9: Hydra Leathers. AC 16 + DEX [Fire a 10 ft radius blast of 2d6 cold or 2d6 fire damage at a target up to 60 ft away. A Dexterity save, DC 14, reduces the damage by half.] 10: Marid Shalvar over silvered plate mail. AC 20 [End one enchantment on the wearer and rebound the effect on the originator if within 60 ft and line of sight. They can make a save against the original effect DC to resist the enchantment.])

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0332

Ensouled, Efreeti, Greater Weapon (Holding this weapon for more than a passing moment glammers you with a fine silk turban and robes, tied at the waist with a bright colored sash. This weapon functions the same as its common version, but the bonus the weapon provides after shifting forms increases to a +5 and the concealing smoke provides total concealment. This bonus and the protective smoke last for two rounds. Shifting the weapon to a new form summons forth a large humanoid of blue-black smoke in your space. The legless form hovers around you and will attack once each turn at your command using your statistics and abilities. This effect also lasts for two rounds. When shifting the form of the weapon, roll twice on the weapon table, and choose one form for your weapon and the smoke entity will wield the other. 1: Base weapon. 2: Blood Kukri. 1d4+1. Slashing. Critical hit on a 18-20. Hits cause 1 bleed damage. 3: Executioner Falchion. 2d4. Slashing. Two handed. Critical hit on a 19-20. Add one additonal strength modifier to damage. 4: Bandit’s Shortbow. 1d6. Piercing. 60 ft. Conjured with 10 arrows. Fire a second arrow at a -2 attack penalty. A hit on a foe teleports 5% of its coins to you. 5: Stone Long Hammer. 1d8. Bludgeoning. Reach. Hits knock enemies back 5ft unless they make a DC 13 Strength save. You may attack all targets within reach using a single attack at -5. 6: Scimitars of Sand and Wind. 1d6 each. Slashing. If both hit one foe, roll a third damage die and add it to the total. Hitting the same target twice blinds the target for one round.)

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0333

Ensouled, Efreeti, Lesser Armor (Efreet ensouled armor takes on a minor aspect of the chaos and revelry in the hearts of the djinn. In its normal form, this armor is adorned with gaudy jewelry and copper banding on the upper arms. If the wearer rubs the jewels, Efreeti armor shifts forms. When the armor shifts, the new form is immaculate but it slowly deteriorates until it is dull and tarnished. After shifting, the wearer gets a bonus reaction and +1 AC for one round. The wearer is proficient in any form the armors transforms into, so long as they are proficient with its base form. Each form has an ability that can be activated as a reaction. Magical abilities and bonuses remain active in the new form. 1: Base Armor 2: Satrap leather armor. AC 12+DEX. [+2 AC vs. one attack] 3: Desert Tunic. AC 11+DEX [-1 to adjacent foe's roll] 4: Brass platemail. AC 18 [Reduce damage taken by 2.] 5: Guard Chain. AC 15+DEX (max 2) [+1 AC for an ally within 5 ft.] 6: Golden Cuirass. AC 17 [Impose disadvantage on a foe’s damage roll within 5 ft.])

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0334

Ensouled, Efreeti, Lesser Weapon (“Change” Elaborate brass reliefs gild this weapon and brightly colored silken tassels wind through a brass loop on the handle. Small wafts of scented smoke hang around the weapon and its wielder. As a free action once each round, the wielder can pull on the tassel to transform this weapon into a random shape in a puff of smoke. It retains its magical effects and the wielder is always proficient with the transformed weapon. Upon shifting, the weapon grants a +2 bonus to attack and damage for 1 round. turns into a new one in a puff of smoke releases a puff of thick smoke and gives a +2 bonus to attack and damage for 1 round. 1: Base weapon. 2: Kukri. 1d4+1. Slashing. Critical hit on a 18-20. 3: Falchion. 2d4. Slashing. Two handed. Critical hit on a 19-20. 4: Shortbow. 1d6. Piercing. 60 ft. Conjured with 10 arrows. Fire a second arrow at a -2 attack penalty. 5: Long Hammer. 1d8. Bludgeoning. Reach. Hits knock enemies back 5ft unless they make a DC 13 Strength save. 6: Two Scimitars. 1d6 each. Slashing. If both hit one foe, roll a third damage die and add it to the total.)

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0335

Ensouled, Emotion Armor (Small crystals and sculpted pieces emphasize the type of emotion bound to the armor. Emotion Armor exudes a stifling aura of raw feelings that distract hostile creatures within 30 ft. If those creatures attempt a skill check within the aura they roll a 1d4. If the skill check is not the one that aligns with the armor, they suffer the result plus one as a penalty to their skill check result. If it is the same skill, the wearer of the armor heals that many hit points. Creatures that fail a skill check within the aura take 1d4 point of psychic damage. The emotions and their related skills are: Anger (Intimidate), Courage (Religion), Disgust (Deception), Joy (Performance), Fear (Perception), Calm (History), Sadness (Insight), Curiosity (Investigation).)

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0336

Ensouled, Emotion Armor, Greater (Greater Emotion Armor is heavily decorated with artistic depictions of the emotion bound to the armor and a thick aura surrounds its wearer, almost palpable. Hostile creatures within 60ft that attempt the skill the armor is keyed to heal the wearer for 1d6+1 hit points. Enemies attempting a skill check for all other skills within the aura suffer disadvantage. Creatures that fail a skill check within the aura suffer 1d6 psychic damage. The emotions and their related skills are: Anger (Intimidate), Courage (Religion), Disgust (Deception), Joy (Performance), Fear (Perception), Calm (History), Sadness (Insight), Curiosity (Investigation).)

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Exposed to the Elements

0337

Ensouled, Emotion Armor, Lesser (Splashes of color and engravings line this armor, depicting the emotion its power is drawn from: Red grimacing faces for anger or bloodshot yellow eyes for fear. One of the eight types of emotion elementals has been bound to this armor to provide a portion of its power to the wearer. Each type of emotion is most closely tied to one type of skill, and when a hostile creature within 20 ft. attempts a different skill check, they recieve a 1d4 penalty to their result: Anger (Intimidate), Courage (Religion), Disgust (Deception), Joy (Performance), Fear (Perception), Calm (History), Sadness (Insight), Curiosity (Investigation). Creatures that fail a skill check while within the aura take 1 point of psychic damage.)

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0338

Ensouled, Emotion Weapon (Bits of decoration hangs off the weapon or juts from non-critical sections of the weapon as the personality of the emotion bound in this Emotion Weapon makes itself known. The wielder of this weapon can use their attack bonus with it instead of the normal bonus they would use for the associated skill check. When they succeed on a skill check using that skill, the weapon grows stronger. It grants advantage on attack rolls and deals an extra 1d6 damage during the next attack action made with it. This bonus is lost if the wielder loses consciousness or attempts a skill not associated with the emotion bound to the weapon. The emotions and their related skills are: Anger (Intimidate), Courage (Religion), Disgust (Deception), Joy (Performance), Fear (Perception), Calm (History), Sadness (Insight), Curiosity (Investigation).)

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0339

Ensouled, Emotion Weapon, Greater (A Greater Emotion Weapon exudes a faint aura that colors everything an inch around itself as if they were viewed through a dyed lens, a color palpably emotional to those in its vicinity. The wielder of this weapon can use their attack bonus with it instead of the normal bonus they would use for the associated skill check. When they succeed on a skill check using that skill, the weapon grows stronger. It grants advantage on attack rolls and deals an extra 1d6 damage on the next attack action made with the Greater Emotion Weapon. Each consecutive successful use of the skill before the attack action increases the bonus damage by +1, to a maximum of +5. This bonus is lost if the wielder loses consciousness or attempts a skill not associated with the emotion bound to the weapon. If the wielder fails a skill check of the associated skill, the bonus damage beyond the 1d6 is reset to +0. The emotions and their related skills are: Anger (Intimidate), Courage (Religion), Disgust (Deception), Joy (Performance), Fear (Perception), Calm (History), Sadness (Insight), Curiosity (Investigation).)

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0340

Ensouled, Emotion Weapon, Lesser (Swirls of paint decorate this weapon, a lingering display by the bound elemental soul within. Anger (Intimidate), Courage (Religion), Disgust (Deception), Joy (Performance), Fear (Perception), Calm (History), Sadness (Insight), Curiosity (Investigation), each is tied to most closely to one skill and while wielding the weapon, a creature can use their weapon attack bonus for that skill instead of their normal skill bonus. After the wearer uses the associated skill successfully, they gain advantage on attacks with this weapon for the next attack action made using it. This bonus is lost if the wielder goes unconscious or attempts to use a different skill than the one their emotion weapon is keyed to.)

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Exposed to the Elements

0341

Ensouled, Fey Armor (On top of the green tunic that manifests as an extension of the fey soul within, this armor is joined by a felt hat. The armor grants +4 AC versus attacks of opportunity. Upon receiving an attack of opportunity or starting combat, a small glowing faerie will crawl out from under the hat or from inside the tunic to hover around the wearer. Only four faeries will follow the wearer at any one time, and if another faerie would come out but there are four faeries already, then nothing happens. Reaching into the hat, the wearer can pull out a toy or prank worth less than 1 sp three times each day. The wearer can order a faerie to follow another creature as a free action. The ball of light moves up to 90 ft each round until it reaches the target, outlining them in faeries fire, negating any concealment they may have. The faerie returns when asked by the wearer or if it would move more than 120 ft. from the fey armor. Two faeries may be used to teleport attackers as the lesser version of this armor. Faeries will grow bored and climb back into the tunic after one minute or after being used.)

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0342

Ensouled, Fey Weapon (While moving, a fey ensouled weapon bends and dances to an unheard melody. While still, small birds, butterflies, and moths are drawn to this item. Striking a foe with this weapon swaps the wielder and another enemy so long as they are within 30 ft. of one another. Up to two random foes of the wielder must make an attack of opportunity against the teleported enemy.)

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0343

Ensouled, Fey, Greater Armor (Armor binding a greater fey soul has the green felt trappings of its lesser cousins as well as large, slowly fluttering insect wings at its back. These wings appear as butterfly wings during the day and moth wings at night, shifting slowly between the two when transitioning from light to dark. Greater fey armor grants +4 AC versus attacks of opportunity and imposes disadvantage on opportunity attacks against the wearer. The armor calls forth a faerie when a foe makes an attack of opportunity and at the beginning of each encounter, with a maximum of eight faeries at one time. An attacker with disadvantage that fails to hit with either roll causes two faeries to leap out of the tunic to laugh at them. Any faerie may be used to outline a target with faerie fire and two faeries can teleport an attacker 20 ft in a random direction or swap them with another enemy within 60 ft. Three faeries, grouped together, can create a Mirror Image effect, as the faeries grow to full size and copy the image of the wielder of this armor. The mirror images can be placed at any location within 30 ft and copy the movements of the wearer of this armor, moving in a chosen direction when the user moves. Attacks of opportunities the false fey trigger count as attacks of opportunity against the wearer for purposes of AC and for triggering further faerie summons by the armor. When a faerie targets a foe, that faerie grows to become a mirror image of the wearer. These images last for 1 minute or until they take damage.)

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0344

Ensouled, Fey, Greater Weapon (Small amounts of sparkly dust floats around the greater soul within a fey weapon, itching the noses of creatures within 5 ft so that they constantly feel ready to sneeze. Any hits with this weapon causes this weapon to shake and giggle. The weapon functions as its common cousin, but striking a foe swaps the wielder with another enemy within 60 ft. The teleported enemy receives attacks of opportunities from all foes and allies within reach. Teleporting bathes the wielder in bright rays of vibrant color and casts Mirror Image.)

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0345

Ensouled, Fey, Lesser Armor (A lesser fey ensouled armor can be identified by the green, felt tunic that pokes out from just underneath the armor. This tunic sprouts forth from the armor, replacing itself if it becomes damaged. Occasionally, seeds and miniature children’s toys will appear in the pockets of the tunic. This enchantment grants the wearer +2 AC versus attacks of opportunity. When the wearer triggers an attack of opportunity, a diminutive glowing ball of light will flutter out from the tunic and follow the wearer. If two or more of these lights with wings are following the wearer, the wearer can spend them and a reaction to teleport the attacker 10 ft in a random direction instead. If there is another enemy within 30 ft, the attacker switches places with that creature instead. These faerie lights give off light like a candle, 5 ft of dim illumination, and hover around the wearer’s shoulders. If asked nicely, they will turn out their lights. Faeries will grow bored and climb back into the tunic after one minute.)

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0346

Ensouled, Fey, Lesser Weapon (“Joy” Swirls of dye and clusters of inset gems move around this ensouled weapon, occasionally bejeweling its wielder’s arm. Any light stronger than shadowy illumination is sufficient to make this weapon faintly sparkle. A successful hit resounds with the sound of a strumming harp, shoots out bright sparkles of colored light, and then teleports the wielder to the location of another enemy within 10 ft. The targeted foe is teleported to the location the wielder just left. The sudden switch puts them off balance, and confuses the enemy the wielder just hit. A random enemy creature within reach of where the enemy was just teleported must make an attack of opportunity against the teleported foe.)

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0347

Ensouled, Fire Elemental Armor (Singed patterns of flame are joined by small wax candles melted to numerous points on the arms and torso of this armor. These candles can be lit to provide dim light out to 10 ft without ever burning out. At the beginning of an encounter, this armor fires up the wearer and his allies like its lesser cousin, providing an attack and damage bonus each round to allies within 10 ft. This bonus is rolled at the start of the wearer’s turns and decreases then eventually becomes increasingly negative as ‘1’s are rolled: 1d4+1, 1d3+1, 1d2+1, -(1d2-1), -(1d3-1), -(1d4-1)etc.)

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0348

Ensouled, Fire Elemental Weapon (Oil drips slowly down your arm. Charcoal dust wafts through the air around you constantly. Just like its lesser version, this weapon’s critical threat range increases on each hit, to a maximum of 5. Upon landing a critical hit, the weapon ignites the charcoal dust around it in a 15 ft burst dealing 3d6 fire damage, which the wielder is immune to. After scoring a critical hit, the critical threat range bonus resets to zero. It also resets if the wielder goes two rounds without landing a hit. On a miss, the heat of the weapon deals fire damage to the target equal to the critical threat range bonus.)

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0349

Ensouled, Fire Elemental, Greater Armor (The greater soul of a fire elemental that resides in this armor manifests in the embers that dance up and around the legs and torso of the armor. Occasionally, these embers reignite the singed flame markings or a candle on its shoulders. Heat from these embers raises the ambient temperature within 20ft of the armor by 15 degrees fahrenheit. If the candles are lit, they cast bright light out to 20 ft. The wearer is immune to exhaustion from heat or thirst. Greater fire elemental ensouled armor provides a bonus to attack and damage for allies within 20ft. This bonus is rolled at the start of the wearer’s turn and begins as a 1d6+2 but decreases by one die size each time a 1 is rolled, eventually going negative. Enemies within 20 ft take damage equal to this roll until it goes negative, then those enemies and the wearer take that much cold damage.)

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0350

Ensouled, Fire Elemental, Greater Weapon (Smoulders fly off, following the hot, rising air shedding off this weapon. It soothes your hands like a long rest in a hot spring. The critical threat range bonus of this weapon has no maximum and when a critical hit lands, the weapon ignites a 20 ft explosion for 5d6 fire damage. The wielder is immune to this damage. Any critical hit boost is lost after three rounds without landing a blow on a foe. When the wielder misses, the greater fire elemental soul releases a devastating heat wave and deals fire damage equal to the accumulated critical hit range bonus to all creatures within 5 ft.)

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0351

Ensouled, Fire Elemental, Lesser Armor (Singe patterns in the shape of flames run up and down this armor. At the beginning of an encounter, this armor gets hot, driving up the adrenaline in its owner and allies nearby. Each round, the armor provides a random bonus to attack and damage to allied creatures, including the wearer, within 5 ft. This begins as a 1d4 bonus that is rolled at the start of the wearer’s turn. When rolling a ‘1’, the fire elemental’s soul begins to burn itself out, and the die size drops by one. Eventually this will cause the elemental to go cold, and start pulling in energy from around it, weakening the user and its allies: 1d4, 1d4, 1d2, -1d2, -1d3, etc. The elemental will recover over a short rest and be ready for another bout of combat.)

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0352

Ensouled, Fire Elemental, Lesser Weapon (Oily and hot. Charred and sooty. This weapon stains your hands, gloves, and anything else it touches with black oil. Each increases its critical hit range by one and sprays a shower of useless sparks. When a weapon ensouled with a lesser fire elemental scores a critical hit, the sparks instead ignite and deal 2d6 fire damage in a 10 ft burst centered on the struck foe. The wielder is immune to this damage. The critical hit range boost tops out at 3 and it is lost if the wielder goes one round without landing a hit and when they land a critical hit.)

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0353

Ensouled, Humor Armor (The elemental bound within this armor shifts the appearance of the armor. A sanguine armor is cheery and revealing. A choleric armor is hostile and dangerous. Melancholic armor is sturdy and rigid. Phlegmatic armor is withdrawn and cold. As a bonus action, the wearer of the armor can initiate or cancel a 20 ft. aura. Hostile creatures in the aura suffer a -2 penalty to attacks and opposed checks if they are proficient in the attribute opposed to the humor’s type: Melancholy(INT) vs Sanguine (CHA) and Phlegmatic (WIS) vs Choleric (CON). Additionally, each type has one ability that can be triggered as a reaction.Sanguine: Deal 2d6 electricity damage to a creature within the aura if that creature takes the same action as its previous turn.Melancholy: Deal 2d6 acid damage to a creature within the aura if that creature ends it turn within reach of a friendly creature.Choleric: Deal 2d6 fire damage to a creature within the aura if that creature ends its turn without making an attack.Phlegmatic: Deal 2d6 cold damage to a creature leaving the aura on its turn.)

9000

900

Exposed to the Elements

0354

Ensouled, Humor Armor, Greater (he elemental bound within this armor shifts the appearance of the armor. A sanguine armor is cheery and revealing, with a motif of blood. A choleric armor is hostile and dangerous, showing splashes of yellow bile. Melancholic armor is sturdy and rigid, with accents of black bile. Phlegmatic armor is withdrawn and cold, painted with a clear phlegm. As a bonus action, the wearer of the armor can initiate or cancel a 30 ft. aura. Hostile creatures in the aura suffer disadvantage on attacks and opposed checks if they are proficient in the attribute opposed to the humor’s type: Melancholy(INT) vs Sanguine (CHA) and Phlegmatic (WIS) vs Choleric (CON). Additionally, each type has one ability that can be triggered as a reaction.Sanguine: Deal 3d6 electricity damage to all enemies in the aura if a creature takes the same action as its previous turn.Melancholy: Deal 3d6 acid damage to all enemies in the aura if a hostile creature ends its turn within reach of a creature it is friendly to.Choleric: Deal 3d6 fire damage to all enemies in the aura if a creature ends its turn without making an attack.Phlegmatic: Deal 3d6 cold damage to all enemies in the aura, when a creature attempts to leave the aura on its turn.)

30000

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Exposed to the Elements

0355

Ensouled, Humor Armor, Lesser (Sanguine, Choleric, Phlegmatic, or Melancholy, this armor has a bound humor elemental inside of it. It’s wearer can initiate or cancel a 10 ft. aura of psychically charged magic. Hostile creatures within the radius that are proficient in the attribute opposed to the humor type of the armor take a -1 penalty to attacks and opposed checks. The opposing humors are as follows: Melancholy(INT) vs Sanguine (CHA) and Phlegmatic (WIS) vs Choleric (CON).)

3000

300

Exposed to the Elements

0356

Ensouled, Humor Weapon (Humor Weapons draw their power from the elemental woven into its form, showcasing its influence by changes to the appearance of the weapon. A sanguine weapon is decorated and elaborate. A choleric weapon is jagged and fearsome. Melancholic weapons are solid and sturdy. Phlegmatic weapons are intricate and awkward. When this weapon strikes a creature with proficiency in its opposed attribute, it reacts violently. Melancholy(INT) deals an extra 2d6 acid damage against Sanguine (CHA) which deals an extra 2d6 electricity damage against Melancholy (INT). Phlegmatic (WIS) deals an extra 2d6 cold damage to Choleric (CON) which deals an extra 2d6 fire damage to Phlegmatic (WIS). Additionally, the base weapon damage of the Humor Weapon reacts to situations reflecting its nature, increasing the damage die size of the weapon for the wielders attacks:Sanguine: Increase the damage die size of attacks made against a creature or creatures that the wielder has not hit in the last three rounds.Melancholy: Increase the damage die size if the target creature is flanked.Choleric: Increase the die size if the target has not attacked the wielder since their last turn.Phlegmatic: Increase the die size if the target has used its reaction, taken the withdraw action, or used a bonus action to move since the wielder’s last turn.)

9000

900

Exposed to the Elements

0357

Ensouled, Humor Weapon, Greater (Greater Humor Weapons draw their power from the powerful elemental woven into its form, showcasing its influence by changes to the appearance of the weapon. A sanguine weapon is decorated and elaborate, drawing upon elements of blood. A choleric weapon is jagged and fearsome, incorporating stomach acid. Melancholic weapons are solid and sturdy, with accents of black bile. Phlegmatic weapons are intricate and awkward, utilizing dripping fluid or phlegm. When this weapon strikes a creature with proficiency in its opposed attribute, it reacts violently. Melancholy(INT) deals an extra 3d6 acid damage against Sanguine (CHA) which deals an extra 3d6 electricity damage against Melancholy (INT). Phlegmatic (WIS) deals an extra 3d6 cold damage to Choleric (CON) which deals an extra 3d6 fire damage to Phlegmatic (WIS). Additionally, the base weapon damage of the Greater Humor Weapon reacts to situations reflecting its nature, increasing the damage die size of the weapon for the wielders attacks:Sanguine: Increase the damage die size of attacks made against a creature or creatures that the wielder has not hit since the beginning of their last turn.Melancholy: Increase the damage die size if the target creature is flanked or is within reach of its ally.Choleric: Increase the weapon damage die size if the target has not hit the wielder since their last turn.Phlegmatic: Increase the die size if the target has used its reaction, taken the withdraw action, or used a bonus action to move in any of their last three turns.On the following turn, if the weapon damage die bonus would be applied again, it stacks, to a maximum of twice. If an invalid target for the weapon damage die increase is attacked, the entire bonus is lost, restarting from the base weapon damage die.)

30000

3000

Exposed to the Elements

0358

Ensouled, Humor Weapon, Lesser (A weak humor elemental has been bound to this weapon, allowing its influence to seep through and provide power for its wielder. When this weapon strikes a creature with proficiency in its opposed attribute, it reacts violently. Melancholy(INT) deals an extra 1d8 acid damage against Sanguine (CHA) which deals an extra 1d8 electricity damage against Melancholy (INT). Phlegmatic (WIS) deals an extra 1d8 cold damage to Choleric (CON) which deals an extra 1d8 fire damage to Phlegmatic (WIS).)

3000

300

Exposed to the Elements

0359

Ensouled, Inevitable Armor (Among the interconnected gears and machinery, this armor has cavities on the torso and limbs that house tiny, many-legged constructs. This armor catches weapons; attackers must make a Dexterity save, DC 14, or have their weapon or natural weapon stuck on the armor for 2 rounds. A new save can be made as an action to free the weapon. When a weapon is stuck, the constructs scurry out to bash and shock its holder for 1d6 nonlethal damage each round unless they release the weapon. Released weapons fall to the ground when comes unstuck as the duration ends. Up to four weapons can be held at a time and the wearer gets +4 on defensive grapple checks.)

9000

900

Bound

0360

Ensouled, Inevitable Weapon (The drained colors give the weapon a tired appearance. Orderly, block-writing in an inscrutable language covers the weapon. Striking a foe lets the user mark the target with a rule: they may outlaw inflicting one type of damage, one form of movement, outlaw speech, outlaw casting spells, or outlaw using a supernatural ability. These marks last for 2 rounds, magically alert the marked target as to their effects, and deal 2 weapon damage dice of damage to them should they break it. Unintelligent enemies take half damage if they break the rule. Only the two most recent marks have any effect and the effects of the marks are additive.)

9000

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Bound

0361

Ensouled, Inevitable, Greater Armor (In sync with the moving teeth of the gears and over the webs of wires, a mixture of tiny and small constructs move over the surface of this armor, hiding in crevices and compartments. Objects near the armor become more ordered: painting self-level or fish swim in orderly lines. The DC for a weapon getting stuck is upped to 16 and the armor can hold any number of weapons it has caught. Attackers that fail their Dexterity save will have their weapons stuck for 3 rounds. Even ranged attackers and spellcasters must save or find their weapons and casting implements ‘stuck’ as the tiny constructs within the armor launch themselves onto the attackers weapon if they are within 120 ft, where they will interrupt and attack the weapon’s holder. Creatures holding the stuck weapons take 2d6 nonlethal damage each round from the bludgeons and shocks of the tiny spider machines. A new save can be attempted as an action each round. The wearer gets +4 and advantage on defensive grapple checks.)

30000

3000

Bound

0362

Ensouled, Inevitable, Greater Weapon (Cold, grey, and absolutely neutral in every way. Holding it cools chaotic emotions and calms the wielder’s speech to a slow, assertive, and calm legalese. Striking a foe creates a ‘rule’ like its versions using weaker souls. The marks the greater inevitable soul inflicts have a duration of 5 rounds, deal 4 weapon damage dice to rule breakers, and up to three can be active at one time. Additionally, all creatures within 5 ft of a marked creature are also held to the rule, but they only take half the normal damage. Creatures subject to a rule from this weapon is magically made aware of its effects and unintelligent creatures only take half damage from a failure to abide by the rules.)

30000

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Bound

0363

Ensouled, Inevitable, Lesser Armor (This armor bears numerous gears, pipes, and wires interweaving along its exterior. When attacked, these brass parts snap shut onto an attacker’s weapon. Attackers must make a Dexterity save, DC 13, or find their weapon or natural weapon stuck to the armor for 1 round. The armor can have two weapons stuck on it at any one time, with additional weapons having no chance of becoming stuck. Very large or strong creatures could lift or move the player and swing them around, but the wearer gets a +2 bonus on defensive grapple checks or for saves to hold their ground.)

3000

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Bound

0364

Ensouled, Inevitable, Lesser Weapon (“Stability” Straight, rigid, and unyielding. This weapon is always naggingly uncomfortable to hold, as if purposefully designed not to fit in the hand. Upon striking a foe, the wielder may make a declaration of a rule as a free action: they may outlaw inflicting one type of damage, one form of movement, or outlaw speech. Runes float around the struck enemy, making intelligent creatures magically aware of the rule and penalty. Should the marked foe do the forbidden action, they take 1 weapon damage die of damage. The ‘rule’ lasts for 1 round, and only one creature can be marked at a time. Unintelligent creatures that are marked only take half damage, rounded down, for breaking the implanted rule.)

3000

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Bound

0365

Ensouled, Infernal Armor (Infernal ensouled armor has a more intricate lancet with a controllable dial. In addition, the helm or shoulders of this armor have crystal horns. While only one contract can be made each round as a free action, the wearer can choose to spill 1 or 5 points of damage of blood. Spending 5 points, the crystal horns fill with blood like the channels on the surface of the armor and lets the user create a lesser contract that lasts 2 rounds or a common contract for 1 round. Bleeding for only 1 damage lets the wearer use a lesser contract with a duration of 1 round as its lesser cousin. Contracts deal 10 psychic damage to creatures within 30ft that break them. Unintelligent creatures take half damage from breaking the contract. Common contracts are as follows: “Do not attack a creature”, “Stay in that spot”, or “Kneel during your turn”. Creatures that break the contract in spirit but not in the letter are not subject to the psychic damage.)

9000

900

Bound

0366

Ensouled, Infernal Weapon (Silent, blood-red chains adorn the hilt of the weapon. Like the lesser version of this weapon, the wielder names a contract upon striking a foe. Stronger contracts are available for this more powerful soul infused weapon. The wielder may choose to use the following contracts for two rounds: "do not move from that spot", "do not attack the contractor", "you must attack", or "move from where you stand". Alternatively, they may choose to make a stronger contract for one round: “end your turn on that spot” or “attack this specific ally of mine”. An intelligent creature that violates this contract takes 10 psychic damage. Unintelligent creatures are ignored by the contract’s spiritual chains, as they slither through them dealing 5 psychic damage.)

9000

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Bound

0367

Ensouled, Infernal, Greater Armor (Like its lesser cousins, the greater infernal ensouled armor is engraved with blood channels and hosts a pair of crystal horns, but it also has short black pipes that jut from the back just above the shoulder blades. The lancet can be used to bleed 1, 5, or 10 points of damage. Blood first fills the runed channels, then at 5 points fill the crystal horns, and lastly after 10 points, red skeletal wings of blood form from the back pipes. These effects last as long as its relevant contract is in place, with the wings conferring a fly speed of 20 ft. In addition to the abilities of its normal and lesser cousins, greater infernal armor can utilize 10 points of damage in order to create a lesser contract for 5 rounds, a common contract for 3 rounds, or a greater contract for 1 round. Enemies within 50ft that break one of its contracts take 15 psychic damage while unintelligent creatures take only 7 psychic damage. Greater contracts are: “You must take damage.”, “You must harm one of your allies”, or “You must drop one of your most valuable possession”. As with all deals with a devil, the enemies are only obliged to keep the letter of these rules, not necessarily the spirit.)

30000

3000

Bound

0368

Ensouled, Infernal, Greater Weapon (Miniature, ghostly imps take up perch upon a greater infernal weapon, silently cackling and cutting the arms of the wielder leaving glowing red marks, this is painful but non-damaging. A greater infernal weapon has the very powerful and binding contracts available. On striking a foe, the wielder can inflict a lesser contract, per the lesser infernal weapon, for four rounds, a common contract, per the infernal weapon, for two rounds, or a greater contract: “attack one of my foes”, “drop a specific item”, or “give aid to me”. Breaking the contract deals 15 psychic damage. Unintelligent enemies just take 7 psychic damage instead when the contract would be formed..)

30000

3000

Bound

0369

Ensouled, Infernal, Lesser Armor (All across the torso of this enchanted armor there are deep grooves and channels making up harsh, infernal runes. Inside the armor’s neck or arm there is a recessed lancet. If the wearer presses into this lancet as a free action, they take 1 damage and fill the infernal channels up with blood where it glows a deep red. Adjusting these runes, the wearer can call forth one of three contracts that enemies with 15 ft must follow or take 3 psychic damage at the end of their turn as their flesh is cut and split with tiny runes and letters that match those on the infernal armor. “Stay out of arm's reach”, “Come closer to me”, and “Attack someone” are the three available and they last for one round. When active, creatures can feel this armor’s magic and are aware of its effects. Unintelligent creatures only take half damage from breaking a contract. A circle of faint red runes extends across the area where the contract is active. Only one contract can be active at one time, and trying to create a new contract while another is in place fails. The contractual magic only requires that the creature abides by the letter of the contract.)

3000

300

Bound

0370

Ensouled, Infernal, Lesser Weapon (Bonds Glowing, crude, red gouges adorn this weapon. Inscrutable at first, they twist to form letters and words as they are looked at. They always spell out twisted and devious threats of pain and suffering in the watcher's native tongue. Upon striking a foe, binding spectral chains float around them and through them, binding them to a contract. As a free action, the wielder can name a contract to bind them to for one round: "do not move from that spot", "do not attack the contractor", "you must attack", or "move from where you stand". Intelligent creatures are aware of the contract and if it is purposefully broken, the contract deals 5 psychic damage to the creature. Unintelligent creatures cannot be contracted and simply take 2 psychic damage instead as the spectral chains move through them. Like deals with a devil, the creature need only conform to the letter of the contract, not necessarily the intent.)

3000

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Bound

0371

Ensouled, Rilmani Armor (Time has a way of evening all scores, and the Rilmani, a neutral planar folk, understand this intuitively. On a Rilmani ensouled armor, the painted hourglass of its lesser cousin is replaced by a half hourglass filled with black and white sand. Any working timekeeping device within 1 mile of the armor keeps perfect time. The wearer may drop their initiative by up to five points as a free action each round. Once the hourglass has stored 15 points of initiative, the wearer may use a reaction to take a free turn after the current turn ends. If the wearer was at the bottom of the initiative order when they lower their initiative, they increase by 20 initiative points but lose their next turn. The wearer gets +4 initiative.)

9000

900

Bound

0372

Ensouled, Rilmani Weapon (A Rilmani ensouled weapon seems, in almost every way, to be a well-aged mundane weapon, and only magic can detect the difference. This functions like the lesser version, but the initiative changes it inflicts are +2 initiative for the wielder and -2 initiative for the struck foes instead.)

9000

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Bound

0373

Ensouled, Rilmani, Greater Armor (The timepiece of the the lesser Rilmani armors is gone, replaced by a floating, ghostly hourglass that floats in front of the chest of the wearer, encircled by a geometric pattern of radially symmetric circles and squares. The wearer can slow their initiative by up to 7 points as a free action each round but if they were at the bottom of the initiative order before storing initiative points, they lose their action on their next turn but increase their initiative by 20 points. With 14 stored up initiative points, the wearer can use a reaction to take a free turn after the current turn ends. During this free turn, the wearer is hasted. Otherwise, the wearer gets +4 initiative and has advantage on initiative rolls.)

30000

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Bound

0374

Ensouled, Rilmani, Greater Weapon (Thin, settled dust puffs off of the weapon each time it is disturbed. Errant cobwebs are conjured on the weapon when it is set down. The wielder appears to be one generation older. When a greater rilmani soul connect with an enemy through a successful attack, the wielder increases their initiative by 4 points and the opponent drops their initiative by 4 points. The initiative changes take place starting the next round. If the wielder would gain an initiative point but is already acting first, they instead have their initiative reduced by 20 and they may take another turn this round at the new initiative. The reverse is true for their opponent, if their opponent would drop initiative but is already acting last, their initiative increased by 20 points but they lose their next turn. If this weapon lands a critical hit, the enemy is slowed for 1 minute while the wielder is hasted for 1 minute.)

30000

3000

Bound

0375

Ensouled, Rilmani, Lesser Armor (This armor has single hourglass painted on the front of the torso, with a white top and a black bottom. As a free action once a round, the wearer can lower their initiative by up to four points, which will take effect on their next and following turns. This stored up time slowly fills the black and white painted hourglass like falling sand until it completely fills at the maximum of 20 stored initiative and pops out an inch. The wear can grab and turn the hourglass as a reaction to take a turn after the current turn ends. If the wearer was at the bottom of the initiative order before dropping their initiative, their initiative increases by 20 initiative points but they then lose their next turn. The wearer gets +2 initiative.)

3000

300

Bound

0376

Ensouled, Rilmani, Lesser Weapon (Perfectly ordinary, a Rilmani ensouled weapon exemplifies balance and neutrality with an exceedingly normal number of stains, knots, and scratches. Time is the ultimate balancer of the unbalanced, and this weapon takes full advantage. Hitting a foe moves its wielder up 1 point on the initiative order for the following rounds and drops the foe down 1 initiative point in the following rounds. If the wielder would gain an initiative point but is already acting first, they instead have their initiative reduced by 20 and they may take another turn this round at the new initiative. The reverse is true for their opponent, if their opponent would drop initiative but is already acting last, their initiative increased by 20 points but they lose their next turn.)

3000

300

Bound

0377

Ensouled, Undead Armor (Vaguely humanoid skulls adorn the shoulders of this armor while a long necklace of obsidian dusted animal skulls dangle from the armors neck. This ensouled armor’s necklace responds to its wearer taking damage. Upon taking 5 damage or more from one source, a skull on the necklace cracks and releases a tiny, pale fragment of a soul that seeks out the nearest foe to deal 1d4+1 necrotic damage. If the wearer takes 10 or more damage from a single source, the skull shatters instead, releasing two souls that will target the nearest two foes. The souls will not target the same creature more than once. Creatures struck by this necrotic damage must make a Charisma save, DC 13, or be marked by Death. Those marked by Death get a +2 bonus to their damage rolls but receive +2 damage from all sources for 1 round. If no enemies are within 120 ft, the souls squirm in midair while rapidly disintegrating.)

9000

900

Bound

0378

Ensouled, Undead Weapon (The chill of the dead soul inside numbs the hands of its wielder, almost painfully so. Like the lesser version, a weapon so ensouled deals in death. The necrotic damage that spreads upon hitting an enemy increases to 4 necrotic damage and the penalty on death saving throws and healing increases its duration to 2 rounds.)

9000

900

Bound

0379

Ensouled, Undead, Greater Armor (This armor holds a greater undead soul that it shaves sharp slices from to retaliate against its attackers. Black shrouded skulls gnaw at the pauldrons of the armor while humanoid skulls take the place of armor joints. Onyx eyed, obsidian runed animal skulls are woven into an extensive bead crochet that hangs about the neck and shoulders of the wearer. Taking 3 damage from one source releases one spirit, 5 damage releases 2 spirits instead, and 10 or more damage from one source releases 3 spirits. These spirits come forth from the mouths and eyes of the animal skulls, shattering one for every three spirits released. These spirits will launch themselves at the nearest foes, up to one against each foe within 120 ft, for 1d6+1 necrotic damage. These enemies must make a Charisma save, DC 15, or be marked by Death. This mark grants them a +2 bonus to their damage rolls but they take 5 additional damage from all sources. This lasts for 5 rounds. The souls of creatures killed while marked by Death linger for the remaining duration of the Death mark, dealing 1 necrotic damage each round to creatures within 10 ft of their point of death.)

30000

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Bound

0380

Ensouled, Undead, Greater Weapon (Dense fog rolls off of a weapon that harbors such a strong fragment of an undead soul. The weapon shimmers slightly, as if wrapped in a faint and immaterial cloth. A greater undead ensouled weapon deals 6 necrotic damage to foes within 10 ft of a struck foe. Creatures that take any of this necrotic damage or are hit by the weapon have disadvantage on death saving throws and roll healing they receive with disadvantage for 5 rounds. If a creature dies while under the effect of this necrotic damage, their soul releases a 10 ft burst of 6 necrotic damage that inflicts the same penalties as the weapon’s own necrotic burst. When the ensouled weapon kills its target, the necrotic burst damage is doubled.)

30000

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Bound

0381

Ensouled, Undead, Lesser Armor (Undead ensouled armor has bone motifs on its joints and straps. These are joined by a low hanging necklace of animal skulls that are wrapped around the neck of the armor. If the wearer should take 5 or more damage from a single source, one of the animal skulls breaks, and the array of skulls slide down with a new, fresh skull on the end. A small, pale ball of light flies out from the broken, falling skull. The soul dives at the nearest enemy, imploding on them for 1d4 necrotic damage. If there are no enemies within 120 feet, the soul writhes noiselessly while it disintegrates into nothingness.)

3000

300

Bound

0382

Ensouled, Undead, Lesser Weapon (Death Always cold and a little moist to the touch, a weapon holding the soul of the undead gives its wielder a slight chill. When it deals damage to an enemy, this weapon spreads out a cool, foggy death pall. It deals 2 necrotic damage to other creatures within 5 ft. of the struck foe, excluding the wielder. If this attack killed the first target, then the necrotic damage is doubled. Creatures that take necrotic damage from this attack or are struck by the weapon have disadvantage on death saving throws and roll healing they receive at disadvantage for 1 round.)

3000

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Bound

0383

Ensouled, Water Elemental Armor (Water elemental ensouled armor is adorned with shells, coral, and fish scales. The fish scales are studded to the armor by small glass beads filled with sloshing, blue water. The armor gives shifting bonuses and penalties to its wearer like its lesser cousin, but the ‘high tide’ is lengthened and more powerful than its lesser cousin. It begins combat with a -5 foot movement speed penalty, the next round it provides no bonuses or penalties, then it gives +1 AC and +5 ft of movement speed, then +1 AC and +15 ft of speed, and finally +2 AC and +20 ft of movement speed before dropping back down by one step each round after. Once this cycle reaches “low tide” again, the cycle repeats. A common water elemental soul has minor control over its tides, and it starts combat with no bonuses or penalties. Additionally, this armor halves any penalties for underwater movement or action.)

9000

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Bound

0384

Ensouled, Water Elemental Weapon (Changing weight and balance, the elemental soul within pushes and pulls the wielder side to side. Like its lesser cousin, this weapon confers bonuses that grow then diminish with successive hits. Starting at “low tide” at the beginning of combat, this weapon’s soul deals 1 cold damage on a hit. Each hit increments the metaphorical tide within: 1d6 cold damage, then 2d6 cold damage, and finally 3d6 cold damage with 1 round of slowing inflicted on the struck foe. At “high tide”, additional hits drop the damage of the weapon backwards down this scale until it reaches the “low tide” of 1 cold damage before successful hits begin to increase its damage again.)

9000

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Bound

0385

Ensouled, Water Elemental, Greater Armor (This wet, glistening armor layered with shells and fish scales has a living octopus mantle and is dotted with water bloated jellyfish across the arms and legs of the armor. The small octopus holds tightly around the neck, shifting its colors nervously to try to blend in to no avail. Like its weaker souled cousins, this armor waxes and wanes throughout a fight. Each round it will increment its bonuses towards “high tide” and then once it hits that point it recedes back down one step a turn to “low tide”, repeating this back and forth cycle until combat ends. Additionally, this soul has better control over its own tides and starts combat at the +1 AC and +5 ft of movement speed in battle stage. The bonuses are, listing from low to high tide: -5 ft of movement speed, no bonuses or penalties, +1 AC and +5 ft of movement speed, +1 AC and +15 ft of movement speed, +2 AC and +20 ft of movement speed, +2 AC and +30 ft of movement speed and a cold aura that deals 5 cold damage to enemies within 5 ft, and finally +2 AC and +40 ft of movement speed and a cold aura dealing 5 cold damage to enemies within 15 ft. When underwater, the octopus climbs up over the wearer’s mouth and breathes for them while the jellyfish open up, granting the wearer a swim speed equal to their land speed by jetting around using the jellyfish embedded in the armor. The wearer suffers no penalties for movement or actions underwater.)

30000

3000

Bound

0386

Ensouled, Water Elemental, Greater Weapon (Attacks with this weapon are followed with a deluge of water and the smell of salt. Normal fires within 5 ft. of the wielder and its target are extinguished. The weapon shifts its bonuses cyclically, cresting to a peak then settling down, changing with each hit: 1 cold damage, 1d6 cold damage, 2d6 cold damage, 3d6 cold damage with 1 round of slowing inflicted on the target, and 4d6 cold damage with 1 round of the target being stunned as they are frozen in ice. A greater water elemental's soul holds more command over its own tides and it starts combat at 2d6 cold damage instead of at 1 cold damage.)

30000

3000

Bound

0387

Ensouled, Water Elemental, Lesser Armor (Sea shell and fish scale reliefs adorn the limbs and torso of this armor. The wearer gets shifting bonuses like the tides. The wearer starts each encounter with -5 ft of movement speed, “low tide”. Each round, the bonus improves at the start of its wearer’s turns until it reaches its zenith, after which it returns down one step each round until it hits “low tide” again, where it repeats the cycle. The steps are -5 ft of movement speed, no bonus or penalty, +1 AC and +5ft of movement speed, and finally +1 AC and +15ft of movement speed.)

3000

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0388

Ensouled, Water Elemental, Lesser Weapon (Like the tides, this weapon varies back and forth from being cool to the touch to frigid iciness. In any level of humidity, water droplets condense onto this weapon and freeze in small teardrops as the weapon grows colder. A water elemental’s soul confers shifting strength to an ensouled weapon. At the start of combat, this weapon starts at “low tide” and adds 1 cold damage to its damage rolls. After a successful hit, it deals an additional 1d6 cold damage instead, as it grows colder. On the next hit, it will now deal 2d6 cold damage as it reaches “high tide”. Another hit at this point reduces the damage back down to 1d6 cold damage, then down to 1 cold damage “low tide”. Reaching low tide again allows the weapon to begin moving towards high tide again with each hit.)

3000

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Bound

0389

Escape Plan (What appears to be a normal button fastener can be snapped open with purposeful force. The hollow button contains a powerful mix of abjuration and vapor stimulants. Broken, it releases a faint garlicky vapor that invigorates the user. The Escape Plan obscures the wearer by 50% and grants a 50 foot speed boost. The obscuring effect fades by 10% each round and with each attack the user makes. The speed boost lasts for 1 minute and by 10 feet for each attack made.)

750

75

Gear Up

0390

eSpiritu (Some guides and mapmakers are rumored to be so enamored with their craft that they linger after death, haunting their map cases. eSpiritu map cases can be called upon to conjure and unfurl an overland map of any scale or location, granted the location is well mapped by cartographers in general or a specific map showing the area has been supplied to the map case. These maps only highlight well known locations or points of interest, unless cartographic knowledge or past maps it was given hold more specific or hidden locations. Requesting guidance to a specific location add a moving marker to any map that moves and twists to point out a the quickest route to the location. On each request, roll a 1d20 instability die for each request made in the last week. Rolling a '1' will cause a magic mishap: the wielder is now magically shown as location on other people’s maps, incorrect map or directions are given, a map given to the eSpiritu is lost, or all current maps are withdrawn inside the case and the map case becomes inactive for 24 hours.)

6000

600

Modern Mayhem

0391

Essence of Life (A black and white spiral shell houses a squirming, ten-tentacle leech that responds to a warm-blooded touch. Held up to the mouth, the Essence of Life steals the user’s hit points, 1d6 hit points each round. When it is cracked open, the foul, rotting salty smell of its organs restore as many hit points the Essence has consumed minus however much it has absorbed. The Essence of life digests 1 stored hit point each hour. After digesting a total of 100 hit points, the Essence of Life buds off into ten larval mollusks. These mollusks, if they survive predation, will grow into Essence of Life in 1d3 years.)

5000

500

Bound

0392

Eternal Servant (By donning this silver, engraved ring and its large, multi-faceted amethyst inset and attuning to it summons a ghostly butler to one's side. The well dressed, tall, human butler will serve the wearer of this ring unfalteringly and without question. His goals will be the intent of his given orders, but he tends towards unorthodox methods to achieve those intents. The ghost is visible to others and his skills are that of a master of anything a butler, cook, groundskeeper, steward, or servant would be expected to do. Rumors swirl around the original rings of these designs, many hint at the possibility of souls traded to demons, but newer rings are fashioned from the bound souls of weaker demons.)

3000

300

Bound

0393

Ethereal Antennae (Plucked from ghostly bugs and spirits, these add new dimensions of information to an information gathering spell. As part of casting the spell, the caster must break the Ethereal Antenna while thinking of a new sense that the spell will provide. Alternatively, for spells without a direct sensory output, it enhances answers or foresight obtained by such spells. The extra information derived from such empowered spells grants either a rudimentary sense of smell biased towards sugar or alcohol, a faint sense of the wind currents, or blurry ultraviolet sight. A bundle of Ethereal Antennae contains enough antenna for five spells.)

250

25

Exposed to the Elements

0394

Ethereal Defenses Armor (Armor enchanted with Ethereal Defenses can apply its entire armor bonus against ethereal, shadow, or other extraplanar based attacks even if they would normally ignore material plane armor. The wearer can spend a reaction to gain resistance against damage from an extraplanar attack.)

10000

1000

Gear Up

0395

Ethereal Reach Weapon (An ethereal reach weapon shimmers with a faint, see-through green like a silk curtain billowing through a shaft of light. Weapons so enchanted can strike ethereal targets as if they are weren't ethereal, and five times per day can strike with extended reach even through solid, non-magical objects. This gives an additional 5 ft. of reach for melee weapons and no range penalty for ranged weapons.)

5000

500

Gear Up

0396

Etherealness Armor (A thin trickle of pale green fog falls off this armor that feels cool to the touch. With a reaction, an attuned wearer of Etherealness Armor can shift planes along with their equipment, becoming ethereal. While ethereal, the wearer is immune to non-magical attacks and resistance against magical attacks originating from non-ethereal creatures. The wearer’s non-magical attacks deal no damage and their magical attacks deal half damage to material creatures while ethereal. When shifting planes, the wearer’s held and worn items are made ethereal as well, up to their maximum carrying capacity. With a reaction, the etherealness effect can be ended. The armor can remain ethereal for a total of 10 minutes each day, but each activation rounds up to the nearest minute of usage.)

25000

2500

Exposed to the Elements

0397

Etherium Armor (Etherium is made via a special refining process using astral silver in ethereal forges. This metal defends against any bonuses that other creatures might gain on attacks against the wearer by jumping between planes, such as: blinking, shadow jumping, astral projecting, etc. Etherium armor negates the first ten damage taken each round from a creature that has shifted planes in the last five rounds.)

10000

1000

Fantasy Foundry

0398

Etherium Weapon (Rare and elusive deposits of translucent, silvery ore found only in the endlessly floating rocks of the astral plane, metal weapons made of forged Etherium are not easily bound to any one plane. They can strike creatures as if they were on the same plane as the wielder, ignoring, for example: astral projecting, blinking, shadow-walking, phasing, or ethereal. Such weapons are, however, also blocked by solid barriers manifesting in other planes as well. Outsiders killed with an Etherium weapon die instead of just reforming on their home plane. Etherium weapons are always well made and grant a +1 bonus to attack.)

6000

600

Fantasy Foundry

0399

Evard's Black Bomb (A squirming, tickling, black, fuzzball explodes with a loud squish when it hits a hard surface. Thrown up to forty feet, it expands like a coiled black snake into a rude mass of black tentacles. Thick strands of mucus string between the waving pseudopods. Any creature that enters within a 10’ radius of the centerpoint triggers a grapple attempt with a +5 strength bonus. Those that fail on this contested roll are restrained and may only move closer to the centerpoint. The tentacle mass has a total of 40 health and an AC of 13.)

600

60

Save Vs. Disease

0400

Everlasting Rations (Reaching into this empty burlap sack will retrieve one ration worth of jerky, hard tack, and dried fruits. The small bag that can produce up to a dozen rations each day.)

4000

400

Gear Up

0401

Eversnuff Box (This is a small tin that produces up to 10 pipefuls of mediocre dried tobacco each day. It produces just one ounce each time it is empty when the box is snapped closed.)

300

30

Gear Up

0402

Everspinning Gear (This thick, etherium gear relentlessly spins about its central axis. The square toothed gear, five feet in circumference or about 1.5 feet in diameter, completes one rotation every second. The solid metal of the toothed disc has a single 3-inch square hole in its center. A strength check (DC 30) or 2 tons of weight is enough to stop it, but it then attempts to turn the other direction. With a blockage, it will cycle back and forth, the small vibrations of its teeth hitting back and forth will eventually grind down its restraint. It is only safe to pick up using a rod through the middle, doing otherwise exposes the holder to the unstoppable rotation of the gear.)

7500

750

Arcane Arsenal

0403

Exhumation Powder (When this small pouch of anointed, astral, grave-dirt is spread on a hand or glove then lit, an ethereal smoke clads the user’s hand. Through the faint smoke, the user can see all the consumable items they used up and possessions that were destroyed in the last five minutes and they can retrieve one of those items before the powder burns out.)

10000

1000

Exposed to the Elements

0404

Exhumer’s Shovel (An Exhumer’s Shovel is a black, cast iron spade with a dark walnut handle. By striking it into earth, sand, or gravel, the wielder can shift up to 50 cubic ft. of earth. The earth moved must start in a volume contiguous with the struck earth, in minimum increments of 8 cubic ft. cubes, and end contiguous with either the wielder or the volume’s original location. The shovel can move up to 100 cubic ft. of earth before needing to be sharpened and oiled over the course of a short rest. When casting an earth spell using it as a focus, the volume of earth moved, created, or manipulated is increased by 25% while also allowing for one size finer detail work.)

2000

200

Arcane Arsenal

0405

Explorer's Compass (When this compass beat up, gold-leafed bronze compass is opened up and faced to a map, its red and black pointer will turn blank, appearing on the map where the user is standing. The lines and text of the map will animate, reorienting to face the direction the map holder is facing. Facing the open compass towards the map again returns the map to its original state and the compass pointer returns to normal. While the pointer is on a map, the compass does not function, instead spinning idly about a blank face. Inaccurate or misleading maps show the pointer location as where it would be according to the scale of the map and not according to where the user actually is.)

1000

100

Gear Up

0406

Explorer's Kite (A brightly colored, silk flying fish kit tilts at the slightest breeze, tethered by a thin rope and well-worn wooden handle. When one flies the Explorer’s Kite, they get an intuitive sense of the land around. They are aware of what types of terrain are in the surrounding 20 miles, as well as any major landmarks. Make a Dex check each time it is used in strong winds or the kite will breaks free and drift away on the winds: light winds (DC 10), medium winds (DC 15), strong winds (DC 20), storm winds (DC 25), and tornado/hurricane/monsoon (DC 30). In a lightning storm, there is a 50% chance any strike within 100 ft is redirected to the kite and its holder, this destroys the kite and deals 6d6 electricity damage, no save.)

4000

400

Gear Up

0407

Explosive Glyph (An Explosive Glyph is an engraved slate stamp. Raised stone runes cover the surface of this 4 inch black square. Slathering on any coloration or pigment then stamping it on a surface leaves an Explosive Rune effect behind up to three times per day. This magical sigil deals 3d6 damage in a 20 ft burst when it is read, destroying itself in the process. Alternatively, it can be stamped on a piece of parchment, to explode when the paper is burned. Additional stamps placed adjacent to or overlapping one another joins them together into a larger explosion. Each stamp adds 1d6 damage and increased the explosive radius by 5 ft. These runes last for as long as the ‘ink’ remains dry and legible or until too many stamps are placed, with newer stamps causing the oldest stamps to flake away. Up to 5 stamped runes can be functional at a time.)

3000

300

Charged

0408

Explosives (Inside the lantern-sized wood barrel lies a deadly payload. A massive shrapnel burst of sharpened metal bits and jagged rocks awaits ignition to deal 8d6 slashing damage to all targets in a 50 ft. radius. A Dexterity save, DC 15, will reduce the damage by half. Object hardness is considered doubled against this damage and objects automatically succeed on their saving throws. Creatures damaged by the shrapnel receive one point of ongoing bleed damage for every 5 damage taken from the blast. Those that failed their saves suffer disadvantage on their death saving throws until their bleed damage is healed. The explosives go off 1d4+1 rounds after the fuse is lit. The user can make an Intelligence check, DC 10, while lighting the fuse to increase or decrease the fuse timer by 1, decided after rolling the fuse. On a failure, the fuse time is 1d6-2. If the check is succeeded by 5 or more, they may increase or decrease the fuse timer by up to 1 more for every 5 above the DC. A fuse time reduced to 0 goes off at the end of the turn and a fuse time reduced below 0 goes off immediately.)

1000

100

Exposed to the Elements

0409

Explosives, Crude (Crude Explosives are small wooden barrel shrapnel bombs made with a combination of alchemical accelerants and loose gravel. It deals 4d6 slashing damage to all targets within 30 ft. A Dexterity save, DC 14, reduces the damage by half. Object hardness is considered doubled against this damage and objects automatically succeed on their saving throws. Creatures damaged by Crude Explosives take 1 ongoing bleed damage. Crude explosives detonate 1d6 rounds after the fuse is lit. With a DC 15 Intelligence check, a user can attempt to modify the fuse while lighting it. On a success, they may increase or decrease the fuse length by 1 round. On a failure, the fuse length becomes 1d4-2. A fuse time reduced to 0 goes off at the end of the turn and a fuse time reduced below 0 goes off immediately.)

400

40

Exposed to the Elements

0410

Explosives, Refined (A deafening explosion precedes a cloud of spiralling ceramic needles and spinning razor-wire bursting from this fist sized metal canister. 1d3+2 rounds after the fuse is lit, this explosive deals 15d6 slashing damage to all targets in a 60 ft. radius. A Dexterity save, DC 17, reduces this damage by half. Objects have double their normal hardness against this damage and automatically succeed on their saving throws. The shrapnel contained within is made from the shavings of leftover seeking weaponry and will curve around cover, negating any bonus short of total cover. Like hungry slugs, the debris from Refined Explosives will burrow and crawl in those damaged by the blast, resulting in bleed damage equal to one quarter of the damage taken, rounded up. Bleeding creatures have disadvantage on their death saving throws and must succeed an additional time before becoming stable. While lighting the fuse, a creature may attempt an Intelligence check, DC 5, to modify the timing. On a success, they may increase or decrease the timer by up to 1 round for every 5 of the result. On a failure, the fuse time becomes 1d8-2. A fuse time reduced to 0 goes off at the end of the turn and a fuse time reduced below 0 goes off immediately.)

5000

500

Exposed to the Elements

0411

Extendable, Fantastic Pole (This two foot wooden rod is darkly stained oak wood with smooth surface broken only by a collection of six small buttons. One pair of buttons will cause the pole to lengthen or shorter while held, as long as 20 ft or as short as six inches. Another button causes the pole to extend alternating ladder rungs every six inches. The fourth and fifth are toggle switchs that change their respective ends of the pole from flat to hooked ends to rings. The sixth causes the pole to extend 1 ft by 2 ft platforms every foot and a half along its length. An Extendable, Fantastic Pole can hold up to 2 tons before its magic fails and it reverts to its original size and shape. Catastrophic physical damage, so long as the enchantment stays intact, causes the pole to go dormant for 1d6 days.)

750

75

Gear Up

0412

Extractor (Extractors appear to be a large tun cask formed from a single stone, layered with a vast geometric pattern, and topped with continuously burning candles engraved with numbers in different alphabets. Stoked with twenty pounds of magma, this magical boiler drains off the magical essences and rare alchemical ingredients of magical items heated within, distilling them down to their component parts. The heat from twenty pounds of magma produces enough heat for sixteen ounces of Essence, or an equivalent value of other alchemical ingredients. This process rips apart non-magical materials, turning them into a non-descript lump of rocky slag over the course of an hour. From valves hidden in the patterns, these essences can be stored in metal flasks. A magic item produces one ounce of Essence per 1000 SP it would take to craft the item over. This essence can be used to craft new items or can be sold to enchanters. The bodies and flesh of magical creatures can also be distilled for an amount equal to one tenth of an ounce per HD. This process requires their most valuable and magical parts of a creature otherwise it fails to produce any Essence. By adjusting the runic array of the Extractor with an Arcana check, DC 15, a user can distill out a different magical essence or alchemical component from the heated materials, up to the value of the Essence that could have been extracted. Failure on that check means the Extractor produces Essence as normal, but only half what it would have produced. Creatures exposed to the slag or a running Extractor too often may develop mutations. Each hour of exposure to the waste slag or the Extractor while it is working, other than the first exposure each week, has a cumulative 1% chance of causing a mutation.)

10000

1000

Arcane Arsenal

0413

Fan of the Seasons (This silk folding fan depicts the four seasons one after another: Winter, Spring, Summer, Fall, Winter. Sharp transitions separate each season on the illustrated fan, such that a single branch extends across multiple seasons is blooming, leafy, abscissing, and frozen in the respective seasons. Swiping this fan from one side to another temporarily progresses the local area by one season. This change occurs for the immediate mile surrounding the fan. Multiple fans change it successively. This season change lasts for one day. The fan can be used three times each week but each use after the third in a week has a 25% chance of leaving the fan in tatters, destroyed. The fan can only be repaired by placing it in a nature shrine for an entire week for in each of the four seasons. In expansive indoor or underground spaces, this effect works differently, shifting a 100 foot radius into the next ‘season’ approximated by temperature and humidity. This changes the temperature by +/– 30 degrees farenheit with a dividing point at 60 degrees or the humidity by +/- 40%, with a dividing line at 50% humidity. Winter is cold and dry. Spring is cold and wet. Summer is warm and wet. Fall is warm and dry.)

4000

400

Charged

0414

Fan of the Stormfront (This huge, spiked paddle-fan of bamboo allows its user to swipe downward to create a number of weather effects. The Fan of the Stormfront has five charges that refill each day: 1 charge for Gust of Wind or Fog Cloud, 2 Charges for Call Lightning, and 3 Charges changes the weather of the surrounding 3 miles into a powerful, windy storm related to the biome. The storm lasts for 2d10+4 hours. The user can only call a storm outdoors in plain view of the sky. If the fan is outdoors in strong, natural winds, it has 6 charges instead of 5 for the next week.)

5000

500

Charged

0415

Farsight Goggles (These eagle motif goggles spin in their sockets, extending and retracting the goggle lenses, allowing the user to focus and see clearly up to twice as far as normal. The wearer takes no penalty on ranged attacks at less than maximum range.)

2000

200

Gear Up

0416

Fast Brooch (Woven braids of grain stalks are clasped together by a tiny millstone bolo. The attuned wearer of the Fast Brooch can ignore some of the penalties for starvation and dehydration if they give away their own rations of food and water to the needy and downtrodden of society. This effect continues for as long as the wearer does not willingly eat or drink more than a half ration each day. Starvation and dehydration build up at one quarter their usual speed so long as the wearer continues to fast. Additionally, they suffer the penalties of exhaustion as if they had one fewer levels of exhaustion and exhaustion penalties are halved (reducing disadvantage to a -2 penalty). So long as the wearer of the Fast Brooch continues to keep favor with the many gods aligned with caring for the poor and needy, they will find divine luck interceding on their behalf, granting them one reroll of any roll for each level of exhaustion they have.)

1000

100

Profane and Profound

0417

Faustian Bandage (This cloth bandage is covered in black demonic script with a simple deal, vitality for life. Applied as a temporary tourniquet or bandage as an action, the user can trade away their maximum hit point total to immediately heal the target by half that many hit points, rounded down. The user’s vitality is loaned to the devilish creator of the bandage and when they take their next short or long rest the magic reduces their maximum hit points by the amount they bargained away. Afterwards, it returns slowly as it is expended by the recipient of the contract, 1 maximum hit point per HD of the user at the end of each long rest. Maximum hit point total regained this way does not return with the associated hit points.)

1000

100

Exposed to the Elements

0418

Feather Token Air Buffalo (A light-beige feather is colored with a dark brown arrow down its center. If the user breaks the feather, a Huge, saddled, giant beige buffalo will grow forth. This buffalo has the inexplicable ability to fly with average maneuverability and can carry up to four tons. It has enough space for 5 medium sized creatures to ride comfortably on its saddled back. It won't attack in combat but can slam and gore attackers to defend itself from creatures attacking it. It will only go inside or underground with a very difficult handle animal check (DC 25), and even then, will still be ornery. Each day, the Air Buffalo must be kept fed and well groomed, costing 50 sp in supplies each week. Failure to do so twice or doing so while it is kept indoors will result in it leaving at the first opportunity. HD 5 (60), Huge, AC 15, Slam/Gore, +7/+6 (2d6+3,1d8+2), Move 30 ft./ Fly 60 ft. S 16 D 10 C 19 I 7 W 13 C 9)

8000

800

Arcane Arsenal

0419

Feather Token Boat (This large white feather transforms into a lightweight but sturdy swan feather boat complete with long stemmed feather oars. The boat can hold up to 2000 pounds yet it weighs only 5 pounds.)

500

50

Gear Up

0420

Feather Token Fan (This tiny white-grey feather transforms into an elaborate wooden handled ostrich feather fan that can create a continual minor wind within a 30 foot 90 degree arc or single, strong blasts of wind in a 60 ft line every 1d6 rounds. Each new activation of the fan has a 1 in 20 chance of irreparably destroying the fan.)

100

10

Gear Up

0421

Feather Token Great Bird (Cracking this pebble-grey feather causes it to transform into a loyal, light-gray dove the size of a horse. The dumb, but well-meaning bird can carry a small creature easily and a medium creature at half speed. It takes orders with the intelligence of an infant, and can attempt to relay scouting information using simple motions and cooing. If criticized, things go wrong, or harsh language is used in its presence, it will become frightened for 1d4 minutes. The third time it becomes frightened this way it will leave at the first opportunity. HD 3 (20), Large, AC 14, Beak/Talon x2, +4/+2 (1d6+2,1d4+1), Move 10 ft./ Fly 80 ft. S 9 D 13 C 9 I 5 W 7 C 11)

10000

1000

Arcane Arsenal

0422

Feather Token Great OwlHound (Snapping the dark, blue-grey feather in half then placing the limp feather halves between your lips and whistling summons forth a great magical beast. It spins forth from the winds as a collection of feathers that quickly solidify into a hybrid animal. The Owlhound has the body of a large mastiff with the head of an owl and the front talons of a falcon. The Owlhound follows orders like a guard dog and fights best at night, with a +2 bonus to attack and damage. The Owlhound must eat 10 rations, or 10 HD of meat, each day or it will become disgruntled and gain a level of exhaustion. Any failed morale check failed will also disgruntle the Owlhound. If already disgruntled, it instead will desert its summoner at the first opportunity. A disgruntled Owlhound can be calmed with suitable relaxation, pampering, exotic meats, and appreciation. HD 10 Large AC 15 ATK +7x2/+7 (Claw x2/ Bite) DMG 1d8+5/1d10+7. MOV 50 ft. Scent 60 ft.)

12500

1250

Arcane Arsenal

0423

Feather Token Griffin (Breaking this platinum feather calls forth a griffin in a swirling maelstrom of silvery feather that multiply from the broken feather token. It forms adjacent to the summoner, armored in a feathered scale armor, and ready to bear a rider into combat on a custom saddle. It can drag up to four tons on the ground and carry one ton while flying. The griffin must eat 10 rations of meat each day or it will become disgruntled. It will also become disgruntled if it fails a morale check in combat or it witnesses its summoner committing an evil deed. An already disgruntled griffin will instead abandon its summoner at the earliest opportunity. A disgruntled Griffin can be calmed with suitable relaxation, pampering, and appreciation. Atonement is required before calming a Griffin disgruntled by evil deeds. HD 8 Large AC 18 ATK +5/+7 (Beak/Pounce*) DMG 1d8+3/2d10+5. *Pounce attack is only made after the griffin has moved more than 15 ft. in a straight line. MOV 40 ft. FLY 30 ft. S 16 D 12 C 19 I 12 W 11 C 16.)

9000

900

Arcane Arsenal

0424

Feather Token of Sphinx (Cracking this gleaming aquamarine feather summons a sarcastic, lounging sphinx in front of the user. This combat ready minion is armored in a breastplate and can use magic. Additionally, the sphinx is wise and well versed in magical and historical lore. It will follow the orders of the one who summoned it. The sphinx must be fed 5 rations and paid 200 sp in gems, magic, or gold each day else it will become angry. It will also become angry if it fails a morale check in combat or if made to fight in more than one combat between long rests. If already angry, the sphinx will instead leave at the earliest opportunity. HD 12 Huge AC 16 ATK +8/+9/+7 (Claw/Bite/Spells*) DMG 1d8+3/1d12+5 Spells: Acid Splash cantrip 3d6 acid, Burning hands 5d6 fire in 20 ft. cone (three times each day), Lighting Bolt 6d6 electricity in 60 ft. line (once each day). Identify, and Knock MOV 30 ft. FLY 40 ft. S 16 D 14 C 12 I 17 W 15 C 14. The sphinx makes a bite and two claw attacks with an action.)

18000

1800

Profane and Profound

0425

Feather Token Ostrich (A pack mule ostrich ready with bags and belts appears nearby after the user twists this black and white feather until it snaps. The ostrich is eager and ready to carry up to one ton. The ostrich will flee any combat or dangerous encounter until the danger is out of sight. Failing that, it will cower and hide its head. The ostrich needs 2 rations of food each day or it will become disgruntled. It will also become disgruntled if it is prevented from fleeing combat and fails a morale check. If the ostrich is already disgruntled, it will instead abandon its summoner at the first opportunity. A disgruntled Ostrich can be calmed with suitable relaxation, pampering, and appreciation. HD 3 Medium AC 12 ATK +3 (Beak) DMG 1d4 MOV 80 ft. Jump 20 ft. S 11 D 15 C 8 I 3 W 7 C 8.)

3000

300

Arcane Arsenal

0426

Feather Token Pegasus (The Pegasus Feather Token is a silvery feather that will call a pegasus from thin air when kissed. As the silvery, winged horse appears, the feather turns to glitter dust. The horse can carry up to one ton and is useful for travel but is not trained or willing to engage in combat nor will it bear a rider into combat. The pegasus will retreat from combat, staying out of harm's way. The pegasus needs 3 rations each day or it will become disgruntled. It will also become angry if it witnesses its summoner desecrate nature or commit evil acts. If forced into combat, it will become angered if it fails a morale check, which it has disadvantage on. HD 4 Large AC 14 ATK +4 (Hoof) DMG 1d6+1 MOV 90 ft. FLY 90 ft. S 12 D 19 C 10 I 15 W 19 C 19. While flying, the Pegasus may make up to two hoof attacks as part of the dash action.)

5000

500

Profane and Profound

0427

Feather Token Quetzalcoatl (Crushing the rainbow Quetzalcoatl feather token causes it to explode in a thunderous cacophony. As the smoke clears, a flying, rainbow snake appears. It is a loyal, telepathic servant of its summoner that will utilize its powerful good magics. While it will do no harm to non-evil creatures, it is a powerful aerial combatant. Additionally, it can grant up to a dozen creatures at a time the ability to wind walk at will. The Quetzalcoatl must be fed 20 rations each day or it will become disgruntled. It will also become angry if it fails a morale check in combat or if its summoner does not complete a massive charitable undertaking each month. If already angry, the Quetzalcoatl will instead leave at the earliest opportunity. HD 16 Gargantuan AC 19 ATK +10/+12 (Bite/Bolt) DMG 2d8+6/1d20+5 positive energy Spells: Heal 5d8+10 hp (five times each day), Mass heal 3d8+5 to up to 10 targets in 30 ft. (three times per day), Restoration (three times per day), Raise Dead (once each day). MOV 20 ft. FLY 120 ft. S 18 D 21 C 15 I 19 W 25 C 17. The Quetzalcoatl may make up to three bolt or bite attacks as an action.)

30000

3000

Profane and Profound

0428

Feather Token Roc (Shredding this crimson and white Roc Feather Token and tossing the pieces in the air creates a dense red cloud. From this cloud steps a giant, intelligent bird, suitably mounted for riding. The bird can carry two tons of weight or fight as an aerial combatant, if carrying less than half a ton. The summoned Roc must be fed with 5 rations each day and paid 50 sp each week in shiny gems, objects, and coins. If it is not paid for its efforts or it fails a morale check in combat, it will become disgruntled. If an already disgruntled Roc would become disgruntled again, it instead will leave at the first opportunity, stealing the most valuable looking shiny object on its way out. A disgruntled Roc can be calmed with suitable relaxation, pampering, shiny trinkets, and appreciation. HD 5 Huge AC 16 ATK +4x2/+5 (Talon x2/ Beak) DMG 1d4+2/1d8+3. MOV 30 ft. FLY 90 ft. Advantage on Perception. S 13 D 17 C 11 I 12 W 15 C 11.)

8000

800

Arcane Arsenal

0429

Feather Token Willow (Snapping the brown feather brings to life a giant, feathery, willow tree. The leaves can be eaten to nourish a creature as a full food and water ration. The willow produces as many as six meals each day, if it is in a suitable environment for a tree. Each month the tree’s magic fades a little, reducing its output by one meal until it becomes a non-magical tree at the end of its sixth month. In hostile environments such as those lacking sunlight, sufficient warmth, or enough water, the tree only provides 30 rations total as it wastes away into a dry, dead tree.)

500

50

Profane and Profound

0430

Feather Token, Cursed (While this feather starts its life as a grey, matted pigeon feather, it will take on a new appearance as soon as it is placed within 5 ft. of another feather token. A Cursed Feather Token will mimic the abilities of the feather token it copies, changing appearance to match and occasionally swapping locations with the other feather token when unobserved. When broken it functions like the feather token it is copying, except that the resultant entity is hostile to its summoner. It uses malicious intelligence to suss out the best time to betray its user. For non-sapient forms created by a cursed feather token, the item fails to work catastrophically or is otherwise ruinous, dangerous, or poisonous despite appearing normal to all senses. Once a Cursed Feather Token has copied another feather token, it will not change forms again for 24 hours. In its base grey form, it has a flying speed of 5 ft. that it will use to stealthily move towards the nearest feather token within 1 mile.)

3000

300

Profane and Profound

0431

Feather Token, Raven (Snapping this jet-black feather calls forth a large raven perching on the arm or shoulder of its summoner. Its head jerks about, taking everything in with its beady black eyes. The raven will answer any question it is asked, even rhetorical ones, with as much knowledge as a common sage in a decent library would have access to. It is prone to being cryptic or mysterious. The real talent of this magic raven is that it can translate any spoken or written language, and can almost perfectly copy any writing it can see with its talons by carving or dipping them in ink. The Feather Token Raven must be fed and given access to new literature, plays, or stories equivalent to a short novelette each day or it will get angry. Lengthier or more exotic works can soothe it for longer. Additionally, if it fails a morale check or if its owner makes an egregious grammatical error it will get angry. If anything would make it angry while it is already mad it will shout “Nevermore!” and fly away at the soonest opportunity.)

2000

200

Arcane Arsenal

0432

Feldspar (Polished into one of various geometric shapes, this piece of feldspar can be smashed apart during the casting of an earth or stone spell to allow the user finer control. They can recreate the shape of the pieces of Feldspar in their earth or stone works -such as spheres, tetrahedrons, or cubes- with a minimum size of half the smallest increment their spell allows them to create. They may replicate full or partial copies of the feldspar’s shape throughout the shaped or conjured earthworks as many times as will fit, without overlap, in the area of effect. This generally provides no extra structural strength or weakness, but may provide circumstantial bonuses or uses such as creating rough terrain for enemies, useful hand-holds, or camouflage.)

500

50

Profane and Profound

0433

Fellhide (A loose collection of rags and tanned fey skins and wings, twitches and giggles when not worn. Fellhide acts as clothing that confers a +1 magical armor bonus. When falling, the rags flow behind the wearer, allowing them to glide slowly, moving up to 15ft per round horizontally and 5ft down. Once each day, the wearer may shake the rags loose of sparkly dust, casting a Sleep spell centered on the armor as a 1st level spell with DC 11. The wearer is not affected by this spell.)

4000

400

Fantasy Foundry

0434

Fez of Lashing Wounds (Fez of Lashing Wounds are red felt fezzes with a long, fraying string tassel. With some mental focus, the wearer of this fez can control the movement of the hat’s string. Additionally, twice between each short rest, the movement of the tassel can create invisible slashes of force. As a free action, the wearer strikes a target in sight within 60 ft. for 1d6 force damage.)

2500

250

Charged

0435

Field Mending Cloth (Field Mending Cloth are rolls of shiny metallic bandaging that are intended to fix wounds on objects instead of living flesh. Applying Field Mending Cloth instantly fixes a damaged object’s functionality from anything less than total destruction, even if its appearance suffers for the shiny metal strips now attached. Using it to fix an item that is broken makes it work, but the item gains the Field Mending Cloth’s instability die, then roll that die. If the result is a ‘1’, the Field Mending Cloth was expended fixing this item. Otherwise, the instability die size of the cloth is reduced by one size for the next item to be repaired. The item’s instability die is rolled whenever the item is used to make a check, save, or roll. If its result would be worse than the original die’s roll, it replaces that die. If the instability die result matches the original die, the mending cloth fails and the item is returned to being broken. For repaired items that already have an instability die, Field Mending Cloth’s added instability die is rolled alongside the item’s instability die, using whichever die has the worse result for the purposes of the item’s stability.)

500

50

Modern Mayhem

0436

Field-Fire Spear (This slightly-singed, oak spear can summon fires at the feet of its target. Three times each day, it can be called upon to start a 5 ft diameter fire as part of an attack. The non-magical fire burns for 5 rounds in normal conditions. Any creature that starts its turn in the fire or enters its area of effect for the first time on its turn takes 1d6 fire damage.)

800

80

Exposed to the Elements

0437

Fiery Armor (Covered in a fine layer of dark oil and black soot, Fiery Armor is hot to the touch and releases the occasional floating ember. When hit by an attack from a source within 60 ft. the armor retaliates with a bolt of fire for 1d10 fire damage.)

8000

800

Exposed to the Elements

0438

Fighting Button (Crack the black, chalky button, which can be disguised as any number of tiny objects, and the user receives a powerful but short lived boon from inhaling the bitter salts. A Fighting Button grants two temporary hit points per hit die, advantage on strength based weapon attacks, proficiency with strength based weapons, and it sets the user’s strength to a minimum of 16. These bonuses last as long as the user has the associated temporary hit points. Each attack made reduces the user’s temporary hit points by 2. As the Fighting Button’s effects fade the user gains one level of exhaustion. The user must make a Constitution save (DC 10) or become addicted to Fighting Buttons.)

500

50

Gear Up

0439

Fire & Ice (Fire flickers down the oiled half of this shortsword and icy fog billows down from the frost covering the other half. It is a +1 weapon that deals an additional 1d6 fire and 1d6 cold damage on each hit. After making a successful hit, the wielder may spend their reaction to cause the firey half to disgorge a firebolt at a target within 60 ft. that deals 2d6 fire damage and send a chill into themselves that calms the mind, restoring a 1st or 2nd level spell slot.)

15000

1500

Exposed to the Elements

0440

Fire Powder (Fire Powder is a potent mix of iron dust and flammable oil, usually from salamander oil glands or pressed burnbark seed oil. When ignited as part of casting a fire or necromancy spell, the spell is infused with lingering embers of hot metal. This causes the target or targets of the spell to take 1d3 fire damage at the start of their turn for a number of rounds equal to the spell level. They can spend an action to brush off the embers and end the ongoing damage. A ceramic urn of Fire Powder holds enough dust for five spells.)

500

50

Exposed to the Elements

0441

Fire-hearth Stone (This single, large stone can be added to a campfire to increase its warmth and protection. After 3 successive nights of keeping it warm in a campfire, it holds a residual warmth with it. Further campfires containing it make for a warmer, more pleasing camp, giving +1 comfort. Sprinkling a warmed hearthstone with holy water and replacing it within the campfire will confer a +1 on rolls against undead while within the campfire’s light. One use of holy water will last about 8 hours, or all night, whichever is longer. If the hearthstone is left un-stoked on any night, it must be warmed up again with 3 consecutive nights of a campfire’s warmth.)

300

30

Arcane Arsenal

0442

Firebark Fleas (Forced inside specially treated wood by magical smoke, these supernatural fleas infest non-magical fires and fuel. Once inside a fire, the fleas’ eggs will appear as embers and sparks, sent into the air to land on creatures and fuel around the fire, infesting them to hatch inside other flames and fires within the next few days. There is a 10% chance of fuel and creatures within the light of the fire to become infested with the ash-covered ember-look-alike eggs. The non-magical fires they infest will burn brighter and hotter, sending off more ash and embers while consuming fuel twice as fast. Creatures within the light of the infested fire must make a Constitution save, DC 12, or suffer a level of exhaustion for each hour they spend in front of the fire. The Firebark Fleas cannot survive for more than 1d3 days outside of a fire or specially treated fuel. They cannot be retrieved alive in great enough numbers from within a fire or when infesting a creature. If a creature is quick, with a Dexterity save of DC 12, a number can be scooped up from an infested fire that has gone out in the last minute, to be stored in a heated piece of fuel.)

500

50

Gear Up

0443

Fixed Hand (A Fixed Hand is a skeletal, humanoid arm attached just above the elbow to a wooden plaque. By touching the magical rune, the symbol for motion, just above the arm, one can change the position or imprint simple actions on the arm. It will hold the position or repeat the imprinted action until given a new instruction. The back of the plaque has holes and accompanying hooks for mounting. Common uses include holding a torch steady, keeping a magnifying glass focused, steadying reins, or grasping tongs to move an ingot from forge to anvil. The arm has strength and dexterity scores of 9, as well as an AC of 10 and 4 hit points.)

300

30

Gear Up

0444

Flametongue (Long used by Salamanders for their foot-soldiers in their mortal plane invasion forces, this +1 longsword can be set ablaze or wielded to lash out with fire at distant foes. It deals an additional 1d6 fire damage when ablaze, can be lit or extinguished on command, and provides light as a torch when lit. By focusing on a target up to 60 ft. away, Flametongue can be swung to unleash a burst of fire dealing 2d6 damage. It can throw this fire at a single target as part of an attack action or at up to two targets as an action. Each day it can be called upon to launch firebolts five times, and after it has thrown its last firebolt, it is extinguished and cannot be set ablaze again until dawn.)

5000

500

Exposed to the Elements

0445

Flashfire Mud (Urban legend holds that this stuff is the slag left behind when earth elementals and fire elementals elope. Regardless of these rumors, this reddish clay is warm to the touch and a powerful, combustible that is stable even in most fires. It only explodes under magical fires or when exposed to intense metal fires. A pound of Flashfire Mud can be broken up into eight, palm-sized chunks, each will explode in a 15 ft radius for 3d6 damage when lit. Sellers usually include small pouches of metal shavings and tinder, along with standard delayed fuses. Each additional ⅛ pound chunk used in a single explosion will add 1d6 to the explosion damage and increase the radius of the explosion by 5 ft. Creatures within the explosion can make a Dexterity save, DC 10 + the number of chunks used in the explosion. Detonating more than one chunk at once makes the explosion unstable and attracts undue attention from the outer planes. If the damage dice, being used as the instability dice, result in 3 or more 6’s, an angry, mixed fire-and-earth elemental will be left behind when the explosion dissipates. The elemental has HD equal to twice the number of damage dice rolled. That elemental has all the strengths and abilities of both a fire and earth elemental, with neither of their weaknesses. It knows who the explosives user was, it wants to kill them, and it has a magical sense of where the user is.)

1500

150

Modern Mayhem

0446

Flower Petal (This delicate, +2, porcelain-handled sickle is painted and carved with a fine relief of cherry blossoms, a thing of beauty despite the hundreds of small cracks. Attacking with this weapon reveals its true nature as it shatters into a cloud of twirling flower petal blade shards that slice all creatures in a 5 ft. radius from a center-point within reach before reforming. This sweeping attack ignores non-magical armor and cover, but does not strike the wielder. If the Flower Petal is ever broken, it reforms in 1d6 rounds as any broken pieces turn to flower petals and float back into place.)

12500

1250

Profane and Profound

0447

Flowstone Armor (Flowstone armors are made by flowing molten rock and cooling it to form plates on top of larger, immobile sections of normal armor, but keeping the armor cool enough to not burn or melt. The stone responds to anger and violence, conferring +1AC normally but instead providing +10ft movement speed when the wearer is bloodied as the armor begins to warm up and become malleable.)

1000

100

Fantasy Foundry

0448

Flowstone Weapon (Flowing magma rock shaped and cooled into a weapon by lavamancers. Heat and aggression flow through the weapon confering a +1 attack and +3 to damage but the shifting weight of the molten core imposes a -1 to AC.)

2500

250

Fantasy Foundry

0449

Flying Caltrops (A bag of bladed, cast-iron caltrops that disperse into the air when thrown, snapping to a point indicated by the thrower. At a point, as far as 60 ft. away, the Flying Caltrops form a 50 square-foot wall of evenly spaced points in a shape chosen by the thrower. Once fully dispersed, the caltrops connect to each other with thin, garrote-like strands of force. Anything attempting to cross the caltrop wall must make a Dexterity save, DC 15. A failure means the creature takes 3d6+6 damage and ends its movement without crossing the barrier. Success means the creature can end its movement taking no damage or continue its movement through the wall, taking 3d6+6 damage. The space occupied by the Flying Caltrops is considered difficult terrain. After one hour or after dealing a total of 100 damage, the caltrops fall to the ground as non-magical caltrops.)

1500

150

Arcane Arsenal

0450

Flying Carpet (A Flying Carpet is an intricate, Persian style, tasseled rug that flies. It is a 15 ft. by 10 ft., heavy, thick carpet that can move up to 60ft each round. While it flies, it can only hold up to 500 pounds. The carpet will not move until it is touched while saying or thinking its secret command word, then it can be ordered to move as a free action once each round until the user gives the command a second time, relinquishes control to another, or fail to give it a command for 5 rounds. Uncontrolled, a Flying Carpet will sink lazily to the ground by 10 ft. each round.)

8000

800

Arcane Arsenal

0451

Flying Carpet, Greater (This elaborate Persian rug is stylized with a pattern of platinum threaded clouds. The carpet is larger than its lesser cousin, being a full 20 ft. by 15 ft. In addition, it can move up to 100 ft. each round under its owner's mental command, taken as a free action on their turn. The carpet will not move until it is touched while speaking or thinking its command word. It can support up to one ton before faltering and gliding back to the ground. The carpet will obey the commands of the user until they give the command word again, give control to another, or fail to give it a command for five minutes. Uncontrolled, the Greater Flying Carpet will float gracefully to the ground by 10 ft. each round and roll itself up.)

18000

1800

Arcane Arsenal

0452

Foam Mollusk (Hidden inside a seal-fat coated bag is a human-head sized clamshell coated in salty slime. Pried open with a moderate strength check or with a knife, the Foam Mollusk will start foaming with a rapid spray of quick-hardening stone lather. After a moment’s delay, just enough to toss it up to 30 ft, it will fill up to a 5 ft radius with lumpy coral-colored material as hard as stone. The quick-hardening foam starts out with 10 hit points per foot and a hardness equal to stone. After a minute in open air, it will soften to the hardness of a sponge. The Foam Mollusk will perish after thirty seconds outside its salted bag unless it is placed in seawater.)

200

20

Gear Up

0453

Focused Weapon (A focused weapon has an increased critical range, +1 critical range.)

2500

250

Gear Up

0454

Folded Metal Weapon (Damascus steel folded in on itself and tempered to a flexible but sharp edge. It improves the quality of the weapon such that it has a 50% chance to ignore damage to the weapon. It holds an edge sharper than steel and ignores the hardness of normal steel.)

250

25

Fantasy Foundry

0455

Folding Curtain (The Folding Curtain is a black, 25 ft by 25 ft, cloth tarp that can roll up a number of items to store them in an extra-dimensional space. Anything that can be completely covered by the tarp can be stored in this variably sized extra-dimensional space. It always weighs 20 pounds and can be rolled up into a compact roll of cloth.)

4000

400

Gear Up

0456

Forgeblade (A light, hollow blue handle ends in a small bent metal pipe and an inscribed rune. The rune can be turned to spout an intense, but short blade of fire. The blade can be used in three different ways: as a dagger of flame for 2d4+2 fire damage for 1 minute, to cut through metal or stone up to 6 inches thick in a continuous 2d4+2 ft. line, or to act as a portable forge enabling you to craft a metal or stone item 2d4+2 x 10% faster. The flame grows more intense and the handle heats up, adding another d4 to those rolls each time doubles are rolled. Those rolls are also used as the weapon’s instability rolls. A Forgeblade cools down slowly, reducing the roll by one die for every 24 hours it has not been used. Rolling triples deals the result as fire damage to the wielder and requires a CON save vs DC 5 + damage or the wielder gets a second degree burn that disables their hand until healed with a DC 20 heal check or a 3nd level heal spell.)

5000

500

Modern Mayhem

0457

Forked Tongue (This tongue piercing holds two dove-tailed silver plates resembling wings to the top of the tongue. It is magically enhanced to not interfere with talking and to be able to appear as any other normal tongue piercing. At a thought, the Forked Tongue warms to the touch and confers advantage on up to one skill or ability check each day. This check can be of any check related to speaking such as oratory performance, haggling, or negotiation.)

150

15

Arcane Arsenal

0458

Fortified Armor (The fortification enchantment combines with clever design to add further protection to the most vulnerable areas of the armor. The wearer ignores ½ of the critical hits received.)

2000

200

Gear Up

0459

Fortunate Armor (Like its lesser cousin, fortunate armor is a source of good luck. The appearance of the enchantment varies wildly based on the superstitions of the mage that enchanted it, but they all focus on lucky symbols and engravings to adorn the armor. The wearer gains two rerolls each long rest that can be used as a free action to reroll an attack, skill, or save before the results are known. Once each day as a reaction, a reroll can be spent to force an opponent to reroll an attack targeting the wearer.)

10000

1000

Profane and Profound

0460

Fortunate, Greater Armor (Greater Fortunate armor showers the wearer in good luck: attractive companions, free meals, astounding coincidence, or generally being in the right place at the right time. The wearer also gains four rerolls each day like its lesser cousins. These rerolls can be expended to reroll any D20 roll as a free action, including using a reroll to force an opponent to reroll an attack against the wearer, an opposed skill against the wearer, or save against the wearer's abilities. Once each day, the armor will pull the wearer from certain death, granting an automatic 20 on their first death saving throw.)

100000

10000

Profane and Profound

0461

Fortunate, Lesser Armor (This armor's enchantment is usually bound to a lucky coin, insignia, or marking to a god of fortune. Whoever is wearing this armor is frequently the subject of mundane swings of luck: a lucky hand at cards or being in just the right place to avoid a splash from a passing cart. The wearer gains one reroll that can be used as a free action to reroll a skill or save roll before the results of that roll are determined.)

1000

100

Profane and Profound

0462

Foul Armor (It is hard to tell if this armor is enchanted to be this way or if it is simply the paragon of filth. Foul armor is filled and covered in rot and filth. Insects and tiny vermin regularly make their homes and nests in this armor. This armor smells so strongly of rot that predators will prioritize wearer the lowest among food choices. Vermin and scavengers conversely will target the wearer the first. The wearer has disadvantage on Diplomacy checks against creatures with a sense of smell.)

50

5

Save Vs. Disease

0463

Foxglove Smoke (As a dense smokey poison, this is stored either in a vase or sometimes kept unprcessed as a bundle of dried foxglove to be burned. This inhaled poison deals damage akin to asphyxiation to creatures that breathe it. Any creatures killed by the smoke decompose over three days into a pool of noxious acid. The acid lasts until it deals damage equal to the dead creature’s max hp, dealing 3d6 damage each round, after which it neutralizes.)

350

35

Gear Up

0464

Frostbrand (Frostbrands are commonly made from reforging frost giant weaponry into multiple weapons of smaller size. Made for their rank-and-file, frigid metal greets the hand holding this magical longsword and its crossguard and blade are blanketed in frost from the chill. The wielder of this sword can call forth its chill or return it to normal on command. It acts as a +1 longsword that deals an additional 1d6 cold damage with each hit so long as it is currently frozen. Additionally, its icy core can be unleashed within 5 ft. as a 10 ft. burst of frigid mist that deals 1d6 damage. This can be done as part of an attack action or released twice as an action. This fog hangs in the air, dealing 1d6 cold damage to any creature that starts its turn in the area of effect or enters it for the first time on their turn. It disperses after three rounds. A Frostbrand can be called for this power five times each day, and after it has released its last frost burst, it returns to room temperature and cannot be chilled against until sunset.)

7000

700

Exposed to the Elements

0465

Frozen Armor (An array of dispelling magic constantly disperses heat from this armor into far flung planar reaches, chilling the armor dangerously. Any successful hit against this armor causes the array to temporarily latch onto the source if it is within 60 ft., drawing heat from them and dealing 1d10 cold damage.)

8000

800

Exposed to the Elements

0466

Galvanic Net Thrower (This small, square block is held like a wand, pointed at the target and squeezed. A thin silver web flies out of its yellow and black topper, striking a target up to 60 feet away. The target must make a CON save, DC 15, or be stunned for 1d6 rounds and take 1d6 electricity damage each round. On a successful save, the target rolls with disadvantage for 1 round and takes 1d6 electricity damage. The effect ends prematurely if the lines are cut or if the user releases the net from the Galvanic Net Thrower. Any creature in contact with the net takes the electricity damage as well, no save. The damage this wand deals is nonlethal. Each use after the first each day must roll its 1d10 instability die. On a roll of a ‘1’, the user of the wand is electrocuted along with their target. On a roll of 5 or greater, the electricity damage of the wand increases by 1d6 for the rest of the day and the die size of the instability die decreases by 1. A released net can be retracted as a bonus action unless it is caught on something, then it rips. If the previous net has been cut loose or broken, the wand magically creates another but reduces the volatility die by one size. Creatures wearing non-conductive armor that has or having natural armor with armor bonuses greater than the electricity damage dealt are immune to the effects of the attack.)

7500

750

Modern Mayhem

0467

Gaudy Armor (Very expensive gildings, carvings, reliefs, accoutrements, badges, ribbons, and other embellishments drench this armor. This armor is still functionally the same but is now appropriate as noble clothing such that it would not appear out of place in a high class establishment or event. Add this cost to the base price when determining the cost of any repairs or other enhancements.)

500

50

Profane and Profound

0468

Gaudy Guff (While this armor appears to be the expensive and fashionable Gaudy Armor, it is instead a non-functional fake. It will appear suitable as noble clothing, but should it ever see combat it will do little more to protect its wearer than cloth. Its construction means that it still has all the downsides of the armor it is imitating but none of the benefits. The decorative nature of the armor means that it will automatically fail any save against damage or breakage. Add this cost to the base price when determining the cost of any repairs or other enhancements.)

100

10

Profane and Profound

0469

Gauntlets of Ogre Strength (Heavy lead plates are sewn onto these leather gloves, making them incredibly heavy. If the wearer’s strength score is less than a 15, it becomes a 15, otherwise the user gets +1 to damage rolls on strength based attacks.)

400

40

Gear Up

0470

Gavelock (A perfectly straight, tapering rod of black, lusterless steel has 1 inch rings of crystal around its eight and a half foot haft at half foot intervals. Wielded as a +3 spear, the Gavelock stores and wields souls as a source of power. The spear acts as a spirit container and its wielder can cast Binding as if the hand holding the spear was a free hand. Upon landing a critical hit, the enemy struck is immediately put under the effects of a Binding spell of the appropriate level to capture their soul, with the Gavelock as the targeted container. For an attuned user, every soul contained within the spear, a crystal ring begins to glow. Each soul fragment contained within grants the wielder +1 maximum hit points, maximum +10, every lesser soul grants +1 damage, maximum +5, and common souls confer +1 on attack rolls, maximum +3. For each of up to six greater souls contained, the wielder of the Gavelock gains one spell level each day with which to cast Binding. These can be used as individual 1st level Binding spells or combined for higher level castings of the spell. A legendary soul held in the spear gives the wielder an action surge once each day, to maximum of two action surges each day. While there are only 15 crystal rings along the spear’s length, none have yet discovered a limit to how many souls it can hold. Souls held by the spear cannot be used to create magic items, constructs, or undead. Jabbing the spear through the air while uttering the command phrase “Lunge forth, Gavelock” will to cast Soul Spear, consuming a spirit of the wielder’s choice.)

70000

7000

Bound

0471

Gem of Seeing (Staring through this green prism gives its user True-Sight after a few seconds, automatically seeing through illusions and invisibility effects. It even functions well enough to see creatures on other planes not normally visible but crossing through the material plane, such as through who astral project, ethereal jaunt, or shadow jump. It functions continuously, but looking through the prism for more than 5 minutes in one day requires a CON save (DC 7 + minutes used) each minute or the user becomes nauseous and blind for 1 minute and further use of the Gem of Seeing instantly makes the user blind and nauseous for another minute.)

6000

600

Gear Up

0472

Genie's Lamp (This brass, scented-oil lamp, when rubbed, calls forth a trapped Djinn. The Djinn is bound to its summoner to grant three Wishes according to the exact wording of the request. Djinn are usually clever about twisting the wording of a request to discourage creatures from using such lamps, especially for greedy and selfish wishes. Selfless and kind wishes are interpreted more charitably. After granting three wishes, the Djinn is freed and can return to their home plane. Lamp owners rarely make it to their third wish before the lamp is lost or stolen, or they are killed or ruined by an errant wish. An empty Genie’s Lamp lit with incense worth at least 10000 SP forces any Djinn that can smell the incense to make a Will save (DC 18) or become trapped in the lamp. A successful save makes the Djinn immune to that use of incense. Using a trapped Djinn for wishes is considered neutral or even good to Djinn kind depending on the wishes requested, so long as it gets the Djinn free. However, trapping a Djinn earns the enmity of all Djinn-kind once the trapped Djinn gets free or can make its situation known. Djinn will never grant a request for more wishes, or those that could reasonably result in free wishes, but pending the wording of the request, may turn the user into a Djinn, trapped in the own lamp to grant wishes to whoever rubs the lamp next…)

120000

12000

Charged

0473

Gentle Touch (Named the Gentle Touch by the ‘information experts’ that created it, this simple looking black bullhide sap causes an astounding amount of pain. Instead of its normal damage, it deals 3d6 damage and is a +2 weapon. It gets its name from being completely unable to deal lethal damage, unable to kill anything or even leave bruises, going so far as to stabilize a creature hit with it if that creature is dying.)

10000

1000

Gear Up

0474

Gentle Wind Horseshoes (Made of iron tempered to a light blue color, this set of four horseshoes provides a steady, gentle breeze at the back of its wearer while they are in motion. When attached to a mount or vehicle, they gain 5 ft. of movement speed when moving in a straight line and while traveling, move 50% faster while ignoring headwinds. A set of horseshoes that will provide a gentle breeze behind the wearer while they move. Can be attached to vehicles as well.)

3000

300

Arcane Arsenal

0475

Ghost Caller's Pipes (Sounding these assorted, mismatched, metal tubes spreads eerie and resounding tones out 200 feet. When chimed as an action and for five minutes afterwards, undead of all types that can hear the sound will head directly for the pipes, except for undead with specific orders preventing such action or those unable to reach the sound through means apparent to their intelligence level. Intelligent undead must make a Wisdom save, DC 12, each round or spend all their actions moving towards the pipes until they succeed on a new Wisdoms save at the end of their turn. Undead that resist the call of the pipes are immune to its effects for the next 24 hours. The sound carries through up to 3 feet of solid material like stone or up to 6 feet of loose material such as earth or sand. Undead dislike the sound and will attempt to destroy the pipes once they are within reach. As an action they will automatically break the pipes and a second action will destroy them. If held, the undead will make their normal attacks and the wielder must choose to either take the damage of any that hit or let the pipes be broken. If the pipe’s attuned owner can summon or control undead, they can do so to 3 HD more undead each day than their usual limits. Any undead they lose control of while holding the pipes or due to losing the pipes become immediately and viciously hostile towards their previous master.)

6000

600

Profane and Profound

0476

Ghoul Venom (Purple-grey saliva gathered from between the claws of dead ghouls or bought from intelligent ghouls is a weak paralysis poison. Touched with the poison, living creatures must make a weak constitution save (DC 11) or be slowed for one round. On the following round, such a slowed creature must make a second save or be paralyzed for 1d6 rounds.)

150

15

Gear Up

0477

Ghoultooth Hungering Blade (Whirring and hungry, this longsword stirs to life when held with a tightly clenched fist, when the twisted teeth along the length of the chain encircling the blade can feel your hatred for your foe. The hunger and hatred of ghouls are bound to this weapon, and it is thought that anyone who would wield this weapon will become a ghoul themselves when they die. As a slashing weapon, the blade cuts deep and rolls weapon damage twice, totaling together. The weapon’s doubled damage dice are treated as this blade’s instability dice. Each consecutive day that the teeth of this blade have tasted fresh blood they grow hungrier and will howl and clamber when drawn, increasing the damage die for the sword by one step. Each day the blade goes without tasting fresh blood, the sword’s damage dice drop by one die size. If both weapon damage rolls are greater than the weapon’s normal maximum damage roll, the teeth leap free of the chain, dealing double to everything in a 10ft burst, including the wielder. To replace the teeth of an exploded Ghoultooth Hungering Blade requires all of the teeth from the recently dead skulls of a number of ghouls whose total HD equal the damage dealt in the toothy explosion that ruined the blade.)

15000

1500

Modern Mayhem

0478

Giant Hide (Made of cured, hill giant skin, this magical leather armor allows the wearer to increase their strength score to 21 for a total of three minutes each day, with minimum increments of one minute. During this time, they are able to throw large rocks, or similar objects, for 2d6 bludgeoning damage with a range of 60 ft. Giant-kind is at best unfriendly to those who own Giant Hide armor.)

1000

100

Profane and Profound

0479

Giant Staff (A staff made for giants, the Giant Staff is a thick tree stump that medium creatures can only barely hold with two hands and a strength score of 15 or higher. It grants Giants an additional spell slot of the highest spell level they can cast. Any spellcaster can use the staff to cast the following spells by using an equivalent or higher spell of their own: Longstrider, Enlarge/Reduce, Spirit Guardians, Stoneskin, Bigby’s Hand.)

12500

1250

Profane and Profound

0480

Giant's Braid (A single plait of hair cut from the scalp of a giant. Braided into one’s own hair, it provides some luck against being crushed by rocks. The wearer has advantage on saves against being crushed by falling rocks and takes one less damage per die from falling rocks or earth. Giants find plaited hair superbly lucky and will never cut one off of their own accord, so they often respond to “luck-thieves” wearing a Giant’s Braid by stoning them to death, which the braid offers no protection against as the rocks are thrown, not falling.)

50

5

Profane and Profound

0481

Gilded Vest (While a Gilded Vest starts its life as a plain sackcloth vest, as its attuned wearer accumulates and donates wealth, its fibers fill with gold. It is associated with deities for whom prosperity and charity are signs of godly favor. For every order of magnitude of wealth donated to a church or charity with such a prosperity gospel plus half of the wealth owned by the wearer as non-functional wealth, they gain a cumulative +1 bonus. As a free action, the attuned wearer can draw on the power of the Gilded Vest to apply that bonus to a skill check or attack roll after rolling but before hearing the result. Each use weakens the vest, lessening the bonus by 1, but the vest is restored to its full potency at the end of each long rest. When using the Gilded Vest’s ability on checks related to financial or business management, the bonus applied to the check is doubled.)

5000

500

Profane and Profound

0482

Girder of the Cephalopod (This purple-red, octopus-leather girdle grows tentacles when tied and cinched shut. The wearer sprouts four tentacles at ordinal angles from the belt. These tentacles are 10 feet long and are fully controlled by the wearer, as if they had been born with tentacles jutting from their midsection. They each have a damage die one size smaller than the unarmed damage of the wearer. As a single attack, they may attack with all four tentacles with proficiency. The suction cups on them grant a climb speed of 10 ft, while the tentacles themselves increase the wearer’s swim speed by 50 ft. When out of the water, the wearer must pour one waterskin over the girdle every hour or else the tentacles will dehydrate and retract. They stay this way until the wearer is fully submerged in water for five minutes. Other climates can require water as often as each round or as little as every hour.)

3000

300

Save Vs. Disease

0483

Glamoured Armor (Glamoured armor can change both its own appearance and that of its wearer. As a free action, the armor can be made to look like any piece of clothing and the wearer can change their appearance to any type of humanoid within 1 ft. of height and 50 lbs of their normal attributes. If the wearer is trying to copy a specific set of clothes or humanoid, they must make a disguise check with advantage to determine how closely their appearance matches the original.)

2500

250

Gear Up

0484

Glamoured Studded Leather (This magical studded leather can be magically altered on a whim into three other forms: noble’s dress, pauper’s rags, or a set of normal clothes. The leather still provides its full armor bonus in any form.)

500

50

Gear Up

0485

Glass Armor (Glass armors are normal armors with brittle, magically conductive glass plate insets. This brittleness means that they have a higher chance of breaking, with only one tenth the normal hit points. Touch or ranged touch spells are drawn in towards the glass plates, imposing a -1 penalty on the wearer’s saves. However, on a successful save, the glass plates redirect the entirety of the spell’s energies away from where they would cause harm, negating the damage of the spell entirely.)

2000

200

Fantasy Foundry

0486

Glass Weapon (A glass weapon is a terrible choice as an offensive weapon, as its quality is very low, making it prone to breaking, with a 10% of shattering on each attack. Glass does not hold an edge well, and any glass weapon drops by one damage die size. Where glass weapons are useful is that they are excellent foci for touch spells and beam attacks. Touch and ray spells cast using a glass weapon as a focus gain +1 to their save DC and +1 damage per.)

1000

100

Fantasy Foundry

0487

Glow Flies (Shake this clear glass bottle for light. Inside, dozens of small, glowing insects crawl about. They must be fed fresh vegetation each day or they’ll die slowly die off, with the light radius dropping by 10 feet each day. Smooshing the bugs and rubbing the yellow goo in someone’s eyes grants them 1d6 minutes of darkvision. This is quite painful.)

25

2.5

Save Vs. Disease

0488

Glow Flies (Shake this clear glass bottle for 30’ of dim light from the bugs inside. Dozens of small, glowing insects crawl about the container. They must be fed fresh vegetation each day or they’ll slowly die off, with the light radius dropping by 10 feet each day. The reduction in light is permanent and when it reaches 0 feet, all the Glow Flies have died. Crushing living Glow Flies and rubbing the yellow goo in someone’s eyes grants them 1d6 minutes of darkvision. This is quite painful and they suffer a -1 to all rolls during this darkvision.)

25

2.5

Insectoid Armory

0489

Glyph of the Reaper (This slate glyph bears a complicated rune that when squinted at can appear to be a robed figure, armed with a scythe standing over three skeletons. Slathered with any ink like substance or pigment, this slate can be stamped to create a magical sigil that will animate corpses and damn the living. One stamp will create a 5ft radius of miasma that will kill creatures below 3d8 health instantly and reanimates corpses into zombies or skeletons as appropriate. The kill threshold is rolled by the DM secretly when the stamp is placed. Three overlapping stamps will increase that radius of the miasma to 10 feet, increase the instant death threshold to 5d8 hit points and instead animate those corpses into intelligent skeletons and zombies. Five overlapping stamps creates a miasma that instantly slays living creatures within 15 feet that have less than 50 hit points and can reanimate up to one creature as per Revive, as an action so long as the glyph wielder can see the sigil and the creature to be revived. All other corpses in the miasma are raised as zombies and skeletons that retain the same intelligence and skills they had in life, if none of their memories or empathies for the living. Undead created by the Glyph of the Reaper can be controlled by the wielder by brandishing the glyph as an action to dominate up to 20 HD of undead within sight. Only 20 HD of undead can be controlled in total, and the oldest undead are lost first when new undead are controlled. Unintelligent undead are mindless destroyers of living creatures when they are free. Intelligent undead created by the glyph will seek to gain control of the glyph for their own use. Both types will attempt to destroy the sigil and glyph wielder that created them upon being raised, unless they are quickly controlled. Revived creatures act normally but have a vague resentment towards their reviver. Up to five stamps can be placed each day, and up to ten can retain their magical powers at any time. Stamps last as long as the dye used is legible, until newer stamps replace them, or until they fade in one hour.)

40000

4000

Charged

0490

Gnarled Staff of the Tree-folk (This is a large, overgrown, mossy sapling in the vague shape of a staff. Treefolk gain an additional spell slot of the highest level they can cast while attuned to this staff. The staff is actually alive, but hibernating, any who can speak to trees can wake it up to have it walk with them, with a 20 ft. movement speed, instead of having to carry the large staff. The sapling staff is large enough to require two hands and a strength of 19 for creatures of medium size and smaller to carry. It counts as being wielded as long as it is within 30 ft and within line of sight. While walking, it has an armor class of 14, uses the saves of its wielder, and can take thirty points of damage before dropping to the ground unable to be wielded for three days. Spell-casters can use the staff to cast the following spells by using an equivalent or higher level spell of their own: Hail of Thorns, Moonbeam, Conjure Animals, Aura of Life, and Awaken.)

12500

1250

Profane and Profound

0491

Gnomish Noise-box (This small noise box can be set to make a clambering, metallic, noise. It can be set to one of three settings: go off immediately, go off 1d6+1 rounds, or go off in 1d6+1 minutes. Gnomes using this device are privy to the actual delay amount rolled, but still cannot set it to a specific time or cancel it once it is set.)

150

15

Gear Up

0492

Gnomish Staff (A quarterstaff neatly sawed in two, given a colored glass inlay, and decorated with knick-knacks, whatsits, and thing-a-ma-bobs. Attuned Gnomish wielders gain an additional spell of the highest spell level they can cast. Illusion spells cast while wielding this staff gain one additional sensory effect on their targets: touch, sight, smell, taste, sound, etc. Poking this staff through an illusion, if the wielder themself is aware of the illusion, grants a new save to all within line of sight against the illusion effect. A spellcaster can use this staff to cast the following spells with an equivalent or higher level spell slot: Grease, Animal Messenger, Major Image, and Polymorph.)

10000

1000

Profane and Profound

0493

Gnomish Troop Transport (A wheeled catapult the size of a small hut with a built-in step ladder up to the position where the end of the throwing arm will rest when ready. The catapult magically cranks itself over the course of a full round and will fire with a command word as a normal catapult. With a different command word, the object launched from the troop transport will have a delayed feather fall effect applied on it a few seconds after launch. The feather fall effect will last for 5 rounds, or until the creature it is applied to willingly ends it.)

8000

800

Arcane Arsenal

0494

Goat Hoof (The severed Goat Hoof increases the speed of its wearer in the case of ties. The wearer is treated as having a movement speed of 5 ft faster in a situation in which they would normally tie with an opponent. While the bloody stump isn’t observably preserved in any way, it never seems to rot. There is a 3 in 6 chance that the goat hoof will register as evil to magical senses.)

100

10

Profane and Profound

0495

Goat-horn of the Giants’ Voice (A small trumpet sitting on a handle, turns your voice into the booming voice of a giant. Originally created by an enslaved wizard forced to perform for giants, the wizard stole the voice of his masters and used their own voices to trumpet his freedom and taunt his captors. Jesters and tricksters have ‘improved’ some designs, adding a small trigger that emits clanging or chirping sounds when squeezed. The user can be heard at 10x the normal distance and gains advantage on intimidation checks. This device uses a d10 instability die. Immediately after each use, the instability die is rolled and then decreases by one size. The horn’s instability slowly decreases, increasing the instability die size once each day at sunrise. If the same instability number is rolled on two consecutive uses, the device resonates with feedback, deafening everyone within 20 ft of the user for 1d6 minutes. Everyone but the user can make a DC 15 CON save to reduce this to 1d6 rds. Crystalline objects or creatures must make this save or take 2d6 damage.)

750

75

Modern Mayhem

0496

Goblin Staff (This muck-covered, gnawed staff is carved from the chitinous leg of a large insect and has bones, coins, sticks, rocks, or other junk tied to it with grimy strings of leather. Goblins gain one additional spell slot of the highest level they can cast. While wielding this staff, creatures’ sense of smell improves, conferring advantage on any check relying on a sense of smell while also imposing disadvantage on saves against any penalties due to smell. Targeted spells cast with advantage against the target deal an additional 1d6 damage of their type, last 1 round longer, or have a spell DC 1 higher. A spellcaster can use this staff to cast the following spells by expending an equivalent or higher level spell slot: Witch Bolt, Darkness, Stinking Cloud, or Giant Insect.)

6000

600

Profane and Profound

0497

Gold Armor (Gold alloyed armor is as strong as steel, although twice as heavy. Loosely bonded to the alloyed metal are interwoven wires of gold. By channeling harmful magic of targeted spells away from vital points, the gold reduces magical damage taken by 6 and lessens the duration of a hostile spells by ¾.)

3000

300

Fantasy Foundry

0498

Gold Weapon (Golden weapons were once thought to be merely status symbols, the kind of foolish puffery of nobility, until hedgewizards discovered in ancient tomb the first crude golden weapons, created and used by wizards for their power enhancing effects. Non-magical kings likely adopted gold weapons to copy the ancient wizard kings power. The exact method of making such powerful tools were lost, but the idea of using gold alloys to boost spells was rediscovered. Spells cast through gold weapons deal an extra 3 damage. The gold weapons deform easily and deal one less damage.)

3000

300

Fantasy Foundry

0499

Golden Fleece (The Golden Fleece is a fluffy, +3, cloth armor that functions as a chain shirt. Once each lunar cycle, the golden armor will instantly revive its wearer after death. They are restored whole and well rested -as if they had just completed a long rest- on the round following their demise. In order to benefit from this revival, the armor must have been attuned to the wearer and only the wearer since the last full moon.)

20000

2000

Profane and Profound

0500

Golden Harp String (When this shining harp string is used as part of a held instrument or as an accessory while performing, it grants a small boon to its wearer. Once between rests, the wearer may use their reaction to provide a 1d4 bonus another creature within earshot. That creature may expend this inspiration to add its result to a skill check, attack roll, or damage roll. For a wearer with any levels in bard, when a creature using one of their inspiration dice fails on its resulting skill check or attack roll or has its resulting damage reduced to 1 or less, the bard may use their reaction to reassure the creature. It faintly glows with gold light and gains temporary hit points equal to the result of that inspiration die roll plus half the wearer’s Charisma bonus, rounded down, minimum of 1.)

800

80

Exposed to the Elements

0501

Golem Manual (This iron plated book contains all the ritual knowledge and arcane power needed to bring a flesh, clay, stone, or similarly powerful golem to life. It is limited to creating 14 total HD of golem or golems. It also includes some common construction diagrams of golems so that a person proficient in the appropriate tools for the chosen material with access to 100 SP of materials per HD could craft the golem body. Deviating from the humanoid, quadruped, or insectoid designs within is tough and may require more expensive materials. Alternatively, the manual has enough energy to create twice as many HD of golems of the lesser varieties: cloth, straw, or wood. Golems are usually Large size. Each smaller size down allows an additional golem to be made with the single use manual.)

20000

2000

Arcane Arsenal

0502

Golem Manual, Greater (Mithril leaf covers this leather-bound tome stuffed with all the magic and rituals needed to bring an iron, steel, crystal, or similarly powerful or exotic golem to life. It is limited to creating 30 HD total of golem or golems. It also includes some humanoid, quadruped, and insectoid constructions of such golems that a person proficient in the appropriate tools with access to 1000 SP of materials per HD could craft one. Greater golems are usually Huge size. Each smaller size down allows an additional golem to be made with the single use manual. Also, the manual can instead be used to create twice as many HD of golems that could normally be made with a Golem Manual.)

45000

4500

Arcane Arsenal

0503

Golem Manual, Lesser (This leather-bound book contains everything arcane needed to bring a wood, straw, cloth, or similarly powerful golem to life. The creation or creations are limited to 6 hit dice total. It also includes some common constructions of those golem types that a person proficient in the appropriate tools with access to 50 SP of materials per HD could craft the body of those golems. Deviating from the basic humanoid, quadruped, or insectoid designs is tough and may require more expensive materials. Lesser golems are usually Medium size. Each smaller size down allows an additional golem to be made with the single use manual.)

5000

500

Arcane Arsenal

0504

Gordian Knot (Gordian Knots are thick balls of coiled and knotted rope. They are hopelessly knotted, so much so that untying any individual string from it does nothing to reduce the overall knot itself. Oftentimes, other fibers, hairs, and threads get themselves caught in one of these. Once each day, one of these balls can be tossed at a creature as an Entangle spell affecting only that creature until it escapes or the knot takes any slashing damage. Once a knot receives slashing damage it falls to pieces, hopelessly destroyed, leaving behind 3d10 pieces of rope which are each 1d10 feet in length along with numerous rope scraps. Untying a piece of rope from the knot requires an intelligence or dexterity check over the course of five minutes, then the user rolls a die no larger than the result of their roll to determine the length of the piece they freed.)

300

30

Profane and Profound

0505

Grains of Paradise (Retrieved from the flowers of herbs grown in any of the good afterlives, these citrusy and pungent spices can be expended during the casting of any scent based spell to provide reprieve from the effects on up to 3 targets within sight during casting. Those creatures automatically succeed on their saving throws against the spells effects.)

200

20

Profane and Profound

0506

Grindstone Chain (This +2 chain mail is woven of layers of small stone rings hanging from a large stone wheel fitted on the wearer’s neck. When donning or removing the armor, the wheel becomes malleable enough to squeeze into our out of but it is otherwise solid stone. Attackers will quickly find themselves worn down after attacking the Grindstone Chain. On each successful attack, the attacker must make a Constitution save, DC 12, or suffer one level of exhaustion. This magical exhaustion grinds on the joints, muscles, and energies of creatures that would normally be immune to exhaustion, reducing their immunity to resistance instead.)

15000

1500

Profane and Profound

0507

Grinning Gambeson (Lined with patches of comedic, stylized, cloth masks, this +3 padded armor can create clouds of chemical warfare with a joke. An attuned wearer of this armor can move any magical gasses or cloud effects they have created by up to 30 ft. as a free action by asking the clouds nicely. By making a joke or pun and expending one or more charges as an action, the wearer of this armor creates one of the following effects: 1 charge Fog Cloud, 2 charges Stinking Cloud, 3 charges Burning Cloud that functions like Incendiary Cloud but deals 4d6 damage each round instead, and 4 charges for a laughing gas that gives a level of exhaustion to each creature that fails a DC 14 Constitution save in its 20 ft. radius of effect and lasts for 1 minute. Those that die from the effects of the created clouds or while within the clouds die with a broad grin on their face. The Grinning Gambeson creates 1d4 charges each day and can hold a maximum of five.)

10000

1000

Arcane Arsenal

0508

Guttwist Beetles (This opaque gallon jug, contains numerous large maggots that causes large creatures digestive discomfort. Upon ingesting the worms, something only large or larger creatures can do, the creature makes a DC 11 Constitution save. On a successful save, the creature vomits the entire contents of its stomach. On a failed save, the creature is sickened so as long as the maggots remain inside their stomach, reducing all their rolls by 2. The sickened creature makes a new save each hour to vomit up the maggots in their stomach. Intelligent creatures may diagnose their symptoms and force themselves to vomit. After three failed saves, the maggots are too well burrowed to dislodge and the creature needs to eat thrice as much food as before or face starvation, although they are no longer sickened. After a month of growing in their bowels, the mature beetles are passed out in the creature’s waste to continue their next stage of life. Gutwist maggots have black and white blotchy markings and cute, baby-proportioned faces. They are the size of kittens, with a thin coat of fuzz. The maggots have cute little faces and tiny little legs. They must be fed rotten or partially digested meat every three days while in the jar or they will die. They are rumored to be the larval stages of a purple worm.)

100

10

Save Vs. Disease

0509

Hair Ointment (This runny, brown, walnut smelling oil grows hair ten times as fast as normal. The oil, once applied to a hairy area of a creature’s body, lasts for a week unless washed off. Some of these ointments have gone bad and grow hair 1d100 times as fast for 1d100 days instead. Their is a 20% chance of any oil having gone bad, and bad oils cannot be washed out of the hair. Any magic enchanting the applier will have odd effects on the hair grown during its duration, like changing its color or taking on minor magical effects.)

100

10

Fantasy Foundry

0510

Halfling Staff (This small walking stick has a hooks and slings carrying a miniature utensil kit, a small frying pan, fire-starter, and a few pouches for food. Halflings attuned to this staff get one bonus spell slot of the highest spell level they can cast. This staff creates a small amount of food for each Halfling meal time in its pouches, equivalent to a total of one ration each day. The staff’s aura increases the comfort level of any campsite, improving the wielder’s and up to twelve allies’ natural healing rate. Any spell cast through this staff that grants or improves a movement speed is improved by 10 ft. A spellcaster using this staff expend an equivalent or higher level spell slot to cast the following: Tasha’s Hideous Laughter, Invisibility, Speak with Dead, or Freedom of Movement.)

10000

1000

Profane and Profound

0511

Halo (The Halo is a polished steel breastplate conferring a +1 magical bonus to armor class and five additional maximum hit points to an attuned wearer. In many regions divinity is correlated with bodily health and since the wearers of this armor appear to have a healthy glow, Halo’s are incorrectly presumed to be of divine origin.)

5000

500

Profane and Profound

0512

Halo Infused Holy Water (When an angel’s halo is willing dipped in a basin of blessed water, this is the result. A single thimble of this water can be scattered in the air as part of a healing spell to heal each creature within 5 ft. by 1 hit point per spell level. A single vial of Halo Infused Holy Water contains seven thimbleful of water. Angels are reluctant to do this freely, as they are faintly changed by the immorality of each creature this water heals.)

700

70

Profane and Profound

0513

Hammer of the Anarchist (This simple hammer appears unremarkable, until it is held in the hands of someone with martial purpose and a hatred for Law. Attuned to someone who hates Law or the rulers of their land, the hammer turns a deep crimson red. It then deals damage as a +2 warhammer, and deals triple damage to structures. If it is used to strike someone who has proclaimed their authority over the wielder of this hammer, true or false though it may be, that target must make a Wisdom saving throw, DC 12, or drop to zero hit points and begin dying. Against those who openly favor the wielder’s proclaimed ruler or are Lawful-aligned, this weapon does an extra 1d10 damage.)

10000

1000

Profane and Profound

0514

Hammer of Thunderbolts (Rumored to be inferior copies of a thunder god’s implement, the hammer of thunderbolts charges the air around its wielder. The hammer is too heavy to wield normally, unless the wielder has meditated with the hammer and become attuned. It is a +1 maul wielded in one hand that deals an additional 1d6 shock damage on each hit. It can be thrown to great effect, traveling up to 20 ft. When thrown it deals its normal weapon damage to the target along with dealing 1d6 electricity and 1d6 sonic damage to all those within 10ft of the target. It returns to its wielders’ hand at the end of the round, striking them for its weapon damage if they have no open hands to catch it.)

8000

800

Profane and Profound

0515

Handmaiden's Case (The Handmaiden’s Case is jokingly referred to as the only handmaiden that can actually keep a secret. When any jewelry is put in the small, velvet lined box and the box is shut, the jewelry is polished and cleaned to peak condition. This does not remove imperfections or damage from the jewelry and any grime cleaned from the piece is moved to underneath the lining for later disposal.)

100

10

Profane and Profound

0516

Harem Pillow (A soft pillow drenched with colors and fringes, these legendarily soft pillows are rare only because they’ve been single-mindedly pursued by a single collector to line the grand bedroom of his harem wives and husbands. A Harem Pillow adds +2 comfort to one’s rest, or +3 if it is shared by someone who is at least a close friend. Such a pillow is comfortable enough to even allow one to sleep standing up, head cocked to the side with the pillow between head and shoulder. That sleep will still be more restful than the king’s finest down mattress. It is whispered to improve one’s fertility, but it’s owners routinely deny such an effect.)

1000

100

Gear Up

0517

Hat of Disguise (A wide brimmed, beaten up old hat can, with a flick of the bent top cone, transform the clothes of its wearer and can make minor cosmetic change to the wearer. The hat, however, remains unchanged. This can include changes of up to six inches in height and 50 pounds of weight.)

200

20

Gear Up

0518

Hawk Eye Goggles (Hawk Eye Goggles are thick lenses sitting on a thin metal frame about the wearer’s eyes. The wearer’s sight for near distances is vastly improved. Any skill check that requires focus on very detailed or fine objects is rolled with advantage, such as assembling a trap or appraising jewelry. In addition, the wearer can read nigh-illegibly tiny text, allowing twice as many spells per page in a spellbook or conferring the ability to hide secret messages with illegibly tiny text.)

1000

100

Gear Up

0519

Healer's Balm (This light purple lavender jelly increases natural healing speed. Spread topically on the skin, the user regains 1 hit point per hit die over the course of a short rest. The jelly dries quickly and the user must stay still or it will crack apart to dust without healing.)

10

1

Gear Up

0520

Healer's Ointment (This natural oil, rubbed into the skin, jolts the system of any living or dead creature with a metabolism. It provides a weak regeneration of 1 hit point per hit die each minute, lasting for one hour. There is enough oil for ten hours of total regeneration. Any creature exposed to its effects become ravenously hungry, needing to eat two day’s worth of food during each hour of ointment use or they gain a level of exhaustion.)

1000

100

Gear Up

0521

Heart Mender (Made of a young willow sapling, and a magically preserved spirit of springtime, this flexible quarterstaff is a +2 weapon with a reach of 15 ft. Upon striking a target with half of fewer hit points remaining, the creature is instead healed by an amount equal to the staff’s damage roll instead of harmed by the blow.)

20000

2000

Profane and Profound

0522

Heartfeather Scale (A Heartfeather Scale is a palm sized, balance scale with a feather stuck to one hanging basket. A user need only touch the scale to a willing or helpless creature to turn the small device into a truth-diving object. With a thought, the wielder can judge the target creature against either the truth, the morals of the target, or a sworn oath made by the target. Should the target fail to live up to the chosen standard, the Heartfeather Scale will tip such that the feather laden arm swings up. If they are telling the truth, living up to their own morality, or sticking to their oath, the feather arm will fall down. With regards to the target creature’s morality, their deity or a sympathetic deity is the one that makes the judgement of their moral character and imparts the wielder of the scale with a vague sense of what moral principle the creature has broken of their own moral code.)

10000

1000

Profane and Profound

0523

Heated Armor (Fine, black dust coats every surface of this armor. When hit by an attack from a source within 5 ft., the armor sparks and the black soot catches fire momentarily, launching a flare dealing 1d6 fire damage at the source of the attack.)

4000

400

Exposed to the Elements

0524

Heated Weapon (A weapon enchanted this way is almost too hot to touch. Metal weapons exude a deep red glow while wooden weapons appear charred. On a hit, a heated weapon engulfs the target in a momentary cloud of embers and soot, dealing an additional 1d6 fire damage. Heat from the wielder’s own vitality empowers this weapon, and they deal an additional 1d6 fire damage if they are at or above their maximum hit point total.)

4000

400

Exposed to the Elements

0525

Heavy Wine (Casks of wine laden with a slurry of iron dust and ox blood sealed in the light of the full moon ferments further into a heady concoction. Downing a wineskin of of this slurry puts the drinker’s body under enormous tension: their veins bulge obscenely, their skin reddens and becomes hot to the touch. The effect lasts for 10 minutes, during which it doubles their constitution and strength bonuses. At the end of its duration, the Heavy Wine begins to rip into the drinker’s organs as their body tries to remove it. Each day for the following 3 days, their is a 1-in-3 chance that a serious internal injury develops.)

50

5

Fantasy Foundry

0526

Hell-wasp Honey (This tin-colored molasses buzzes and hums in a pleasant, almost-hypnotizing pattern. An urn of the honey held close at night makes it easy to fall asleep. It is much more useful when applied to the skin. Rubbed into the skin, Hell-wasp Honey makes one’s nerves incredibly sensitive. For the next ten minutes, the hyper-active neurotoxin burns through the user’s nervous system, doubling their dexterity and intelligence modifiers, positive or negative. As the user comes down from this high, their overextended nerves recoil at the slightest touch, making all sensations painful: the user takes an additional 4 damage any time they would take damage. This sensitivity reduces by one point every 1d6 hours. If they die under the effects of the honey or its withdrawal, their brain will transform into a single Hell-wasp queen over the next day that will crawl out of their mouth, and look for a place to start a new hive. They retain their sentience and memories, but are now aligned with Hell-wasp kind.)

750

75

Save Vs. Disease

0527

Hell-wasps (Hell-wasps are kept in a large clay urn filled with sedative smoke. Infernal in origins, the insects do not need food or air. Once released, the hypnotic sedative makes the wasps sympathetic to the one who released them, attacking as a swarm on command. The swarm occupies four contiguous five foot cubes of space. The swarm can enter and control fresh corpses of a combined total HD of 10 or less, raising them as intelligent zombies under the control of their owner. The hypnotic sedative wears off in 24 hours, after which the wasps will go their own way unless suitably convinced. The Hell-wasp Swarm: 10HD (100 HP) L, ATK -*, DMG (Sting 2d4 + Poison**), MOV 5ft/ FLY 60ft. *Swarm deals its damage automatically to any creature that starts its turn in the swarms space. **Hell-Wasp Poison: 1d6 poison and 1d6 necrotic damage each round, DC 14 Constitution save ends. A creature that dies while suffering from this poison is bolstered, gaining +4 STR and 50% bonus to movement speed if it is raised to undeath.)

3000

300

Save Vs. Disease

0528

Hemlock (Strong, pine, bitter flavor made of crushed seed and root of the hemlock plant is a potent pale green poison. If the concentrated powder is ingested, it results in a creeping, total paralysis from the toes upward. When it reaches the chest in 2d10 minutes, it causes suffocation. The paralysis lasts for 1d4 days even if the creature survives. With a very difficult healing check, diluted doses can be given to a willing creature to numb pain or stop seizures. Failure on this check paralyzes the creature for 2d10 minutes and critical failure inflicts the full noxious effect on the ingester.)

100

10

Fantasy Foundry

0529

Heroes Bread (A stiff bread that can be used as a great club, soaked in water to turn a chunk into a moldable substance that will dry hard, and can be eaten as a while soft. Each Heroes Bread contains four rations of food, but each ration eaten or molded reduces the damage die size of the rest of the bread by one. When eaten, the damage die of the bread is rolled and the eater gains that many temporary hit points. Each ration can instead be molded while soft using a crafting skill check to make an object of tiny size or smaller. The resulting skill check is the maximum result that can be obtained when using the resulting object for a skill check after it is dried.)

100

10

Arcane Arsenal

0530

Hexing Doll (A small bundle of straw is lashed together with rusted iron wire to look humanoid in shape. The Hexing Doll has needles jammed in its head and body. If the wielder of the Hexing Doll has a personal effect of the target creature, attaching it to the doll as an action allows the wielder to damage the doll to harm the target creature each round. As a bonus action, stabbing the Hexing Doll with the pins deals 2d6 nonlethal psychic damage to the hexed foe, imposing a penalty on their rolls equal to the fear damage they receive until the end of their next turn. The target makes a Will save, DC 15, against each attack with a success halving the damage and rendering them immune to the Hexing Doll for one day. A personal effect used with the Hexing Doll to affect a creature cannot be reused, a new personal effect must be used each time. Only one personal effect can be attached at a time. While in sight of a target, with or without a personal effect attached to it, the doll can be used to taunt that target as a free action, imposing a -1 penalty on the target's rolls while the doll is held pointed menacingly at the foe.)

8000

800

Arcane Arsenal

0531

Hive Home (Small holes and bumps polka-dot this +1 hide armor made of thick-cut cow leather. When the wearer is struck in combat, 1d4 hornets crawl out from a few of the few holes and buzz around the armor. With a mental command, hornets will dive bomb a target within 30 ft., stinging them for 1 poison damage each. This attack automatically hits, excepting any magical interference, but is fatal for the hornets. If there are more than 5 hornets surviving at the end of combat, the extra hornets land and crawl back into their tiny hives with a buzz.)

3000

300

Insectoid Armory

0532

Hoarder's Robes (These robes have two dozen pockets of all shapes and varieties inside the lining of both sides as well as 6 pockets down each of the outer sides. A pocket of this robe can hold exactly one item, reshaping itself to a representative shape of that item. That same pocket can hold any number of that type of object in the same space: a pocket that holds a dagger can also hold a +1 dagger, a poisoned dagger, a broken dagger, etc. When reaching into a pocket, the exact item the wearer is thinking of is the first one they touch, allowing items to be drawn from the robe as a free action. Others that reach into one of the Hoarder's Robes pockets receive a random item from that pocket instead. The robe always weighs 30 pounds, regardless of how many items are inside it. Uncontained non-solids, items larger than the wearer of the robes, or heavier than 200 pounds each will not fit in the magical pockets.)

9000

900

Arcane Arsenal

0533

Holy Avenger (Immaculate. Pure. Platinum handled. Pearl and diamond studded. Holy weapons such as these are born from the kindest of deeds done by the humblest hearts. First seen when a small congregation of one hundred pilgrims of an ancient sun god were beset upon by a horde of demons and undead, the staves and tools they clutched became true weapons, touched by their god’s blessing. To this day, it is rumored that only one hundred of these weapons exist in the world, and they supposedly fade from the world once no longer needed to be ready to appear where they will do the most good. It acts as a +3 weapon once attuned to its wielder, dealing an additional 2d8 radiant damage to undead or evil outsiders and can be called upon to smite a foe three times each day. Smiting a foe adds damage to the Holy Avenger’s blows equal to its wielder’s number of hit dice to its attacks until the beginning of the wielder’s next turn. An evil creature that becomes attuned to this blade must either take an oath of goodness, release the Holy Avenger, or take 2d6 radiant damage each round it remains in their possession.)

20000

2000

Profane and Profound

0534

Holy Water (Water drawn from a pure spring is blessed with a small sprinkling of gold dust and holy oils in a short divine ritual. Any dead or impure flesh it touches reacts quite violently. Undead flesh is returned to its rightful decomposing, inanimate state. Demonic or alien flesh burns in a heatless white flame. A small splash or a coated weapon deals 1 holy damage, with a single flask containing 5 such uses. Thrown as a splash weapon, it instead deals 2d6 damage to the target and splashes all adjacent creatures. Undead that lose more than ¼ of their remaining hit points lose a random limb. Demons or aliens that lose more than ½ their remaining hit points are banished to the own worlds.)

25

2.5

Gear Up

0535

Honorbound Plate (Honorbound armor is a +1 breastplate made of woven bamboo splints. Thick, protruding shoulder pauldrons bear small sticks of burning incense and a wax-stamped parchment. Upon the aged, yellowing paper is written the name of every person that the armor has been sworn to protect. When called upon by an attuned wearer, the armor will add a new creature’s name to the top of the list, and as long as that creature is within 20 ft, the armor can redirect any attack against the protected creature to the wearer of the armor. If the creature takes damage from another creature’s attack, due to the wearer being more than 20 ft away or the wearer choosing not to protect their charge, the armor’s magic is dispelled until the wearer makes a personal sacrifice for a stranger or completes a quest for an authority figure then completing a long rest of meditation. The wearer can swear to protect a different creature or remove a creature from the armor’s protection as a free action so long as no known hostile creatures are present.)

8000

800

Profane and Profound

0536

Hookseed (The interior of this canvas pouch is coated with slick wax and holds a multi-colored mass of nettles mixed with a thin, earthy paste. Spreading a covering of the barky nettles on a creature as an action will create a layer of hooked seeds that latch onto the next three creatures making melee attacks against the creature. For 5 minutes after those attacks pull the nettles form the paste, they will dry and the attacker will leave a trail of dyed hulls and seeds that can be easily followed. Alternatively, if Hookseed is spread across a surface as an action, any creature that touches the 5 ft. square it is placed on leaves the same trail. There is enough paste in the pouch for four uses.)

50

5

Exposed to the Elements

0537

Horde Rags (Horde rags are +1 rags of fancy, if stained and crumpled, underworld silk. No matter the size of the wearer, they always seem sized one size too small. As an action, up to three times per day, the wearer of these rags may split themselves into any number of look-alike goblins, splitting their remaining hit points as desired between them and designating one of the goblins as the ringleader that remains wearing the rags while the others appear as parodies of the wearer in shabby clothes within reach. They act as a single mind on the same turn under the direction of the wearer of the Horde Rags. Ability score modifiers, equipment, magical effects, proficiency bonus, and other attributes are divided up amongst the goblins as the wearer chooses, otherwise defaulting to +0 on rolls, 10 AC, and 1d3 unarmed damage. The goblins all have a 20 ft. movement speed, plus any movement speed above that amount the wearer has, divided amongst them as the wearer chooses. Any goblin that leaves either a 30 ft. radius of the ringleader or sight of the ringleader takes a cumulative 1d6 damage at the end of their turn. The ringleader can reabsorb any number of goblins in sight or within 30 ft. as an action or absorb any number of goblins within reach as a free action, applying any remaining hit points, effects, equipment, or statistics to the ringleader. The wearer may also reform in the place of the ringleader as an action, losing any hit points or statistics possessed by unabsorbed goblins, with the lost hit points or statistics returning after a long rest. If all goblins and goblin corpses have been absorbed, the ringleader can return to their normal form as a free action. If the ringleader is killed, all goblins take 1 damage and a new ringleader is chosen by the user of the Horde Rags.)

4000

400

Arcane Arsenal

0538

Horn of Destruction (The Horn of Destruction is a platinum horn that deals 6d6 sonic damage in a 60ft line, with a Dex save (DC 16) for half damage. This damage is doubled against inanimate object. It can be blown three times a day, with each use after that having a cumulative 10% chance of destroying the horn, dealing 10d6 sonic damage to its user. Hitting the same target in successive rounds adds +1 damage per die for each previous round the target has been struck in a row. Destroyed objects shatter into tiny pieces. Destroying a building, one that took over 10,000 man-years to build, with this horn and burying it in the rubble will transform it into an Epic Horn of Destruction.)

20000

2000

Charged

0539

Horn of Destruction, Epic (The epic version of the horn of destruction billows sonic energy out of its etherium body. When blown, it deals 10d6 sonic damage against any number of targets within a 60ft cone, with a Dex save (DC 18) for half damage. Inanimate objects take double damage from this horn and any not destroyed by this damage must make a save (DC 12) or be destroyed. It can be blown three times in a day, with each further use after three having a 10% chance of exploding the horn. This explosion destroys the horn and deals 20d6 sonic damage to the blower and everything within a 5 feet. With a performance check (DC 5+ sum value of the target objects in thousands of SP) the user can leave destroyed objects in the form of their component parts: metal ingots, wooden boards, rope, etc. Striking the same target in successive rounds adds +1 damage per die for each previous round the target has been struck successively. It also increases the DC of the objects’ save by one. A destroyed Epic Horn of Destruction, if buried in the rubble of a building that took over 100,000 man-years to build that was just destroyed by the wielder, will be restored to perfect condition after being dug out.)

45000

4500

Charged

0540

Horn of Destruction, Lesser (A silver horn that when blown does 3d6 sonic damage to one target within 60 feet, with a Dex save (DC 14) for half damage. Inanimate objects take double damage from this horn. It can be used twice each day; each further use has a cumulative 25% chance of catastrophic self-resonating, dealing a 6d6 sonic damage to itself (destroying it) and to its user. Objects destroyed by the horn are left cracked, bent, and useless. Destroying a building or object, one that took over 100 man-years to build, with this horn and burying it in the rubble will transform it into an Horn of Destruction.)

4000

400

Charged

0541

Hovering Armor (Translucent bat, bird, or insect wings flutter slowly on the back of this enchanted armor. The wearer can hover at will. While hovering, they can move horizontally up to their normal movement speed but cannot jump while doing so.)

12500

1250

Arcane Arsenal

0542

Humble Sash (Tied tightly around the waist, this sand-colored sash has a calming mental effect. It grants a +1 bonus to saves against mental effects. Its wearer may spend a short rest meditating, doing nothing strenuous to increase the bonus by +1. The bonus may be increased to a maximum of +4. Whenever the wearer makes a saving throw against a mental effect, the bonus is reduced by 1, to a minimum of +1. Should the wearer fail a save and come under the effects of a compulsion or other mental effect, they may spend a free action to become restrained and prone instead, meditating for the remaining duration of the mental effect.)

2000

200

Profane and Profound

0543

Hungry Weapon (“Empty. Hungry. *Snarl*” are shouted in the mind of the wielder when they pick up a bloodthirsty weapon. Trying to put it down takes a bit of work, and when you do let go of it, it falls away with a *pop*. Bloodthirsty weapons have a barbaric intelligence, one that is thankfully not self-aware. Striking with such a weapon deals an additional 1d6 damage, but it also bites its wielder for 1 damage.)

750

75

Save Vs. Disease

0544

Hunter’s Backpack (This buckskin rucksack lined with pouches is heavily reinforced with leather stitching patterned as various animals.. Its main pouch, four large side pouches, and ten various smaller pouches are each secured with a leather tied-down and bronze clasp. Water, oil, and other liquids roll off the pack effortlessly. The backpack itself is resistant to damage, both from the inside and out. Each pouch is supplemented by both a minor holding enchantment, reducing the apparent weight by half while allowing the main, large, and smaller pouches to hold 100 pounds, 40 pounds, and 5 pounds each, respectively. Non-living organic material inside a pouch will experience time at approximately one one-thousandth normal speed, such that each day appears to the internal pouches as a single minute. A knob on the main pouch’s clasp allows it to function as a dehydrator, speeding up the drying of non-living organic matter by one hundredfold, such that every ten minutes of normal time is the equivalent of a full day of drying or smoking, should the pouch be provided with appropriate wood and coals. Weighing only 5 pounds itself, the Hunter’s Backpack is completely immune to scent, retaining no smells on its surfaces nor on any material securely closed inside.)

1500

150

Gear Up

0545

Ice Flux (Glaciers that are at least a century old can be mined for their ice cores. When the ice mined from deep in those glaciers are melted with yeti or winter wolf breath, it turns into a permanent slush. This slush can be scattered into the air as part of a cold or illusion spell to inflict a -2 penalty to damage rolls, minimum 1, on the target or targets for a number of rounds equal to twice the spell level. Ice Flux is kept in a thick leather pouch and holds enough for ten spells.)

300

30

Exposed to the Elements

0546

Ice Ghost Robes (When the attuned wearer of these +2 robes makes a targeted attack, an illusory duplicate of the wearer as a ghost appears and attacks from a different angle or flanking the target, with a 50% chance that the attack’s effect comes from either the wearer or comes from the illusion via limited ethereal portal. The ghostly image then fades after the attack. Against targets that the wearer has advantage against, the attack deals an additional 1d6 cold damage. The wearer chooses where the ghost appears and attacks from, limited to any occupiable, visible space within 30 ft. When taking the withdraw action, the wearer may instead become surrounded by 1d4+2 illusory ghost duplicates that all flee in directions chosen by the wearer up to their movement speed, then the wearer may teleport to swap places with any surviving duplicates before they all disappear. Ghost duplicates hit with any attack disappear immediately. The wearer gains resistance to cold, although they will feel cold to the touch.)

6000

600

Arcane Arsenal

0547

Ice Javelin (Made by slowly dripping frigid water over hanging javelin until they are coated in magically enhanced ice, an Ice Javelin is then thawed free, ready to return to its ice-sheathed state. As part of an attack action, the javelin can be coated in ice and on a hit, the ice explodes dealing 1d6 cold damage in a 5ft. burst. That ice thaws and then freezes, turning that area of effect into difficult, icy terrain for one round. If it misses, it explodes in that burst wherever it lands. An Ice Javelin can only perform this feat once each day.)

400

40

Exposed to the Elements

0548

Ice Meld (When old glacier ice is mixed with the potent magical blood of ice trolls, abominable snowmen, or similar creatures, it forms a thick blue gel. If the gel is applied to a creature it becomes frozen and that creature is immune to damage and dying as long as it remains frozen. The creature unfreezes when warmed or after 1d4 hours. If the Ice Meld is burned, it glows with a white-blue flame and functions like alchemical fire that deals cold damage instead. It is stored in thick glass vials treated to resist shattering from temperature changes.)

500

50

Exposed to the Elements

0549

Idle Fingers (These smooth leather gloves mold themselves to fit their wearer’s hands. With a thought, their appearance can be changed to any type of hand covering or jewelry, although their physical form remains the same under the glamour. An attuned wearer gains a spiritual ‘coin’ for every order of magnitude of value they have stolen from the corrupt or vainglorious. Additionally, the attuned wearer gains a separate ghostly ‘coin’ for each tenth of those goods that were subsequently donated to the poor and downtrodden. The sum of these two determines the maximum number of coins the wearer can have at one time, as if they had a coin purse attached to their soul. Once per roll, the wearer can expend a ‘coin’ to get a +1 bonus added to the result of one ability check or saving throw. The wearer can expend three instead to reroll the ability check or saving throw instead. Once spent, the wearer will feel the coins replenish themselves at the end of each long rest.)

15000

1500

Profane and Profound

0550

Illusionist's Deck (This deck of cards can be pulled from, with each thrown card creating a full illusion of a summoned monster. There is a 25% chance that it is no illusion and the summoned monster is very real. The deck can be pulled from five times each day, with the summoned/illusory creature lasting for 2d6 minutes. The creature is under the complete control* of the Deck’s wielder, changing hands as the deck does. Illusory creatures move as normal but deal no damage and if they would take damage, the illusion is dispelled. Creature types (at random): Fat Rabbit [2], Gelatinous Cube [3], Insect Swarm [4], three Ghouls [5], four Kobolds with traps [6], Minotaur [7], Drake [8], Skeletal Cyclops [9] Roc [10], Large Elemental [Jack], Diva/Archon [Queen] , Demon/Devil [King], Adult Dragon [Ace], and Doppelganger* [Fool] Roll randomly for the type of creature when called for. The Fool’s doppelganger comes as a parodied version of the Illusionist’s Deck user, which has all of the same abilities and items as the user that it will use in the least effective, but maximally comedic manner possible to achieve the ends the deck wielder commands of it. These items are inseparable from the doppelganger and disappear if removed.)

8000

800

Charged

0551

Illusory Dust (Whenever a child laughs without cause, it is said to be invisible faeries gathering some of their imagination to make this powder. A pink, waxed leather pouch holds a few ounces of scintillating sugar crystals. Crushed and sprinkled over an object, the user can alter the sensory appearance of a medium sized object or creature with a single use, with larger or smaller objects requiring proportionally more or less powder. The illusory magic remains until it is washed off, dismissed by the creator, or someone makes a pun within five feet. It appears fully real, to the limit of how creative the creator is, and must be interacted with to get a save to disbelieve, Wisdom save (DC 10 + creator CHA). Every bag has thirteen uses when created.)

1250

125

Gear Up

0552

Immovable Plate (This +1 steel plate mail is covered in vertical columns of deep red, adamantine rivets. With a mental command as a free action, the armor becomes immovable. The armor cannot be moved by anything less than 5 tons of weight or a strength check of DC 30, which will cause the rivets in the armor to spark and its magic to fail for 1 minute before it can become immovable again. Limbs of the armor can be made immovable individually, but the joints and bones of the wearer inside are not immovable when doing so nor are they immune to harm. A second mental command will end the effect.)

14000

1400

Arcane Arsenal

0553

Immovable Rod (This Damascus mix of adamantine and iron is formed into a rod. With the push of its button, the Immovable Rod cannot be moved with anything less than a DC 30 strength check or 2 tons of weight. Moving it while it is engaged causes it to malfunction for 1d6 minutes before it recovers and can be used again.)

8000

800

Gear Up

0554

Imp Pact Crystal (An Imp Pact Crystal is a bit of hardened soul, coalesced into a small, cloudy, lumpy gem. The dubiously virtuous soul that forms the crystal is only worth a contract with a low level imp or demon, the kind that would see the demon or devil do anything in its power to fulfil the wording of the contract in exchange for the soul of the signer after their death. This can be done by signing such a contract using the gem instead of one’s own blood. Alternatively, evil creatures use these to barter, with these crystals and more powerful ones taking on value equivalent to what their respective demons could perform as part of a contract, although this fluctuates as more or fewer mortals are bargaining with demons at any given point in time.)

1250

125

Profane and Profound

0555

Implosive Vial (Implosive Vials are formed with earth magic to grow a quartz vial, then expand it until its thin walls are barely able to keep air from crushing it to fill its empty volume. When used as the focus of a flight spell, the target or targets have their flying speed increased by 5 ft for the duration. At any time as a reaction, the caster can crush the implosive vial, causing each target to create a small thunderclap as air rushes towards them. They lose the bonus movement speed, but they deal 1d4 force damage per spell level to all creatures within 20 ft. Those creatures make a Strength save and on a failure are pulled 10 ft closer to origin of the thunderclap. Unused Implosive Vials have a 1 in 10 chance of imploding at the end of the spell’s duration.)

1000

100

Profane and Profound

0556

Incandescent Blue Ioun Stone (An Incandescent Blue Ioun Stone is an upside-down, bright-blue pear-shaped crystal that rotates about its center a few inches above its owner's head once grasped and tapped to the head. It provides a +2 bonus to wisdom while worn.)

9000

900

Arcane Arsenal

0557

Inconspicuous Weapon (An inconspicuous weapon is one in a large category of different weapons. These include everything from items that function as weapons, those that have hidden weapons, weapons that are concealed as other objects, or other concealed-weapon type devices of a similar nature. Such weapons are easy to hide and give advantage on sleight of hand to hide or conceal them. While other weapons might be disguised or re-purposed, inconspicuous weapons are designed especially for that purpose and take no penalties nor are they slow to the draw. Inconspicuous weapons grant advantage on the first attack made in combat if it was previously in its inconspicuous form.)

500

50

Gear Up

0558

Infinite Box (The Infinite Box is an ebony and ivory trunk, 4 ft wide by 3 ft deep and 3 ft tall that has many wooden boxes stacked inside, 1 ft x 1 ft x 1ft. An endless number of these pinewood boxes can be pulled out of this chest. The boxes have 10 hit points each, weigh 5 pounds, and can support up to 100 pounds.)

7000

700

Gear Up

0559

Infuser (This device is a large stone oven seamlessly made from a single piece of white marble, struck through with veins of gold and platinum. One with magic senses can see the invisible lines connecting these veins, which turn the seemingly random assortment of precious metals into an intricate geometric design. Placing an item in the furnace, filling the Infuser’s lower hatch with twenty pounds of magma, and feeding it magical Essence in its tiny top hatch, allows its user to enchant that item without need of any required spells, except for a read magic spell to use the magical controls along the side. This process requires one ounce of Essence for each 1000 SP it would normally cost to craft the intended item, fractional amounts of Essence can be used. Some non-magical slag from the infusion process is left behind after the hour-long work is completed, leaving a thin, mutative dust coating on the new item that must be wiped off. Unprotected exposure to this slag or the infuser while it is running has a cumulative 1% chance of causing a mutation after the first usage of the infuser each week. The Infuser can only enchant magical properties to the item and cannot provide magical effects that come from different materials.)

20000

2000

Arcane Arsenal

0560

Inquisitor's Censure (Long, thick, iron chains bind a screaming face of metal to the forged handle. Carved intricately along the chains are mantras against a great many sins. When swung or used in battle, the +1 flail will emit a noxious incense. Striking a foe will splatter this incense upon them, which makes it impossible for them to speak or cast spells for 1 round, as the mist forces itself down their throat. Alternatively, it can be swung in a circle over the head to spray the thick mist in a 20 ft. radius, blocking all speech and spellcasting inside for as long as the mace is swung plus one round after. Effected creatures can attempt a Charisma save, DC 13, to overcome the effect but they suffer 2d6 radiant damage on a failure.)

4000

400

Profane and Profound

0561

Interlocking Armor (Armors with this ability are meant to lock together in formation. They have clasps, chains, and hooks along their edges. When next to another individual with interlocking armor, the two will attempt to link together. An interlocking shield gets a +1 bonus to its base armor class for each other interlocking item in the same formation or next to it, maximum +2.)

600

60

Gear Up

0562

Interplanar Shackles (These shackles bind a creature in place, physically and spiritually. It is rendered immobile and paralyzed. As an action, these can be applied to a helpless or willing creature of any size, reshaping to bind the target’s form appropriately. The creature can only be moved by another creature pulling them along, allowing them to hobble, float, fly, swim, or burrow only as quickly as the one leading or pushing them along allows. The one holding the shackles or any rope/chain attached to it can Silence the shackled creature at will, no save. Additionally, the Interplanar Shackles allow the holder to magically clean the bound creature as Prestidigitation and to provide enough magical energy to prevent any negative effects of starvation, dehydration, or exhaustion from accumulating further. The owner of the Interplanar Shackles may also cast Geas on a shackled creature once each week, with old Geas effects fading when a new one takes hold. The shackles may be made immaterial at the will of the owner, allowing the shackled creature to move freely until they are made material again. A bound creature cannot teleport, change planes, or otherwise magically move without the permission of the owner of the shackles. Only spells of seventh level or higher can break a creature free from these shackles.)

27000

2700

Profane and Profound

0563

Intimidating Armor (The last part of the ritual to make an Intimidating armor or shield requires painting a scowling visage on the armor with the blood of the type of creature the enchanter fears most. The wearer of this armor gains resistance to intimidation effects and three times each day can apply advantage to an intimidation effect of their own.)

1500

150

Profane and Profound

0564

Intrigue Earring (The Intrigue Earring will answer the first three questions its wearer makes each day relating to social gossip, rumor, or scandal. Once asked, the elongated crystal earring will turn dark green and whisper in the user’s ear. The one or two sentence statement will be cryptic, vague, and misleading, but can be confirmed or refined with an Insight check, with a difficulty proportional to how few people know the answer. Only secrets told to someone else and possible to be uncovered can be spoken by the earring. There is a 25% chance that the Intrigue Earring will give an answer the wearer wants to hear rather than what is true, but this chance goes up to 100% for questions the Intrigue Earring cannot answer.)

1500

150

Arcane Arsenal

0565

Inverted Spellbook (Only a single spell is contained among the thirteen pages of this small leather book. The spell is full of self-referring phrases and complicated loops of logic that all require different portions of the spell to be cast first. Once its user has become attuned to it, they gain the Null spell as a spell of any one level they can cast. The spell itself cannot be cast and if it is, the spell energy fizzles uselessly without effect. Should the ability to cast that spell be lost due to any effect, the mental space it formerly occupied is freed up, granting the user an extra action usable only to cast a spell or concentrate on a spell. This extra action must be used before the end of their next turn, before the freed up mental space is consumed by idle thoughts. Casting a spell using this extra action does not count against the normal limits of spellcasting per turn. Once the Inverted Spellbook is used in this manner, it cannot be used again until the user completes a short rest, which causes the Null spell to return. The spell level of the Null Spell can only be changed during a long rest.)

2000

200

Exposed to the Elements

0566

Invisibility Powder (Procured from secretive faerie merchants and smugglers, this fine, glassy powder turns one medium sized object completely invisible with just a small pinch of tossed powder. Academics posit that faeries create the powder by somehow distilling down childrens’ natural invisibility from stolen teeth and toys. A standard pouch holds about a four ounces of dust, enough for thirteen uses if carefully rationed. The invisibility lasts until the affected creature or object attacks, is splashed with water, or the next full moon rises into the night sky.)

4000

400

Gear Up

0567

Invisible Ink (Invisible Ink is normal black pigments that have been treated with fairy magic, most often accomplished by getting a fairy to sneeze into an inkwell. This ink, when applied, can be given a set of instructions, up to thirteen words in length, on how it should appear. Common uses are for passing hidden messages or condensing multiple pages of text onto one page. The illusion magic inherent in the ink masks itself from low level magic detection, although an astute sense of smell can smell fairies in the ink.)

25

2.5

Gear Up

0568

Iron Horse (The Iron Horse is an iron golem in the form of a horse that will bear up to 5 tons and obey the verbal commands of whoever is wearing the matching, steel, horseshoe necklace. It will not tire nor need any upkeep and will not rust under non-magical conditions. Iron Horses understand any languages its attuned owner does. Larger sized Iron Horses cost an additional 1000 for each increase in size category, although smaller sized Iron Horses do not save enough material costs to cover the added complexities of holding the enchantment on a smaller form. HD 14 (80), L, AC 18, ATK +9 (Stomp) DAM 1d8+4, MOV 60', S 23 D 13 C 19 I 4 W 11 C 7 *Iron Horses have the same magic immunities as iron golems.)

15000

1500

Arcane Arsenal

0569

Iron Maiden (This 10-foot-tall iron golem is sculpted in the form of a beautiful maiden down to the last detail of each shimmering strand of metallic hair. Upon her ring finger is a simple golden band. She will obey the verbal commands of whoever wears and is attuned to the matching gold ring. HD 18 (120), H, AC 20, ATK +12 (Slam, Capture*) DAM 3d6+6, MOV 40', S 25 D 13 C 21 I 13 W 11 C 19 *The Iron Maiden's chest opens like a huge mouth and swallows a medium sized creature or smaller. She can deal 2d6 piercing damage each round to a captured creature as a free action. **Iron Maidens have the same magical immunities as iron golems. Iron Maidens have the specialized function of capturing enemies or in some cases, escorting their master safely inside her chest. Captured enemies can be repeatedly stabbed with rapidly moving spikes and must deal 20 damage to the Iron Maiden torso to break free. The golem rapidly closes those holes so each creature must fight its own way out. Damage can be dealt to an internal creature in the same manner, by opening a hole in the Iron Maiden with 20 damage targeted on her torso.)

20000

2000

Arcane Arsenal

0570

Iron Thrashbird (Designed by gnomes that were considered too eccentric and crazy to work on the Wheeled Rattlefire, this whirring death trap of spinning blades and flapping metal bits swirls through the air, sounding like a chuckling blast furnace. The Iron Thrashbird is as maneuverable (and as heavy) as an adult dragon, consumes two gallons of oil per minute, as large as a carriage, and can carry 2,000 pounds. Its oil tank can hold up to 60 gallons. The Iron Thrashbird starts with a d20 instability die. As an action, the driver can speed up or slow down the flying carriage by one category, with a difficult drive or disable device check letting them modify the speed by up to 1d3+1 additional categories. Each increase in speed drops the instability die by one size and each decrease in speed increases it by one size. This can be done as part of the drive action to control the carriage’s movement. The instability die is rolled whenever the Wheeled Rattlefire is turning more than 30 degrees in a round, doing a stunt, driving through difficult terrain, taking a swipe at a target, or colliding with something. As part of the drive action, the driver can swipe at a 10ft line of enemies within 10 ft. with the thrashing wings and blades, for 6d6 damage to those foes. This deals 1d6 damage to the thrashbird. Rolling a ‘1’ on the instability die results in a crash, dealing damage to the carriage, any objects collided with, and the Thrashbird’s riders as if they had fallen a distance equal to ¼ its current speed, rounded down. No protection spells cushion the riders from this damage. The carriage has 80 hp and when it drops to 0 hp, it falls from the sky at its current speed. This will deal falling damage or crash damage, whichever is greater, to the riders and a 15 ft radius impact area. A Dexterity save, DC 20-the current instability die size, reduces the damage to creatures in the impact area by half. Instability (die size) vs speed (ft./round): d20 0 (hovering); d12 100; d10 200; d8 300; d6 400; d4 500; d3 600; d2 700.)

200000

20000

Modern Mayhem

0571

Ironback Belt (Thick iron bands constrain the wearer’s posture, keeping their back straight. With a thought, they may feed the magic of one item in their possession to the belt to gain a +1 bonus to their armor class until the end of their next turn. The bonus is increased by 2 for every rank higher than common the magic item’s category is, to a maximum of +5. This is done as a bonus action. Enchantments fed to the belt regain their magic after 24 hours have passed.)

9000

900

Exposed to the Elements

0572

Ironbones Amulet (Ironbones Amulets are made with a thick iron chain welded to a thick chunk of raw iron ore that hangs heavily around the neck. The wearer gains +2 to both their Strength and their Constitution. In addition, they are treated as if they were one size category larger opposed grapples, sliding, moving, or other cases where the wearer would gain a bonus if they were treated as a larger size, excluding weapon damage.)

7000

700

Gear Up

0573

Ironbones Amulet, Greater (The Greater Ironbones Amulet is a thick chain of iron ore blocks hanging an iron ingot around its wearer’s neck. The wearer gains +4 to their Strength and Constitution scores and count as one size larger for their weapon damage and two sizes larger for any other purpose in which it would confer an advantage to be heavier or larger. The wearer is made much more dense and their weight increases by 50%.)

18000

1800

Gear Up

0574

Ivory Apprentice (A small chess piece the size of a pawn in the shape of a humanoid, holding tiny tools. Presenting it with a tool, it rapidly grows into a dull-white humanoid servant of medium size, skilled in a single trade whispered to it and related to the tool it was given. It obeys the orders of the one who summoned it, but can only perform functions related to its skilled trade using a +10 bonus. It wears down over time, starting with 50 hit points upon creation and losing 1 hit point each week. Its hit points cannot be restored or repaired.)

1250

125

Arcane Arsenal

0575

Ivory Armor (Ivory must be alchemically treated and pinned with lead rivets to be as strong as iron or hide armors. Done well, this treatment retains ivory’s innate properties for channeling good magic. Healing spells cast on the wearer heal 1 additional hit point per healing die and non-harmful spells last 10% longer.)

2000

200

Fantasy Foundry

0576

Ivory Assassin (Given a gem covered in blood, the Ivory Assassin calmly opens its blank, white eyes. As it grows to full size, it icily requests a target. Attacking as a specialized rogue of moderate skill, the assassin will hunt down its target and kill it in the quickest way possible. Unless it is given specific direction in the killing, this usually means a frontal attack at the first opportunity likely to succeed. Against difficult foes, it will plan complicated and intricate details to complete its task waiting if necessary to secure a high chance of success. Once a death is confirmed, the assassin will report to its master. A black shadow overtakes the ivory assassin as it completes its report and when it disappears into the floor; only an inert ivory statuette remains. HD 6 (40), M, AC 17, ATK +8 (Shortsword) DAM 1d6+5*, MOV 30', S 15 D 19 C 15 I 16 W 14 C 12 *The Ivory Assassin attacks with advantage against unawares or flanked enemies. It can expend advantage on an attack to deal an additional 4d6 damage. By studying an enemy as an action for 3 rounds, the Ivory Assassin gains advantage on attacks against that target until making a successful hit. **The Ivory Assassin is skilled in stealth, perception, acrobatics, poisons, and athletics.)

10000

1000

Arcane Arsenal

0577

Ivory Butler (The Ivory Butler figurine depicts a posh humanoid in a permanent half-bow. Bending the butler straight causes it to grow to the size of a medium humanoid made of ivory. The first being to give it an order or make a request becomes its master, to whom it will serve. Its skills are commensurate with all the social graces and housekeeping skills an expensive butler would have, using a +10 bonus to any rolls using related skills. The alabaster skinned construct will dutifully serve for two months at the end of which it will give thanks to its master as it bows for a final time. Following this, it quickly shrinks down into a mundane statuette, inert.)

250

25

Arcane Arsenal

0578

Ivory Child (This is a tiny statue of a wide-eyed child. Putting a copper piece in its hand while whispering a name or description of a person or place, the Ivory Child will grow to the size of a human child and run off to spy on the named target. The child will return after 1d3 hours with information that a child of moderate intelligence could give. The marbled child is not invisible, but is easily ignored by adults, requiring a Wisdom save, DC 15, to notice the child. Creatures have disadvantage unless actively searching or guarding an area. Once it returns with the information, it can be sent out again to the same or a new target. After observing and reporting for 100 hours total, the child will grow into an adult then grow old before dispersing into a cloud of fine dust. A single, non-magical ivory child figurine clatters to the ground where the cloud dispersed.)

400

40

Arcane Arsenal

0579

Ivory Guard (Inscribing a name or place on the shield of this tiny humanoid soldier causes it to rapidly swell to medium size. The Ivory Guard will protect the named person or place from all aggressive actions and persons. Only the owner of the place or the named person can give further instructions, but the guard will only obey them as they align with its primary duty. What it means to be protected and what constitutes harm can be modified by the target, but is otherwise taken as the assumed cultural norms of the summoner. The guard fights as a mid-level fighter skilled in defensive tactics. With its duty fulfilled, the guard will remove its ivory helm and kneel as it rapidly shrinks back into a small figurine, now non-magical. HD 5 (60), M, AC 19, ATK +7x2 (Halberd*) DAM 1d10+4**, MOV 20', S 19 D 13 C 14 I 12 W 13 C 9 *Reach weapon **Opportunity attacks by the Ivory Guard force the struck target to end their movement.)

1000

100

Arcane Arsenal

0580

Ivory Judge (A small human shaped, robed figure stands with book in hand. Placed in front of a written work and heralded as a scholar, the Ivory Judge reappears, as a medium humanoid. Whatever type of scholar or expert the statuette is announced as, it will be, granting it a high skill in that field of knowledge, or a +10 on related knowledge rolls. It will also have basic knowledge of all other fields of academic pursuit, using a +4 bonus on related knowledge rolls. The judge can read through mundane text as fast as it can turn the pages or look over the work, able to summarize the contents or make calculated judgements with good accuracy. It will answer the questions of its summoner completely truthfully as it accompanies them on their travels. The white-robed figure extends this same privilege to any who ask out of an interest in knowledge rather than personal gain, which it can intuit with an insight bonus of +10. It will not participate in battle, except to flee. HD 3 (10), M, AC 11, MOV 20', S 11 D 12 C 9 I 17 W 16 C 13 After three months, the ivory judge will finish reading one last book or text before giving brief goodbye's and disappearing as quickly as it came. A tiny, ivory figurine is left behind, inert.)

500

50

Arcane Arsenal

0581

Ivory Priest (With a prayer, this bent old humanoid made of stone will step forth. He will quickly gain in size until fully grown as a medium size humanoid. Given medical supplies and described a class of injury, the Ivory Priest will relentlessly pursue the healing of that type of injury and the relief of its symptoms. It is highly skilled in healing, +10, and can also magically heal a limited amount of injuries each day. Wounds or diseases of the type specified are healed much more efficiently, healing at 5 times the normal rate while under the care of the Ivory Priest. Only someone with a pure heart can give orders to the priest, otherwise it will heal all non-aggressive creatures, the most wounded first. It will not fight in combat, and will only flee if its attackers will not be willingly healed. HD 5 (30), M, AC 12, MOV 30', S 13 D 14 C 12 I 11 W 19 C 14 *Ivory Priest can cast Heal Wounds to heal a total of 30 hit points each day, to a maximum of 2d4+4 hit points with each action. Hit points may be spent to instead count as a day of healing and rest for other injuries or diseases.)

6000

600

Arcane Arsenal

0582

Ivory Squire (Placed on a shield or next to the handle of a weapon, this armored figurine expands to full size as a medium sized humanoid. The squire will serve as defender, helper, and combat aid to whoever summoned it or whoever was named during its summoning by the summoner. The squire will aid the target in combat, bear their equipment, repair their items at night, and act as the target's errant. Although it will not take direct attacks in battle, it will use its actions to aid its summoner, defaulting to aiding their defense if no other orders are given. After a month of service, the squire will kneel before the target, present their equipment for returning, and crumble into dust. In the dust pile, a small, inert stone figurine is left behind. HD 3 (24), M, AC 14, MOV 30', S 15 D 14 C 13 I 10 W 11 C 9 *Ivory Squire is proficient on skill checks to repair and care for arms, armor, mounts, and equipment.)

2000

200

Arcane Arsenal

0583

Ivory Steward (With a mock coronation ceremony and a paper crown, the ivory steward saunters forward, growing into a medium sized humanoid. The paper crown grows with it, leafing itself in gold. With a marbled scepter in hand and keen mind, the steward will manage an enterprise, investment, or estate as effectively as an intelligent nobleman, using a +8 on intelligence, wisdom, and charisma checks related to this task. The steward starts to crack and flake away over time, finally falling to pieces after five years of total stewardship. A tiny, mundane figurine will be left behind in the final, crumbled pile of stone. Unless otherwise instructed, the steward will try to keep up a moderate growth in the value of the charged enterprise without engaging in too much risk and keeping within cultural norms of the summoner.)

5000

500

Arcane Arsenal

0584

Ivory Warrior (Stout and well armored, the Ivory Warrior can be called forth by declaring a military target and handing it a flag. Armed and skilled as a low-level fighter, this ivory human soldier will fight towards its created goal with allegiance to whatever flag or banner it was given. Only those of a higher rank within the faction represented on the flag can give the soldier orders, and it can detect falsehoods in this area with +4 insight. It will seek a straightforward path to victory, leading, following, or gathering troops where prudent, given its resources. It will adopt the common military practices of its faction, as known by its summoner, unless otherwise commanded by a superior. After three years, the warrior will perform its last rites and lie down, after which it will shrink back down to a non-magical ivory statuette. HD 3 (30), M, AC 15, ATK +6 (Longsword), DAM 1d8+3 MOV 30', S 16 D 13 C 15 I 10 W 9 C 9 *Once each day, the Ivory Warrior may take an extra action.)

750

75

Arcane Arsenal

0585

Ivory Weapon (Many large tusked animals are hunted purely for this ‘White Gold’. It makes weak weapons that have their damage die reduced by one, but it is a boon for non-harmful spells. Any non-hostile spells cast using an ivory weapon as a focus will last 10% longer and heal 1 more HP per healing die rolled. Ivory weapons deal normal damage against demons and devils.)

1000

100

Fantasy Foundry

0586

Ivorywood Bough (Like its lesser cousin, this ivorywood branch makes a strong focus for druidic and ranger spells. This larger branch comes from an ivorywood tree that has grown large in its druid grove. It adds +2 to the attack or save DC of a spell cast using it as a focus, increases any damage by 2 per damage die, and increases the duration by 2.)

7500

750

Profane and Profound

0587

Ivorywood Bough, Greater (When an ivorywood tree reaches the end of its long life, it peels itself open, exposing its gleaming white heartwood to the druidic circle that cared for it. The thick piece of heartwood can be carefully crafted into power druidic foci, each of which grants a +3 bonus to the attack and save DC of spells cast using it. Also, those spells deal an additional 3 damage per damage die and last 3 units of time longer.)

20000

2000

Profane and Profound

0588

IvoryWood Bough, Lesser (Ivorywood grows only inside the protected and cultured groves of druidic circles. In return for its protected growth, the tree absorbs magic from the word and allows a few of its saplings to be harvested for foci by druids. Druid spellcasters using this 1-3 foot stick of snow-white wood as a focus for their spells get +1 damage per die, increase their spell’s duration by 1, and increase their attack bonus or save DC by 1.)

2500

250

Profane and Profound

0589

Jackalope Foot Earring (This rabbit’s foot earring hangs from a small crescent of antler. If the wearer’s Dexterity is less than 15, it is increased to 15. If it is 15 or higher, the wearer gains +5 ft. of movement speed.)

400

40

Gear Up

0590

Jade Crown (This is the crowning piece of the Jade items of the Jade God, an ancient emperor-god long since ascended. The Jade crown gives +2 charisma for the purposes of calculating hirelings/followers for each jade item worn. It also increases the maximum level of any follower or hireling to one level below the wearer, or allowing followers of the same level if four Jade items are worn. Once per day per Jade item worn, the crown can cast Mass Suggestion with a spell DC of 14. When four Jade items are worn, this crown grants the wielder’s hirelings and followers a +1 bonus on all rolls when within 60 ft. of the wearer.)

12500

1250

Profane and Profound

0591

Jade Mimic (Created as decoys or bait for those seeking to collect the Jade items, Jade Mimic’s take on the appearance and magical signature of a random Jade item upon creation. During testing, the Jade Mimic appears to perform the functions of the Jade item it is copying but in real usage, the Jade Mimic will reverse its function. Bonuses for the wielder will become negatives, spells will reverse their targets from friend to foe, summoned or controlled creatures will turn on the wielder, or the effect will maliciously act to put the wielder in a worse standing within its scope of power. Once a Jade Mimic has revealed itself in this way, it becomes automatically attuned, counts as if the wielder was wearing two fewer Jade items, and cannot be removed except by effects 5th level or above. After being removed, a Jade Mimic will teleport to a random location within 1 mile and change appearance to a random Jade item. Only very clever observers analyzing the item would be able to discover its trickery.)

1000

100

Profane and Profound

0592

Jade Platter (Offerings like candles, incense, food, or luxuries allow the attuned user of this green, embossed tray to make a stronger connection to the divine. By placing 10sp of offerings as a ritual they may cast bless, with 100sp they may cast weal/woe instead, and 500 sp allows the casting of talk with dead to commune with spirits, fey, ancestors, or the like depending on the beliefs of the user. If they lose their concentration during the ritual or fail a charisma check after casting the spell, DC 15, the spell consumes the offerings. Offerings count as if they were an additive 10% greater for each other Jade item attuned to the user. When attuned to three or more Jade items, one half of the modified value of any consumed offerings are returned the the user instead.)

1000

100

Profane and Profound

0593

Jade Scepter (Any creature the wielder touches with the Jade Scepter takes 1d6 poison damage for each Jade item the wielder is wearing, the scepter can be wielded as a mace. When four Jade items are worn, the scepter can be touched to the ground to call forth a Snake Swarm as a free action, but only four such swarms can exist at any point in time. These swarms obey the verbal commands of the scepter holder. Swarms can be dismissed with a touch of the scepter as a free action.)

2500

250

Profane and Profound

0594

Jade Scroll (Peering into the delicate green stone paper of the Jade Scroll allows its owner to see into the future, as Auger, at will. It also gives its holder limited future-sight, allowing them to reroll one d20 for each Jade item they wear. When four Jade items are worn, the scroll lets its owner turn one d20 roll into a ‘20’ each day. These rerolls must be used after the roll but before the result is announced.)

6000

600

Profane and Profound

0595

Jade Signet (One of the weakest Jade items, the Jade Signet grants the ability to use Arcane Mark at will and also to cast Knock or Hold Portal once per day per Jade item by tapping a door with the signet. This jade ring bearing gains a faint glow when four Jade items are worn. When in this state, the wearer can cast Dimension Door by rotating the signet ring wearing hand in the air as if it turning an invisible doorknob. They may perform any number of these dimension doors but only for a total distance of 100 feet each day, with a minimum expenditure of 5 ft worth.)

500

50

Profane and Profound

0596

Jailer's Rod (This flat rectangular bar topped with a cast iron tip has a thick leather grip and strap. It deals no damage even with the most furious strike, but any creature touched by the cast-iron end must make a WILL save (DC 14) or be paralyzed for 1d6 rounds. Holding the metal part in one hand and turning the leather handle shoots forth a net from the metal rod’s end. This acts as a 5 foot burst attack on any point within 60 ft. Creatures in that area must make a DEX save (DC 14) or become entangled in the silk net. Creatures in the net must make a WILL save (DC 12) each round of be paralyzed for 1 round. Escaping the net requires 20 damage or a Strength/Dex check (DC 16). The net can be fired three times each day. Only creatures immune to electricity or without corporeal forms are immune to the paralysis effect.)

10000

1000

Charged

0597

Javelin of Lightning (This short javelin is made entirely of iron, but anyone touching it can feel the electrical charge it holds as it makes their hair stand on end. Twice each long rest, if thrown while the thrower imagines a thunderstorm, the Javelin of Lightning surrounds itself in a bolt of electricity midflight. This deals 4d6 electricity damage in a 5 ft. wide, 60 ft. line in the direction of the throw. A Dexterity save, DC 8 + the wielder’s attack bonus, reduces the damage by half. The user still makes their attack roll as normal for the mundane portion of the javelin attack.)

2500

250

Exposed to the Elements

0598

Jellied Bone (Alchemically treated bone has turned soft and spongy, then squeezed into a tiny parcel of wax paper. It burns in a quick black fire when consumed as a material component of a spell summoning or targetting undead. The resulting spell grants the affected undead minor regeneration of 1 hit point per HD each minute, to a maximum of 1 per spell level, although they also lose any resistance to slashing or piercing damage they might have. This effect lasts for the duration of the spell.)

300

30

Profane and Profound

0599

Jester's Tights (These skin-tight, bright-green leggings let their wearer cast Minor Illusion 3/day and Silent Image 1/day.)

300

30

Charged

0600

Jinxtail (A Jinxtail is a braided vine whip surrounding a metal cable core bristling with magically reinforced shards of broken mirrors. It deals damage as a +1 shortsword with a 15 ft. reach. Upon striking a creature, the target suffers a -1 penalty to their rolls. This lasts for 1 minute or until they have made a number of rolls equal to the weapon damage die. If struck again while under the effects of this bad luck, the effects do not stack, but the larger duration replaces the shorter duration. Additionally, once each day, the Jinxtail can grow around the target, leaving them ensnared in a glass thorned growth that deals 1d3+1 damage each round at the beginning of their turns for 1 minute or until they spend an action to succeed on a Strength or Dexterity save, DC 14, to escape. They suffer a penalty to their rolls equal to the damage they took from the vine since the beginning of their turn. This bladed and barbed whip will inflict minor penalties of luck to the attacked creature. Once per day, it can be called to weave itself around the target, leaving behind a barbed leather “vine” that will inflict ongoing bad luck and damage.)

5000

500

Arcane Arsenal

0601

Joint Wrap (A Joint Wrap is a sturdy length of flaxen cloth decorated with a long mantra or verse of black ink. Wrapping it around a joint, hand, or foot, the wearer can draw upon it power to strike with an unarmed attack as part of the attack action against a creature within reach, using Strength or Dexterity for the attack with proficiency and dealing 1d4 damage plus strength or dexterity. After successfully landing a hit with this bonus attack, the wearer must complete a short rest before being able to do so again. If the wearer has any levels in monk, they can, as part of an attack action once between short rests, take the disengage action.)

800

80

Exposed to the Elements

0602

Jumping Caltrops (A bag of loose beetles, each outfitted with elaborate chitin spike, are held in magical hibernation awaiting activation. On the command word or upon a significant impact, these metallic-grey beetles swarm forth in a ten foot radius around the bag. The beetles rise up, splaying their spikes to act as living caltrops. Creatures that enter the space of the swarm or begin their turn their take 2d6 piercing damage as the beetles jump to plunge their spikes into the creature, bite, and scratch. The magical command word, spoken as a free action, allows the activator to direct the swarm to move up to ten feet. The Jumping Caltrops maintain their defensive posture until destroyed or they starve, being magically compelled to defend even at the expense of taking in nourishment. The swarm has an AC of 14 and 60 HP.)

800

80

Gear Up

0603

Keen Rapier (This weapon is usually identified not by its blade but by the special wire mesh hand guard that holds it. The hand guard is of delicate, wire-thin steel that shifts to the hand of its wielder and extended to cover the lower third of the blade to protect its wielder. This rapier is so sharp, leaves that fall upon its blade are cut in twain. It is a +1 rapier with a critical range of 17-20, deals 1 bleed damage on a critical hit, and deals an additional 1d6 damage when its wielder has advantage on the attack.)

4000

400

Gear Up

0604

Ki-Focused Gloves (Ki-Focused gloves are made from dirtied and worn cloth strips and are wrapped around the hands or feet of martial artists. The wearer gains two Ki points each day, or two additional if they already have Ki points, and can spend one Ki point to gain a +1 bonus to attack and damage to their unarmed strikes until the end of their turn. Each additional point increases the attack and damage of those attacks by a consecutively increasing bonus. Using the Ki-Focused Gloves’ ability multiple times stacks.)

4000

400

Profane and Profound

0605

Kingmaker (Inside this large, hexagonal, crystal case sits a miniature castle, a scepter, and a crown. Smashing the case open causes the castle inside to rapidly grow, becoming a small keep over the course of an hour. It draws in local stone and materials where possible, but otherwise is of solid stone construction. Over the next three days, a small town sprouts up around the keep, with fully formed wood and stone houses popping up like mushrooms. This town is fully stocked with the tools, goods, weapons, and animals that one would expect in a wealthy town of 500 - 2000 people. Nearby vermin are transformed into uniformed servants, guards, and workers that follow the crown wearer's commands. Areas lacking such animals will see such servants formed of ooze, humus, or other organic material. When not commanded, they will follow the last orders they were given or simply stand still. HD 1 (2), S, AC 9, MOV 20', S 13 D 13 C 7 I 4 W 7 C 3)

15000

1500

Arcane Arsenal

0606

Kitsune Tail Scarf (A red and white woolen scarf is styled to appear as a fox tail, complete with the occasional twitch. If the wearer’s Charisma if less than 15, it is increased to a 15. Otherwise the wearer can, once per short rest, create a distracting prank psychically granting advantage on one attack or opposed skill attempt against an opponent unless they succeed on a Wisdom save, DC 8 + your Charisma modifier + proficiency..)

400

40

Gear Up

0607

Knight Banner (Knight Banners are the catch-all term for the many different magical flags and relics that crusaders bring to battle to inspire their fellow troops. The symbology they bear is directly drawn from the god or ideology they support. Troops that can see the Knight Banner within 200 ft and are aligned with the wielder gain a +1 bonus to rolls regarding their morale as well as +1 temporary hit points per hit die. An attuned bearer of this banner or relic receives advantage on charisma checks to hire, convince, or negotiate others into enjoining a battle or war for a common goal.)

12000

1200

Profane and Profound

0608

Knightsquire (An animated set of light armor with the ability to store, for the attuned wearer of its associated ring, up to three weapons, three shields, a suit of armor, a single mount no larger than Huge size, and a pack of miscellaneous items that a creature with strength 15 could carry. The Knightsquire is an animated chain shirt worn over a tunic, leggings, boots, leather gloves, and helm standing about 5 ft. tall. Any items it is storing are kept in an extradimensional space that the Knightsquire can be dismissed to and summoned from with a command of the ring as part of any action. In combat, the Knightsquire can wield any martial weapon and shield, but will only use its actions to support the ring owner’s actions, at the ring wielder’s command, acting as their squire during the wielder’s turn. Outside of battle, the Knightsquire has a +5 bonus to rolls related to maintaining equipment or caring for a mount and can help its owner don even the most exotic armor and can saddle even the most unusual mounts.)

4000

400

Arcane Arsenal

0609

Knitted Tongues (Knitted Tongues are a small bundle of dried crow tongues. Placing one of the dozen dried tongues in the mouth of helpless or willing creatures being targeted by a spell that gives bonuses to language or speech also grants that bonus when the targets are dealing with animals. If the spell grants a bonus to speech based abilities, it now also applies as a similar bonus to using animal handling skills in the same manner. If the spell would grant fluency or understanding of another language, the caster chooses one type of animal per language that the targets can now communicate with. Conversely, for spells that inflict penalties to language or speech, those penalties also extend to animal communication or handling. Knitted Tongues may be recollected after the spell wears off and, if dried properly, avoid rotting to be reused.)

1000

100

Profane and Profound

0610

Kobold Staff (Lashed to this large reptilian bone is a single kobold skull, its eye sockets stuffed with slowly burning bark incense. This staff grants a bonus spell slot of the highest level for attuned kobold wielders and it lets its user cast the following spells using an equivalent or higher-level spell slot: Grease, Cloud of Daggers, Fly, Wall of Fire. The kobold skull whispers secrets and tips to its attuned wielder, allowing them to set traps at only 80% of their normal cost in materials and time, and those traps deal an additional damage per damage die.)

4000

400

Arcane Arsenal

0611

Land Ship (A large, steel-prowed, oak cog plows through the dirt like a ship in the water, pulled forward by its large white sails. It has space for a prow mounted ballistae and has an archer post on the rear. Its starboard and port sides have ports for rowers to stick its long metal oars out from small hatches into the earth below, to row and move the Land Ship forward like an oared ship in the water. It passes through stone walls and hills as if they were waves, going over them if they are too large to push through.)

50000

5000

Arcane Arsenal

0612

Lavender and Green Ioun Stone (A Lavender and Green Ioun Stone, a convex cube, absorbs spell levels of any spell cast on the wearer while it circles them after being grasped and tapped twice. It hovers just over the wielder’s shoulder, absorbing 50 spell levels before imploding in on itself with a *POP*.)

40000

4000

Arcane Arsenal

0613

Leader Lancet (When wielded during a charge, this 8 ft., red-and-gold +2 lance projects a beam of cutting force upon contacting a foe. This allows the attacker to use their attack roll against the armor class of any number of targets in a 30ft. line. The targets to be attacked must be chosen before making the attack roll, with damage split up amongst the struck targets as the wielder of the Leader Lancet chooses, to a minimum of 1 each. Up to three times each day, the Leader Lancet’s charge ability can be used on an attack not made during a charge.)

6000

600

Arcane Arsenal

0614

Leaping Cap Spores (Leaping Caps are exotic fungus which spread using an explosive chemical reaction to launch their spores. Harvested when a hard frost makes the volatile mushrooms slow to detonate, it can be mashed into a paste. Gently applied to an object as a bonus action, the next creature or object to touch the patch triggers a forceful explosion. Whichever is a smaller size between the attacker and defender is pushed 5 ft. This explosion causes no direct damage. In the case of a tie, they are both pushed back. If the explosion is triggered by or on an object currently held, use the holder’s size if greater than the object. If an object with Leaping Cap Spores is thrown or fired as a projectile, the thrower is automatically pushed back, whether or not the defender is also pushed. There are ten uses in this pouch kept cool by its admixture with alchemical slush until used. If multiple uses are spread on an object, the explosive push increases by 5 ft. for every additional portions of spores used. Once removed from the treated pouch, the Leaping Cap Spores will warm up after ten minutes and have a 50% chance of self-detonating each round thereafter.)

200

20

Exposed to the Elements

0615

Learned Wurms (Bookworms that have eaten through old spell books can be captured and harvested for the latent undigested magic. If a Learned Wurm is used as a material focus for a divination spell, whatever answers the divination spell generates are also copied into the mind of the larval bookworm. Should the bookworm be eaten, whoever eats the worm will have the questions and answers of the original divination spell imprinted into their mind. It can be cooked or seasoned, provided it is eaten quickly after doing so as the information dies within a half hour of the wurm’s death. After one day per spell level of the divination spell, the bookworm larva will molt into its adult beetle form, consuming the remaining magic in the process. There are three larvae suspended in alchemically induced comas in each jar.)

300

30

Profane and Profound

0616

Leech (A large, darkly stained oaken club has a wet sheen and is sticky to the touch. Upon picking it up, it flops slightly to one side and it swings like a dead fish. In addition to being a +3 club, the Leech can re-size itself to become a great club on command, it restores its wielder's hit points for one half the damage it deals, and once per day can be commanded to steal an ability from an opponent it has just hit. The stolen ability can be used for 1 hour, during which time the opponent cannot use it. It can only steal an ability the target gained when it had half or fewer HD of the wielder (if the wielder has 10HD, they can only steal level 5 abilities or abilities from creatures with 5 HD or less).)

14000

1400

Save Vs. Disease

0617

Levitating Boots (Levitating Boots are metal bottomed knee-high boots. On the right boot there is a red, blue, and white tri-color dial. Pulling this dial out engages a levitation effect. When the white dial, the default, is flipped up, the boots levitate at their current height, unable to fall below as if a plane of force extends flatly beneath the height at which the dial was pulled. Flipping the blue portion to face upwards causes that plane to drop slowly, at 10ft each round. The red face reverses this effect, raising the user up by 10ft each round. The boots can only hover up to 30 feet above a solid or liquid surface. Heights beyond this limit cause the boot’s dial to pull in, dropping the wearer. The dial can only be pulled up when the user stands still on a solid surface. Pressing the dial back in disengages the levitation effect. All of these button presses can be performed as a free action.)

9000

900

Gear Up

0618

Lich Dust (Distilled from the sweat of wizards, collected during their progression into full lichdom, although not necessarily from only the wizards that survived the process, this dust can be snorted to empower magic users. Taking a dose of Lich Dust halves the Constitution of living users, rounded down. Once taken, it allows its user to cast a spell once each minute without consuming it or it’s spell slot. This effect lasts for five minutes after which the user must make a constitution save, DC 20, or lose half of their spell slots for the next two days. Alternatively, it can be used to mirror other magical components to provide up to half of the necessary components, using up a fraction of a dose equivalent to the value of the component copied.)

10000

1000

Arcane Arsenal

0619

Lighted Armor (A Lighted armor emits a 30ft radius of bright light on command until extinguished. It will retaliate against successful hits against the wearer by creatures within 5 ft. with a flash of white light that deals 1d6 radiant damage.)

5000

500

Profane and Profound

0620

Lightning Rod (The Lightning Rod is a +1 steel breastplate with rivulets of copper and gold winding down the center of the chest and around a large inset ring of platinum. Magic spells cast against targets within 20ft of the wearer are redirected to target the wearer of the Lightning Rod. The wearer gets +2 on saves against those redirected spells. If the wearer successfully saves against a spell, the platinum ring in their chest fills with one third of a charge. Once it reaches a full charge, lightning rapidly builds up on the surface of the armor and if the wearer does not spend an action on their next turn wave their arms at a target, the lightning will fire at a random target within 30ft. Wherever the lightning is aimed, it is a 30 ft. line of lightning that deals 5d6 electricity damage with a DEX save (DC 14) reducing the damage by half.)

9000

900

Charged

0621

Lion's Shield (A large lion head juts forth from the front of this silver, +3, large shield. As a free action each round, the shield can be mentally commanded to make a bite attack using its wearer’s melee weapon attack bonus to deal 1d8+5 piercing damage. The golden maned beast can be commanded to roar instead of attack. Creatures in a 30 ft cone must make a Wisdom save, DC 12, or become frightened for 1 minute. Those creatures may attempt a new save as an action on their turn. The lion may roar up to three times between each long rest, but after roaring a third time it closes its eyes and falls asleep, unable to perform its bite attacks until its wielder completes a long rest.)

10000

1000

Profane and Profound

0622

Living Crystal Armor (Crystals first discovered by mountain dwarves will grow slowly around any shape. Dwarven smiths made a craft of forming these crystals into armor and tools. Living crystal armor is made of these crystals. Having been locked into its final form by dwarven alchemy, if this armor is broken while even one single piece remains, the largest surviving shard will regrow back into the full suit of armor over one week if submerged in a suitably sized pool of mineral water. The smaller pieces will grow to full size but will crumble at a touch.)

1000

100

Fantasy Foundry

0623

Living Crystal Weapon (Stone weapons are normally inferior to steel, but this special, dwarven-grown crystal holds an edge just as well as steel. If it is broken or even completely shattered, it can be regrown by submerging a single shard for a week in mineral water found in deep caves. Only the first weapon regrown this way holds its integrity, others grown from the pieces of the same weapon crumble at the slightest touch as magical resonance weakens their structure. The crystal retains its magic and any spells cast upon it, suspending them, until the weapon reforms.)

3000

300

Fantasy Foundry

0624

Living Wood Armor (Originally practiced by Elves, the art of growing delicate saplings into living tools, structures, and armor is enjoyed by many druidic craftsmen as well. Living Wood armor has bark as tough as steel and will regrow from even the smallest fragment. A single piece of broken living wood armor will germinate and sprout from fertile soil, growing into a full suit of armor in one week, or three days in full sun. While all the pieces will grow into full armors, only the first piece harvested will hold true, while the others wilt away when uprooted.)

500

50

Fantasy Foundry

0625

Living Wood Weapon (Wooden weapons formed from freely given branches of dryads and Tree-folk are magically preserved by druid rituals for Living Wood weapons. Living Wood will regrow from almost any damage. The largest remaining fragment of wood, when planted in fertile soil and tended for one week, will regrow to its normal size and full hit points. If the living wood is planted in the sun, the weapon regrows in only three days. Once a year, living wood weapons sprout a fist-sized bloom. If the weapon is undisturbed by combat use for a full fortnight and are brought near another blooming living wood weapon, each will bear a fruit over the course of the next two weeks. The seed of these fruit will grow into new living wood weapons that is a cross between its two parents.)

1000

100

Fantasy Foundry

0626

Lockslime Wand (A metallic, hollow wand contains a mass of dull grey slime. Squeezing one end of the wand will force the goo out the other end, where it will push apart the lock mechanisms or machine parts it is fed into. With a loud screech of deforming metal, it will disable any lock or machine, leaving highly visible evidence of tampering when the goo is withdrawn as the wand handle is released. The wand takes an action to start and cannot be released until the user’s next turn or it will fail to break the mechanism. A new Lockslime Wand can destroy a lock or machine with a DC of 25 or less, but each use of the Lockslime decreases the DC it can affect by 1 as it gets gummed up with oil and debris.)

750

75

Arcane Arsenal

0627

Lorebond Bookmark (Usually placed between the pages of a wizard’s spellbook or a clerical tome, this silver bookmark bears the engraving of an open eye. Its owner gains a +1 bonus to their knowledge and history skill checks if they have an uncast spell slot of 1st level or higher. Once attuned, the bonus is instead equal to the spell level of the highest unused spell slot they have available. This bonus only applies to books that the wielder has had continuously in their possession for at least one long rest.)

3000

300

Profane and Profound

0628

Lotus Powder (Lotus Powder is a fine white powder made of dessicated and ground lotus. As a narcotic, it works as a contact poison to make the targets muscles seize, stunning them for 1d6 rounds unless they make a DC 13 Constitution save. Applied to open wounds or inflicted on the point of a weapon, the powder also doubles the target's Charisma modifier while dealing 1d6 ongoing poison damage for 1d3 minutes, with two successful saves ending both effects.)

300

30

Fantasy Foundry

0629

Lotus Sickle (A delicate, purple-black bamboo handle holds a bright steel sickle. A Lotus Sickle is treated as a +1 sickle but when swung it summons large black petals of magical energy that cut in its wake. An attack from the Lotus Sickle deals damage to enemies in a 10 ft. line instead of targeting a single creature. A single attack roll is made against each of the targets individual armor classes to determine which are struck by the blow. Enemies slashed by the falling petals must make a Constitution save, DC 10, or take 5 poison damage each round until they succeed on a new save at the end of each of their turns.)

5000

500

Profane and Profound

0630

Luck Blade (Gold leafing is flaking from the handle of this long bladed dagger and a dull red gem is seated in the pommel. In addition to being a +3 dagger, the dagger also confers a +1 bonus to all rolls by improving the owner's luck.)

35000

3500

Profane and Profound

0631

Luck Blade (1 wish) (A shining gold-handled dagger holds a shining red ruby in its pommel. This +3 dagger also confers a +1 bonus to all rolls its attuned owner makes, thanks to a small boost to their fortunes. Also held in this blade is the ability to call for a single Wish to be fulfilled. The Wish, as the spell, is completed according to the intent of its wielder and is generally accomplished as much as possible through seeming coincidence and good luck. Once the wish is called upon, the gold handle begins to flake and the ruby dulls.)

15000

1500

Gear Up

0632

Luck Button (Crushing the tiny, disguised clay accessory gives the wearer three rerolls. The concentrated fortune magic grants a bonus to the wearers saves equal to the number of remaining rerolls. One reroll fades each minute after the effect is activated. Luck Button’s are often camouflaged as lucky coins, pins, trinkets, or charms hanging off hooks that shatter the button when ripped off.)

1000

100

Gear Up

0633

Luck Mail (This +2 chainmail has a few coins melted onto its chain links and a whole host of knick-knacks and jewelry around its neck; one piece is devoted to each god or demi-god of fortune and fate. Luck Mail confers a +1 bonus to all rolls the wearer makes.)

20000

2000

Gear Up

0634

Luck’s Bane (Luck’s Bane are the supposed result of those wishing for more wishes. A +3 gold-handled dagger with an inset but dull ruby and some gold flakes missing, it looks and functions just like a depleted Luck Blade, including a +1 bonus to all rolls for the attuned wielder. However, should the wielder ever wish for something out loud, the Luck’s Bane will then shift in appearance. It’s handle will turn to fool’s gold and its ruby into a weeping, bloody pustule. The blade will then cast Wish and will attempt to twist the wording of their wish into something punishing, harmful, or undesirable for the wielder. Luck’s Bane avoids harming innocent bystanders if possible. The grander the wish and greedier the wielder’s desire, the more liberty a Luck’s Bane will take to twist the effects. Once revealed, the dagger with remain attuned to the wielder, providing a -2 penalty to all rolls, unable to be removed except by a spell effect of 6th level or higher. Luck’s Bane still functions as a +3 dagger even after revealing itself. If it senses the opportunity, usually after one victim has died or become unattuned, it will again cloak itself in the guise of a depleted Luck Blade to wait for a new victim.)

10000

1000

Profane and Profound

0635

Luckstone (This flat piece of basalt slightly larger than a coin grants a +1 bonus to all D20 rolls its holder makes. It need only be somewhere on ones person and if it would be accidentally dropped or purposefully stolen, it will fortuitously remain on its owner’s person until they willingly give it up. It can get quite odd in how it keeps showing up.)

18000

1800

Gear Up

0636

Luminous Chain (Radiant, coppery metal forms the rings of this +1 chain shirt armor that gives off dim light out to 5 ft. unless covered. At will, as an action, the attuned wearer can create a Dancing Lights or Silent Image effect. Once each day, when making one of those effects, a Spiritual Weapon spell can be hidden inside the lights or illusory image. The ghostly weapon or weapons are formed of pure light taking whatever weapon shape are desired. The weapons deal a total of 2d8+4 radiant damage, divided however the wearer chooses among them, using the wearer’s proficiency bonus + 3 for their attack rolls. The wearer of the Luminous Chain can mentally command the weapons to move up to 20 ft. and make an attack each round as a free action. The spiritual weapon effect lasts for three rounds)

2500

250

Arcane Arsenal

0637

Mace of Disruption (Clerics have called on secret rituals to consecrate simple maces or morningstars and transform them into powerful weapons against the undead. A Mace of Disruption deals an additional 2d8 radiant damage against the undead. Words carved into the handle detail how to perform last rites, and can be used once each day to lay a dead body to true rest, sanctifying it against necromancy.)

500

50

Gear Up

0638

Mage's Hand (A mummified hand of an uncautious former apprentice or robbed from the corpse of a dead spell-caster, the Mage’s Hand grants its wearer some minor magical abilities. It is worn on a thin chain around the neck. The wearer can cast prestidigitation at will as a free action, can lift/manipulate/move an object no heavier than 5 pounds at a distance of 30 ft, and can receive the benefits of an additional magic ring worn on one of its desiccated fingers.)

1000

100

Gear Up

0639

Magic Resistant Armor (This enchanted armor or shield is covered in a fine coat of almost-invisibly-tiny feathers. Magic and liquids of most sorts slide right off the armor. The wearer gains advantage on saves against spells of 4th level and below and also imposes disadvantage on attack rolls against the wearer for magic spells of 4th level and below.)

7500

750

Arcane Arsenal

0640

Magic Tome (The Magic Tome can store more spells and scrolls inside than it would appear to be able to fit from a casual inspection. It has 500 pages magically sized to fit inside this handheld tome and it has empty clasps that can store up to 30 levels of scroll-based spells. An attuned user of the Magic Tome can, with a thought, instantly flip to the correct page containing the scroll or spell they desire. The gold engravings set in the cover of this thick, leather-bound book depict a robed man reading atop a stack of books and papers while zombies climb up the sides of the stacked texts. In addition to its greater capacity, attuned users have a 2 in 6 chance of copying stored scrolls when casting them or consuming them while studying the spell, leaving behind a ghostly copy as the original scroll is consumed. These ghostly copies may be cast like a scroll and disappear once cast. A Magic Tome is immune to non-magical damage, resistant to magical damage, and has 40 hit points.)

9000

900

Arcane Arsenal

0641

Magic Tome, Greater (This book is nigh immune to damage, only epic creatures, artifacts, and spells of 9th level or higher can damage this tome, and it still has resistance to such damage and 100 health. The Greater Magic Tome has an infinite number of pages for writing spells and rituals on. In addition, it can store up to 100 levels worth of scrolls in its appendices at the back. An attuned user has a 3 in 6 chance of creating two ghostly copies of a stored scroll when casting or consuming the scroll for research. These ghostly copies may be cast like a scroll and disappear in the process. Additionally, an attuned user of the Greater Magic Tome can instantly turn to the correct page for any spell or scroll within. The cover is an elaborate, platinum leaf inlay depicting a wizard, bag stuffed with parchments and scrolls, deflecting a roaring silvery dragon-blast and shimmering Balor's sword strike with one dismissive hand while the other hand rummages through the papers at their waist.)

20000

2000

Arcane Arsenal

0642

Magic Tome, Lesser (The Lesser Magic Tome is decorated with a silver relief depicting a frail old wizard searching through a large library. The leather bound spellbook can store many written spells on its 150 pages. It is resistant to non-magical damage including mundane fire and has 20 hit points. Most importantly, inserting a scroll into the back of the tome stores it, with up to 10 levels of scrolls able to be stored at one time. Scrolls cast from this spellbook by an attuned user can be studied to learn them after being cast instead of being completely consumed, vice-a-versa for being able to cast a scroll after researching a scroll’s spell.)

4000

400

Arcane Arsenal

0643

Magic Trapping Armor (With a reaction, the wearer can trap a spell targeting them. They make their save with advantage. If both saves are successful, the spell is captured by the armor or shield instead of affecting the wearer. Magic Trapping can store up to three spell levels at a time. Stored spell levels can be used to replenish spells or spell-like abilities by expending an amount of levels equal to the restored spell’s level. Attempting to store more levels than the enchantment can hold causes it to overflow with arcane magic, dealing 1d4 damage to the wearer for each extra spell level. The extra spell levels are lost.)

8000

800

Arcane Arsenal

0644

Magic Trapping, Greater Armor (With a reaction, the wearer can trap a spell targeting them. They make their save with advantage and with a +2 bonus. If both saves are successful, the spell is captured by the armor or shield instead of affecting the wearer. Magic Trapping can store up to nine spell levels at a time. Stored spell levels can be used to replenish spells or spell-like abilities by expending an amount of levels equal to the restored spell. Attempting to store more levels than the enchantment causes magical feedback, dealing 1 damage to the wearer each round for each extra spell level stored above the normal maximum. The wearer gains a free reaction each round to be used in this manner.)

20000

2000

Arcane Arsenal

0645

Magic Trapping, Lesser Armor (With a reaction, the wearer can activate the weak arcane spellwork of this armor or shield to trap a spell targeting them. They make their save against the spell with advantage. If both saves are successful, the spell is captured by the armor or shield instead of affecting the wearer. The Lesser Magic Trapping enchantment can store up to one spell level at a time and the stored spell level can be expended to restore a 1st level spell. Attempting to store more levels than the enchantment can hold causes it to overflow with arcane magic, dealing 1d6 damage to the wearer for each extra spell level above the maximum of one, then the excess spell levels are lost.)

2000

200

Arcane Arsenal

0646

Magician's Wand (A Magician's Wand is a knobby-wooden wand that allows its attuned wielder access to one additional known cantrip of each spellcasting class list that they have access to.)

200

20

Arcane Arsenal

0647

Magma Saucer (An endless supply of hot lava can be poured forth or ladled from this obsidian saucière. The handle is insulated from the heat, but the container itself is extraordinarily hot, dealing 1 fire damage on a touch to unprotected creatures and objects, or at the start of each turn if contact is maintained. As a bonus action, the Magma Saucer’s lid can be turned and lava poured out to create a 5 ft. pool of the white-hot liquid. The poured lava deals 1d6 fire damage to the target, unless a Dexterity saving throw is made, DC 15, to take half damage. This damage is dealt to each creature that starts in its area of effect or enters it for the first time on their turn. If the pour is sustained with bonus actions on consecutive rounds, the fire damage increases by 1d6 to a maximum of 6d6. When it reaches 6d6 of damage, the pool grows to 10 ft. in size. Once the pouring is stopped, the lava cools, decreasing by 1d6 fire damage each minute. If the lava is in contact with water of sufficient volume, the lava cools each round instead. Alternatively, as an action, lava can be splashed on a creature as a ranged attack roll with proficiency with a range of 15 ft. for 1d6 fire damage. Each consecutive hit deals an additional 1d6 fire damage, to a maximum of 8d6, but each turn the creature goes without being hit reduces the damage by 1d6.)

20000

2000

Exposed to the Elements

0648

Manta Ray Poncho (Manta Ray Ponchos are grey-blue leather squares with a central head hole and a double-pointed hood. The poncho is equivalent to leather armor. The lower, back corner twists up in a long, pointy tail when the poncho is worn. Pulling the hood up over the head, the wearer gains a swim speed equal to their fastest movement speed and can breath water as the poncho pulls tight to their skin like loose wings or fins. The Poncho can be used for a total of 10 minutes each day.)

1000

100

Charged

0649

Manticore Tail (Spines grow from the wood of clubs or great-clubs that are so enchanted with this ability. In addition to being a +2 weapon, a Manticore Tail can fire spines at foes within 30ft as part of any attack. Each attack shoots up to 2d4 short spines, that each deal 1 damage, distributed in any way against any number of targets within 30ft. A Manticore Tail holds a maximum of 10 spines. The spines regrow after five minutes.)

6000

600

Charged

0650

Mantle of Blood (This is a flowing cape of overlapping red silks from bright pinks to dark burgundies draped from dark leather pauldrons that constantly flake off brown-black bits. As the wearer deals more damage, new silk pieces grow from the pauldrons and each of these silk strips can be commanded to aid the wearer’s combat efforts, expended for a reroll for an attack roll, damage roll, or death saving throw. For every order of magnitude of damage dealt, the Mantle of Blood sprouts a new red silk ribbon. Only one reroll may be used each turn. If the wearer has any rerolls left when they begin a long rest, half of them wither away, rounded up, and the damage total of the wearer is reset allowing for more silks to be earned by dealing damage. Dealing the first point damage since the last long rest sprouts one silk, having dealt 10 total damage grants another, and a third after dealing 100 damage, and so on.)

9000

900

Profane and Profound

0651

Mantle of Doppelganger’s Charisma (This silver-grey short cloak partially mimics the colors of its surroundings. Your Charisma score is increased by +1 or to a 17, whichever is greater.)

3000

300

Gear Up

0652

Mantle of Dragon’s Charisma (This white leather is studded with a rainbow of chromatic dragon scales and secured to the shoulders with a polished dragon tooth pin. The usefulness of this mantle requires that it be fashioned from freely given materials, necessarily requiring a skilled diplomat and negotiator to gather its components. Your Charisma score is increased by +6 or to a 23, whichever is greater. Spells and abilities you use against an unaware, distracted, or surprised foe have their save DC’s increased by 2 or their attack rolls are increased by +2. Foes you charm are not immediately roused from their ensnarement upon being attacked by you or your allies, and instead get a new save with advantage to end the charmed effect. Once each short rest, you can roar and force all creatures within 60 ft that can see and hear you to make a Charisma saving throw, DC 8 + your proficiency + Charisma modifier, or be frightened by you for one minute or until they spend an action to succeed on a new save.)

80000

8000

Gear Up

0653

Mantle of Lamia’s Charisma (This beige cloak is lined with purple and red scales and two ruby encrusted fasteners. The calming smell of incense drifts off this cloak. Your Charisma score is increased by +2 or to a 19, whichever is greater. Spells and abilities you use against an unaware, distracted, or surprised foe have their save DC’s increased by 2 or their attack rolls are increased by +2.)

9000

900

Gear Up

0654

Mantle of Siren’s Charisma (This aquamarine sailcloth cloak is studded with bits of coral, shells, and driftwood. It smells faintly of the sea. Your Charisma score is increased by +4 or to a 21, whichever is greater. Spells and abilities you use against an unaware, distracted, or surprised foe have their save DC’s increased by 2 or their attack rolls are increased by +2. Foes you charm are not immediately roused from their ensnarement upon being attacked by you or your allies, and instead get a new save with advantage to end the charmed effect.)

27000

2700

Gear Up

0655

Masochist's Bindings (An assortment of chains, black leather straps, and iron manacles make up this +1 studded leather armor. Unless the wearer is a trained escape artist or skilled with ropes, the armor takes 30 minutes both to don and to remove. For every five damage the wearer has taken since the end of their last turn, they gain a +1 to attack and damage rolls. This bonus is doubled if the wearer has half or fewer of their hit points remaining.)

6000

600

Profane and Profound

0656

Masterwork Armor (Fine craftsmanship of armor reduces armor’s encumberance by one category in terms of its penalty for skill checks and raises its quality, making it less likely to wear out or break. Often, masterwork armor bears the name of its creator and the creator’s personal flourish or style.)

150

15

foundry?

0657

Masterwork Weapon (Signs of a named craftsman adorn this weapon, and show the care and focus that went into its creation. Fine craftsmanship confers a +1 bonus to attack rolls and an increased, -1 quality.)

300

30

foundery?

0658

Medusa's Gazing Lens (These goggles are made from the petrified eyes of a Medusa, shaved razor thin to transparency. The lenses are suspended in a tightly fitting leather head wrap. The wearer gains darkvision and is immune to other gaze attacks. In addition, while worn, the goggles perform the gaze attack of a Medusa as a free action each turn, forcing creatures within a 60 ft cone to make a Constitution save, DC 13, or become paralyzed for 1d6 rounds. The gaze attack must be made each round unless the wearer covers the lenses or closes their eyes for their entire turn. Paralyzed creatures struck by the gaze attack must make a Constitution save or turn to stone for 1d6 rounds. Petrified creatures must save or be rendered permanently stone. The wearer is not immune to their own gaze attack being reflected back at them. The tight fit of the lenses and their vision altering properties will leave the wearer stunned for 1 round after they are removed or donned, during which time the wearer is blind.)

100000

10000

Profane and Profound

0659

Medusa's Ointment (Medusa’s Ointment is olive green oil squeezed from the shed snakeskin from the hair of its namesake. A liberal coating of of the oil, slathered on a petrified creature, restores the creature to life over a full round. If the oil is left to dry on a living creature, the oil will slowly turn the creature to stone. The oil takes a full minute to dry and must cover a majority of the creature’s skin. After the oil dries, the creature must make a DC 15 Constitution save each round or become paralyzed for 1d6 minutes. A second failed save petrifies the creature but two consecutive successful saves before petrification ends the oil’s effect. A single jar of the ointment is enough for three medium sized creatures.)

4000

400

Gear Up

0660

Merchant's Bane (This clay urn of paste turns normal parchment and leaves into a magical papier mache. With a craft check, it can be formed to mimic the appearance of anything known to the crafter. Its value is only limited by the craft check, with every 5 points of the skill check result corresponding to an order of magnitude of value: 5 or less, 10gp or less; 6-10, 100gp or less, 11-15, 1000 gp or less, etc. The resulting creation waits, dormant, until the command word or pull-tag, created by the sculptor, is activated. After a number of minutes equal to craft check result, minus a random d% percentage of its total duration, the Merchant's Bane reverts to its true papier mache form. This does not mimic magic effects or auras but otherwise appears for all intents and purposes as the object copied, along with a minor illusion aura. A single pot is enough to create one medium sized object or a proportional number of larger or smaller objects. Multiple pots of Merchant’s Bane can be combined to create larger objects.)

500

50

Arcane Arsenal

0661

Mercurial Guillotine (Worshipers of death hold in high regard this black steel polearm both because of the symbolism of the weapon but also because of the deadly mercury contained within. The internal cavity of sloshing mercury gives this +2 scythe a more deadly critical blow. Its critical range is increased by 1 and it deals an additional two weapon damage dice on a critical hit. If it is broken or damaged, it leaks mercury when swung on all within 5 ft. and the tainted metal forces creatures to make a Constitution save, DC18, or take 1 Constitution damage each long rest until two successive saves are passed at the end of those long rests.)

8000

800

Profane and Profound

0662

Messenger Cap (Putting a written note in this hat, which can be of any type or make, teleports it to the inside of another, known Messenger Cap chosen by the sender. Magical scrolls and notes containing more than 13 words cannot be transferred. Messages take a full minute to arrive (or return, indicating the chosen recipient’s hat no longer exists) and new messages cannot be sent until this occurs.)

200

20

Gear Up

0663

Metal Stamp Icon (This cheap, stamped, metal religious symbol is battered and worn, but its iconography is unmarred despite the damage. They can be worn pinned to a cloth garment or on a necklace. While worn, its wearer can call upon the divine power as a bonus action to heal a creature with a touch, expending the icon’s hit points to heal the target. After each long rest, the Metal Stamp Icon is infused with 1d4 hit points, replacing any remaining hit points it previously had stored. A wearer with any levels in paladin may expend hit dice in order to refill either their lay on hands ability or the Metal Stamp Icon by the amount rolled. This is done as an action, expending up to two hit dice, and cannot be repeated until the wearer completes a long rest.)

800

80

Exposed to the Elements

0664

Metallurgist’s Bane (This half plate is formed of an eclectic mix of different alloyed metals, such as bronze, steel, brass, pewter, and others. When struck by a weapon or item made of alloyed metals, the armor resonates with a supersonic blast, casting a Shatter effect, cast as a 2nd level spell, centered on the wearer of the armor, that affects only objects made of alloyed materials, ignoring items worn or held by the wearer. This effect can be activated as a reaction to an attack once each day. Attacks by alloyed metals otherwise take 1d3 sonic damage on striking this armor, with magic weapons getting a save, DC 10, to reduce the damage by half, rounded down.)

1200

120

Arcane Arsenal

0665

Metamagic Armor (The Metamagic enchantment, when placed on armor allows its wearer to cast spells through it for a metamagic boon using the physical arrangement of crystal patches, arcane markings, and metal wire to improve the effectiveness of spells. The focus of the armor is chosen upon its creation. Twice each day, the wearer may cast a 4th level or lower spell with the metamagic boon of the armor without risk to the enchantment. Each additional use of the weakened enchantment beyond that has a cumulative 20% chance of causing the Metamagic enchantment to become inert. While casting a spell through the armor the wearer mentally traces out the runes and shapes on the armor.)

2500

250

Arcane Arsenal

0666

Metamagic Armor, Greater (Arcane sigils' geometry burns invisibly to the naked eye. Three times each day, the wearer may cast a 6th level or lower spell with the metamagic boon of the armor. Each additional use of the weakened enchantment beyond that has a cumulative 20% chance of causing the Greater Metamagic enchantment to become inert.)

12500

1250

Arcane Arsenal

0667

Metamagic Armor, Lesser (Pockmarked with half-finished runes and carved geometric shapes, this armor is attuned to one principle of metamagic by its creator. Once a day, this armor can focus the casting of a magical spell of 2nd level or lower through the armor's metamagic focus. Each additional use of the weakened enchantment beyond that has a cumulative 20% chance of causing the Lesser Metamagic enchantment to become inert.)

500

50

Arcane Arsenal

0668

Metamagic Rod (A small gold rod, the Metamagic Rod can be used three times each day to cast a 6th level or below spell under the influence of its associated metamagic, chosen during creation.)

12000

1200

Arcane Arsenal

0669

Metamagic Rod, Greater (The Greater Metamagic Rod is a small, bar of platinum with an aura of heavy, inscrutable magic. It can be used three times each day to cast an 8th level or below spell under the influence of its metamagic, chosen during creation.)

24000

2400

Arcane Arsenal

0670

Metamagic Rod, Lesser (This small silver rod can be used to cast three, 4th level and below spells under the influence of its associated metamagic effect each day.)

6000

600

Arcane Arsenal

0671

Metamagic Rod, Minor (A Minor Metamagic Rod is a small copper cylinder that can be used three times each day to cast a 2nd level or below spells under the influence of its metamagic effect.)

3000

300

Arcane Arsenal

0672

Meteorite Weapon (Hard metals fallen from the heavens that have been forged into a strong weapon. Meteorite’s black metal retains a passing warmth and a shining finish. Meteorite weapons ignore the hardness of materials weaker than adamantine, additionally dealing double damage to weapons as weak or weaker than iron. All meteorite weapons must be made by skilled smiths and add +1 to attack.)

2000

200

Fantasy Foundry

0673

Midas' Touch (This golden +3 plate armor confers a bonus and a curse. All other creatures that attack the armor with melee weapons, touch attacks, or touch the armor for extended periods must make a Constitution save, DC 15, or take 3d6 necrotic damage. Creatures dying to this attack are gilded in gold but wither to dust beneath the gold layer. A golden husk is worth 100 SP per HD of the dead creature. The wearer can not eat or drink while wearing the Midas’ Touch, any edible object or potable fluid they touch are turned to ash and flecked with gold flakes. The golden flakes are worth 1 SP each. The armor can only create 5,000 SP of gold each day, beyond that the gold created is worthless, yellowed clay. The suit can only be removed with a curse-breaking spell effect of 6th level or higher.)

15000

1500

Profane and Profound

0674

Mimic Clay (Mimic Clay will copy any object it is pressed against within a few rounds, taking double the time for every size category larger than tiny the object is. It copies all physical properties of the object and is returned to its light orange, soft-clay form with a kiss. This is rumored to be ground up bones mimics mixed with river clay.)

1000

100

Gear Up

0675

Miner's Hope (A Miner’s Hope is a two part pair, consisting of a pinewood coffin singed to display a crossed pick and shovel, and a bronze medallion. When clutched tightly, its wearer is teleported to the inside of the coffin. The coffin must be within 500 ft. and empty, otherwise the medallion warms but does nothing. The medallion is left behind when the user teleports. Inscribed on the ridge of the medallion is, “Do not fear the dark; for it visits every night while we dream”.)

2500

250

Gear Up

0676

Mining Rod (This well-worn, walnut rod is based with a cast-iron handle wrapped in tattered leather. Pointing the Mining Rod at earth or stone while squeezing the handle tightly digs through a five foot diameter circle of natural stone or earth, depositing the debris behind the wielder as loose gravel. It can dig up to 100 feet each day this way. Against worked stone, reinforced earth, or otherwise strengthened earth and stone, it costs twice as many feet to dig a hole only two feet in diameter. Any ores are chunked into gravel as well, but unnatural or foreign material is left untouched by the digging.)

5000

500

Gear Up

0677

Minion's Glass Eye (Minion’s Glass Eye is a pair of matched monocles. Looking through the sees instead what the other monocle is viewing. This only functions if both monocles are worn. Most Minion’s Glass Eyes are one-directional, with one monocle inscribed, “Master”, and the other “Servant”. Only the “Master” monocle can see what the other sees, and the “Servant” monocle acts as a normal monocle would. This ability is not limited by distance but both monocles must be on the same plane.)

3000

300

Save Vs. Disease

0678

Minotaur Pelt Greaves (Dark brown, shaggy fur covers these thick rawhide boots. If the wearer’s Constitution is less than 15, it is increased to 15, otherwise the wearer can delay the onset of an injury or a loss of consciousness for 1 round.)

400

40

Gear Up

0679

Mirror Sphere (This one-foot diameter sphere of quicksilver causes mind-affecting effects to rebound. A Mirror Sphere becomes attuned to the most recent user of a mind-affecting effect that affects its current attuned owner. During that attunement and afterwards, when the attuned creature generates a magical, mind-affecting effect and any of their targets succeed on their saving throws, the Mirror Sphere reflects the original effect back on the creator with the creature with the highest saving throw result from among the targets becoming the controller of the reflected effect. This attunement can put a creature over its normal attunement limit and if it is unattuned, it will attune to the first creature to create a mind-affecting effect within 300 ft. It will float after the creature it is attuned to, moving as quickly as they do and counting as held for the purposes of joining a teleportation effect. Otherwise, it will lay seemingly inert on the ground.)

4000

400

Exposed to the Elements

0680

Mirrored Armor (Mirrored armor or shields are coated in an alloyed mix of quicksilver and steel that never loses its polish or shine. With a reaction, the wearer can reflect a spell targeting them. The wearer that attempts to reflect then makes their save with advantage. If both saves are successful, the spell is redirected to target the caster, leaving the wearer unaffected. Otherwise, the spell is not reflected.)

30000

3000

Fantasy Foundry

0681

Mithril Armor (Mithril metal is a light, green alloy originally made by Elves, but the secret of its manufacture is now fairly well known: highly purified steel is mixed with equal parts mithril ore heated over a flame with pure spring water and treated elven hair. Armors made of mithril are half the normal weight and count as being one armor category lighter for all purposes except armor proficiency.)

2000

200

Fantasy Foundry

0682

Mithril Weapon (A special, silvery metal of elven make that is as strong as steel but half the weight. Their secret formula of blending a special steel alloy with pure spring water and strands of treated elven hair has since leaked to other smiths. Mithril weapons must be made by skilled smith, conferring a +1 to attack. Mithril weapons are durable and flexible, granting a 30% chance to ignore any damage to the weapon.)

250

25

Fantasy Foundry

0683

Mobile Caltrops (Tiny tin soldiers make up the mass of these caltrops. Once scattered, they activate and angle their tiny swords and armor spikes to hurt anything that steps in the twenty foot diameter circle they cover. On initiative count 0, the Mobile Caltrops move up to 30 feet to center themselves around the last creature they wounded. Creatures that move through their territory take 1d6+2 damage for every five feet of movement. Any damage dealt to the caltrops short of fire or acid strong enough to melt them is regenerated on their turn. They have 20 hit points per five foot square.)

350

35

Gear Up

0684

Mobile Cavalry Spikes (Mobile Cavalry Spikes are small wooden soldiers that grow to form a living palisade 40 feet in length when tossed. Each five foot section has a reaction that it will use to counter-charge anyone trying to charge the barrier, attacking with a +5 bonus to deal 2d6+6 damage. To pass through the barrier, it has to be destroyed or the mover has to take 2d6 piercing damage. Each five foot section has 30 hit points and regains 10 hit points on initiative count 0. The thrower can order the spikes to reposition, moving any or all sections up to 5 feet on initiative 0.)

500

50

Gear Up

0685

Mood ring (The wearer of this grey-brown porcelain ring chooses one of the eight elemental moods during each short rest, or no mood, and the ring changes color to match. A Mood Ring with a chosen mood adds the wearer’s proficiency bonus to rolls for the associated skill, or doubling their proficiency bonus if they are already proficient. Red Anger (Intimidate) v. Orange Courage (Religion), Green Disgust (Deception) v. White Joy (Performance), Yellow Fear (Perception) v. Purple Calm (History), or Blue Sadness (Insight) v. Black Curiosity (Investigation). This affects the tendency of their moods and reactions towards that chosen mood. It is much easier for the wearer to fall into both the chosen mood or its direct opposite from overcorrection.)

7000

700

Exposed to the Elements

0686

Mordek’s Meerkats (A bronze whistle calls forth these shimmering rodents, a family of 2d4+1 tiny creatures. Their insubstantial forms will “burrow” to create a network of ethereal tunnels that they patrol as well as tunnel entrances they can pop out of to keep watch, in a schedule and placement chosen by the whistler. Their tunnel network must have between one and three holes per meerkat and no tunnel can extend further than 120 ft. between entrances. The ghostly rodents can move up to 40 ft. per round in their tunnels and have a good perception skill, rolling with a +6 even at night and are always considered actively watching. A Perception or Investigation check, DC 20, is required to spot the ethereal meerkats. A second blow of the whistle, or if the whistle moves further than 300 ft. from closest meerkat, will cause the ghostly sentries to disappear. The can be given instructions to make a shrill squeak or go to a specific entrance when they notice a creature, excluding categories or types of creatures designated by the whistler. Only one set of Mordek’s Meerkats can exist at one time.)

3000

300

Arcane Arsenal

0687

Morphing Wand (This wand can consume a scroll of other single-use spell item to change what it casts. A Morphing wand is a wooden wand with hinges and sliders that allow its handle to be opened large enough to be fed a scroll or small object. It regains 1d4 x 500 SP of equivalent magical energy each day, and casting a spell from the wand uses up energy equal to the cost of the scroll loaded into the wand. It can store a maximum of 4,000 SP worth of energy Once it is fed a new scroll or single-use spell item, that item is destroyed and the Morphing wand now casts the spell(s) or spell-like ability(s) of the consumed item when used as an action, replacing any previous spells. If there is not enough energy to cast the spell, the wand emits harmless sparks instead. If a user attempts to feed a scroll or single-use spell item to the wand with a value greater than its maximum or with a reusable magic item, the wand rejects the item with a choking sound. {Alternatively, the Morphing Wand regains up to 1d4x10 charges each day, with one charge able to cast a spell consumed from a common item and 10 charges for an uncommon item equivalent spell. It can only store 80 charges at one time.})

3000

300

Exposed to the Elements

0688

Mosquito (A long, thin rapier or dagger with a fine ridging on the blade that makes it appear thinner and shorter than it truly is. The +2 weapon combines magically enhanced sleight of hand with a long thin blade to disguise its damage for the first five rounds until the foe catches on, with any successful attacks appearing as misses. After this time, damage is noticed normally. On a critical hit, the Mosquito causes bleed damage of 1.)

8000

800

Insectoid Armory

0689

Motte (This +2 brigandine is emblazoned with a golden keep and allows its wearer to trade hit points for temporary armor class. At will during their turn, the wearer can infuse the armor with their essence, taking 1 point of damage to increase their armor class until their next turn, protected by an aura of translucent, immaterial stone. This bonus stacks with itself to a maximum of +5 armor class. As a reaction, the user can momentarily call forth ghostly stone ramparts between them and their attackers to freely move up to five feet without triggering an attack of opportunity.)

6000

600

Exposed to the Elements

0690

Mournwood Harp (This harp, when played, dampens creatures’ moods. When played as a move action each round, and for one round after, it impedes all creatures with an intelligence score within 30 ft that can hear it with a -2 penalty to attack and damage rolls. Morose, lethargic emotion washes over the affected creatures. It can also be used to create a Calm Emotions spell twice each long rest. After the second use, the harps notes carry no more magical sadness until completing a long rest.)

2500

250

Profane and Profound

0691

Movement Bonus Armor (Cheetah skin stretches over the thighs or calves of this armor, holding the enchantment embodying the animal’s patent abilities. Movement Bonus armor increases the wearer’s movement speed in all movement forms by 20 ft.)

10000

1000

Gear Up

0692

Movement Bonus, Lesser Armor (A small rabbit-foot charm hangs off the ankle or leg of this enchanted armor. The wearer’s movement speed in all forms is increased by 5 ft.)

1000

100

Gear Up

0693

Mudstaff (A Mudstaff is a gnarled walking stick covered in layers of different colors of dried mud and functions as a +1 quarterstaff. After its wielder stikes a foe with it or slams it into the ground as an action, the Mudstaff turns a 10 ft. radius around the wielder into difficult terrain. This has no effect in non-earthen areas. Creatures within the area of this transfiguration when it happens must Dexterity save, DC 10, or fall prone in the mud. Once per day, the staff can turn up to 500 cubic feet of contiguous earth to mud and up to 500 cubic feet of contiguous mud to earth. No section of the effect can be thinner than 6 inches across. The wielder is not affected by non-magical mud or quicksand while wielding the Mudstaff, and they have advantage on saves against magical mud and quicksand.)

4000

400

Exposed to the Elements

0694

Mummy Dust (Ground up, dusty wrappings are held in this brightly colored urn. Mummy Dust is a contact poison that can be directly applied as a touch attack or scattered as an action in a 10 ft diameter cloud within 20 ft to inflict mummy rot. The dust remains virulent until it is struck directly by moonlight, so missed attacks and thrown dust can create hazardous terrain to exposed skin. Those exposed to its touch or the cloud must make a Constitution save, DC 16, or become afflicted with mummy rot. The wasting disease deals 1d4 Constitution damage each day unless the afflicted succeeds on their Constitution save. Only a curse removing spell effect of 5th level or higher will clear the affliction from the body. While infected, the creature is immune to all other diseases and magical diseases. A single jar of Mummy Dust is enough for three uses.)

2250

225

Profane and Profound

0695

Mummy Dust, Diluted (A pinch of Mummy Dust can be diluted with holy water to create a thin paste that when dried, creates a weaker version of the deadly disease powder. It inflicts a very minor mummy rot at a touch. A touch attack or scattered as an action in a 10 ft diameter cloud within 20 ft will inflict the weakened mummy rot. The diluted dust requires a Constitution save, DC of 13, or it will take root. Each day, the afflicted must make a save or their maximum hit points are reduced by 1d4. Only a curse removing spell effect of 3rd level or higher will clear the weakened mummy rot from the body. While afflicted with weakened mummy rot, the creature is immune to all non-magical and magical diseases. One jar of Diluted Mummy Dust holds nine doses.)

450

45

Profane and Profound

0696

Mundane Pigments (These powders are sifted from the ashes of the corpses of particularly boring individuals. Mixed with the right oils, it creates a watery grey ink that can be applied during the casting of any defensive, abjuration, or armoring spell, muting the apparent effects. The effects appear weaker, smaller, and duller, dropping the apparent spell level by four, although the spell actually retains its full potency. This may cause weaker enchantments or spells of level three or lower to appear ordinary. Extraordinary, heroic, villainous, or flashy actions by the bearer of the effect with more than five sapient witnesses will cause some of the applied Mundane Pigments to flake away and reduce the effectiveness by one spell level. There are enough pigments to apply to twenty spell levels worth of spells.)

4000

400

Profane and Profound

0697

Mycelin Spores (These pacifying spores were stolen or bought from mycelin and other fungus people. Opening or striking against a hard surface the waxed cloth they are contained in causes the spores to explode in a 10’ radius. Breathed in, the victim must make a Wisdom save, DC 13, or be pacified. Pacified creatures must make a Wisdom saving throw in order to take a hostile action unless it is the only possible action. This lasts for 1d4 minutes. Ingesting the pale rainbow powder instead requires the creature to make a DC 15 Constitution save or suffer the pacifying effect for 2d6 hours. After the duration ends for the ingested spores, the creature gains a permanent mushroom patch growing from a random limb unless they make a DC 15 CON save.)

400

40

Save Vs. Disease

0698

Necklace of Fireballs (The Necklace of Fireballs is a golden beaded necklace. The beads can be pulled free by the wearer as an action as if the chain were immaterial. There are thirteen beads on the necklace, of various sizes. The largest bead is in the middle, with successively smaller beads flanking the central bead. These golden orbs act as a Fireball when tossed up to 120 ft., dealing fire damage based on their size. The largest bead deals 9d6 damage in a 20 ft. radius, with each successively smaller bead dealing 1d6 less damage. Dexterity saving throws, DC 14, reduce the damage taken by half. The necklace also passively protects against cold and fire damage, reducing damage taken from those two types of damage by an amount equal to the number of beads remaining on the necklace. Roll damage dice of the weakest remaining bead. If the result is less than or equal to the cold or fire damage, that bead’s magic is consumed protecting the wearer from the cold or fire damage and it crumbles into pyrite dust.)

3000

300

Exposed to the Elements

0699

Needler (A hand crossbow stylized to look like a small rodent. It can be loaded with up to ten bolts in a single action, which are then stored in the ‘back’ of the rodent like spines. Bolts fired from this +2 crossbow seek out their target and will swerve around cover and through holes, ignoring any cover while the wielder has line of sight to the target. The bolts are so unswerving that they hit for half damage on a near miss within 5 of the target’s AC.)

9000

900

Profane and Profound

0700

Needler (A hand crossbow stylized to look like a small rodent. Up to ten bolts can be loaded into its spine covered back with one reload. Bolts fired from this +2 crossbow seek out their target and will swerve around cover and through holes, ignoring any cover so long as the wielder has line of sight to the intended target. Additionally, if the attack would miss by 2 or less, the attack still deals half damage.)

9000

900

Profane and Profound

0701

Nest Mother (This small, red, wooden henhouse, when fed with spell energy, will septuple the speed at which eggs, larvae, or other immature forms of non-sapient creatures will grow to maturity. Cantrips fed into the bronze plaque just above the small door will power it for 10 minutes while higher level spells will power it for an hour per spell level, squared. Additionally, the young creatures hatched or matured inside will grow much healthier, rolling their hit points or other variable factors of the maturation process with advantage such as height, weight, etc. There is a chance of more powerful spell fed into the Nest Mother causing the young creature to gain a mutation. For a 3rd level spell there is a 10% chance the creature rolls for three mutations, gaining the most beneficial one, with higher level spells expended this way either increasing the chance by 10% or increasing the number of mutations rolled by 1, as chosen by the user of the Nest Mother while casting. Unpowered, the Nest Mother will merely double the speed of maturity of the non-sentient young inside and provide no other bonuses.)

4000

400

Arcane Arsenal

0702

Noble’s Support (This golden broach is a boring oval with a single inlaid pearl of moderate size set in its center. When its attuned wearer is attacked, small planes of force will interpose themselves in the way of the attack. This grants a +2 magical bonus to armor class and saving throws against targeted magical effects. However, if the wearer is not of the specific bloodline the broach was crafted for, the barriers will shatter to add 1d4 force damage to each source of received damage instead of providing an armor class bonus. Those who use the Noble’s Support without permission are forcefully attuned to the broach and it can only be removed by one with permissions or after the wearer is dead, unless a curse removal effect of 4th level or higher is used. A Noble’s Support does not and cannot actually check lineage, however, but is instead controlled by the person who was granted master privileges over the magical device during its creation. The master of each Noble’s Support can designate new masters and grant or remove permissions to wearers over the course of a long rest, although adding blood relatives of an existing user can be done during a short rest. Should the last master die without adding another, the broach will remain fixed in who it will protect.)

3000

300

Exposed to the Elements

0703

Nobles Word (A folded leather cloth conceals a finely engraved rectangular wooden token denoting a name and likeness. The token is linked, via econo-mancers, to its owners vault and title. Many nobles appreciate its convenience over carrying gold, but others are not so quick to trust money mages. The owner can utilize this token to transfer their gold to another’s vault or conjure a certificate redeemable for gold. Money mages rarely create these tokens for anyone with less than 100,000 gold pieces in saleable land, title, or goods. The owner of the token starts with an instability die of d4. Unauthorized users start with an instability die of d10. Each charge, purchase, or conjured certificate made in a month requires a roll of the instability die, as well as increasing in the die by one size. The instability die drops one size each week of non-use, to a minimum of d4 for the owner or d10 for others. Rolling a ‘10’ or higher on the instability die means that money mages freeze the account to investigate. Expect assassins, or worse, lawyers inbound with plenty of divination support. They will not stop until recouping their costs, or losing more than ten times the purchase price in pursuing the fraud. For every magnitude that the purchase is larger than 100 gold, the instability roll gets a cumulative +1, rounded up: 101 gp- 999 gp, +1; 1000 gp - 9999, +2; etc.)

4000

400

Modern Mayhem

0704

Nocturnal Dew (Nocturnal Dew is a misleading name for the black nectar harvested under moonlight from blighted lands. It is diluted with water and scattered in the air during the casting of a sleep or curse spell. Any targets for the spell that failed their saves are covered in a thin sheen of condensation when the effects fade. For one round per spell level, those creatures gain vulnerability to cold and electricity damage but also gain resistance to fire and acid damage. One skin of Nocturnal Dew water contains enough for five uses.)

2000

200

Profane and Profound

0705

Noisy Armor (Creaky, clanking, purposefully loud armor, Noisy armor imposes a disadvantage on stealth checks for the wearer but grants a +2 bonus to the stealth checks of others who would be heard by the same listener. The armor is designed to create varied noises at intermittent and chaotic intervals, perfect for covering up the accidental noises created by others trying to sneak.)

500

50

Gear Up

0706

Notched Handle of Crafts (The plain wooden handle is well worn but meticulously maintained. With a mental command, it can take the form of any masterwork tool, providing a +2 bonus to the related skill checks. For tool kits or skills that use multiple tools concurrently, the Notched Handle of Crafts transforms into a suitable multi-tool or quickly changes between multiple forms to fulfill the same function. Each item created using this magical tool is granted a single-use reroll against its first failed saving throw or opposed check that would result in its destruction.)

2000

200

Profane and Profound

0707

Nurses Chain Shirt (A simple white shirt sewn over this +1 chain shirt has a large red sun emblazoned on it. Across cultures, the red symbol changes, but it always matches the local customs for healing symbolism. On the battlefield, only the cruelest and least intelligent soldiers would kill one wearing this armor, an enemy healer can be captured and put to saving your own soldiers after all. A Nurse’s Chain Shirt confers a bonus to healing spells the wearer casts, healing an additional 2 hit points per spell level.)

2000

200

Profane and Profound

0708

Oasis Staff (This sandstone staff topped with palm fronds is keyed to no race but provides a bonus spell slot of the third highest level available to its wielder, minimum 1st level spell slot, while they are in a desert or similar environment. The wielder of this staff can go twice as long without food or water while attuned to this staff. Tapping this staff thrice on the sand, gravel, or dirt while under sunlight grows the staff into a 20 ft. tall palm tree, providing a 10-foot radius of cool shade. It can be shrunk back down to a staff by rapping thrice on its trunk. A spell caster using this staff can cast the following spells using an equivalent or higher spell slot: Create or Destroy Water, Purify Food and Drink, and Gust of Wind.)

3000

300

Arcane Arsenal

0709

Oathsworn Bow (While the style of an Oathsworn Bow may change and its size may vary, all Oathsworn Bows will whisper when picked up, promising vengeance to the wielder’s enemies. The wielder of the +2 bow can request an oath of death against a foe that grants a +2 bonus to attack and +2d8 weapon damage against that foe until they complete a long rest or until the target dies. While the bow is so sworn, the wielder suffers a -2 penalty attack and damage against all other targets while also gaining no magical bonuses from Oathsworn. If the wielder completes a long rest without killing the sworn enemy, the wielder loses all magical bonuses from the Oathsworn until they kill that enemy, until they spend a short rest recommitting themselves to the bow under the light of a full moon, or they successfully hunt a dangerous beast. For a beast to count, it must have a challenge rating equal to or higher than their level when they broke their oath and they must be the one to cause the majority of damage to it.)

10000

1000

Profane and Profound

0710

Obscured (This blurred, grey-shade is impossible for anything short of a true-seeing effect to distinguish as the +1 short sword it truly is. It is hard for sentient creatures to remember or notice it, granting its wielder advantage on bluff checks to disguise it, hide it, feint with it, or other similar checks. Creatures that have not been attacked with the weapon in the last few minutes must make a Wisdom save, DC 10, or forget about its presence. Creatures unable to remember Obscured will rationalize or fill in the blanks, perhaps assuming the wielder had a short sword but dropped it out of reach or that they had been attacked by another source allied to the wielder. The attuned wielder is partially immune to its effects but unattuned users must make a Wisdom save, DC 10, to draw Obscured.)

2000

200

Arcane Arsenal

0711

Obsidian Armor (Obsidian armor is created by sewing or riveting razor sharp obsidian plates onto other armor. The jagged stone edges deal 1d6 damage each round to any creature or object grappling or grabbing the wearer. The stones lose their edge once they have dealt at least 40 damage. Once dull, they must be replaced for one quarter this enhancment's cost.)

200

20

Fantasy Foundry

0712

Obsidian Weapon (Glossy black shards of volcanic rock line a piece of hardwood mimicking the shape of a metal weapon. Obsidian weapons are not as sturdy as their metal counterparts, reducing their weapon damage by one die size, suffering disadvantage on saves against shattering, and having the hardness of stone. It is a useful replacement where metal weapons cannot be used and it also leaves jagged wounds, causing 1 bleed damage when it rolls even weapon damage.)

100

10

Fantasy Foundry

0713

Ochre Powder (This yellow-orange powder enhances spells that specifically target metals as well as electricity based spells that hit metal objects. Utilizing a pinch of Ochre Powder in the casting of the spell, metal objects struck or targeted begin to oxidize and rust unless they succeed on a saving throw with a DC equal to 5 + the spell’s level.. They are damaged as if they had gone a year without maintenance in unfavorable conditions, imposing a -1 penalty to their usage until they are repaired. Repeated targeting of the same object continues to damage the item, though the item’s penalty applies to the saving throw DC as the rust has a hard time penetrating deeper. A pouch of Ochre Powder holds a dozen pinches.)

500

50

Profane and Profound

0714

Ogre Milk (Uncorking the crude glass jar exposes one’s nostrils to a heady mix of the smell tar and chunky, heavy cream. Ogre Milk is thoroughly nourishing but does not treat other species’ stomachs well. When a non-ogre drinks it, they must make a DC 11 Constitution save or vomit. Failing that save makes the drinker nauseous for 1d4 hours. Otherwise, the milk strengthens the bones and fills the belly. Ogre Milk lets the user count as one size larger and well fed for as long as 3 rations would normally feed the drinker.)

100

10

Save Vs. Disease

0715

Oil of Etherealness (Rub the Oil of Etherealness on an object to make it ethereal and intangible to things on the material plane. The runny, liquid-like smoke is held in a fragile eggshell of salt and holds enough oil to affect one medium creature and their equipment. Alternatively, it can cover a similar mass of combined objects. The etherealness lasts for 10 minutes but coming in contact with salt causes the remaining duration to bleed out ten times as fast. A tossed handful of salt drains 1d3 minutes from the duration, halved on a successful DEX save, DC equal to the attack roll of the attacker.)

250

25

Gear Up

0716

Onion Bomb (A husk of garlic surrounds a small clay pot holding a noxious mix of rotten eggs, onions, and alchemical salts. When tossed, it shatters on any hard surface to release a 20 foot cloud of stinking gas. The gas lingers for 2d6 minutes, forcing any creature that ends its turn in the cloud to make a DC 9 CON save. Creatures that fail are sickened for 1d4 rounds. The Onion Bomb’s vapors move with the wind currents and are dissipated in 1 round in a strong wind. Any creature in the bomb’s radius cannot use their sense of smell and suffer disadvantage on perception checks as the acidic vapors irritate mucus membranes.)

50

5

Fantasy Foundry

0717

Oracle Staff (The Oracle Staff is a twisted staff with a wooden claw holding a fogged-glass orb at the top. Blind spell casters that are attuned to this staff gain a bonus spell slot of the highest spell level they can cast. In addition, the wielder of this staff gains blind-sense out to 15 feet. A spell caster using this staff may cast the following spells by expending an equivalent or higher level spell slot: True Strike, Sanctuary, Zone of Truth, Remove Curse, Speak with Dead, and Locate Creature.)

15000

1500

Profane and Profound

0718

Orcish Staff (This is a shepherd’s crook inset with small blades stabbing inwards on the hook end. It grants a bonus spell slot of the highest level they can cast for attuned orcs and half-orcs that wield it. The staff may be wielded as a scythe and as an action, may be hooked around a helpless creature’s neck, forcing them to make a Constitution save, DC 13, or die. On a successful save, the creature takes 4d4 slashing damage instead. This cannot be done to creatures lacking anatomy or that are immune to critical hits. If the wielder would be reduced to 0 hit points or fewer, they stay at 1 hit point for one more turn than normal before succumbing to those wounds and dropping to 0 hit points. Additional wounds still affect them normally and can still kill them before they can act. An Orcish Staff lets its user cast the following spells by expending an equivalent or higher spell slot: Hunter’s Mark, Shatter, Haste, and Dominate Beast.)

7000

700

Profane and Profound

0719

Otherbomb (Charged with discordant magical energies of opposing disciplines, schools of magic, and philosophies, colors smash against each other inside this glass sphere. Holding this sphere aloft and commanding it with an action causes all creatures within 60 ft to make a Wisdom save, DC 14, or temporarily lose their sense of self. Affected creatures become passive for 5 rounds. The passive creatures act only with basic self-preservation instincts to avoid harm but otherwise do nothing except attempt a new save at the end of each of their turns. Alternatively, the sphere can be covered in cloth to release its energies in a slower, more controlled manner against a helpless creature and forcing it to make two Wisdom saving throws, DC 14, with disadvantage or lose 1d4+1 minutes of memory of the user’s choice. If the target succeeds on both saves, they are unaffected. If they succeed on one, they are aware of memory tampering but not what memories were lost. Lost memories and gaps are filled in with plausible false-events based on suggestions of the Otherbomb wielder. There is a 1 in 10 chance of one minute of memory returning to the victim at the end of each long rest, as dreams help them remember. Once used three times, the Otherbomb becomes an empty glass sphere. Recharging the Otherbomb requires the simultaneous expenditure of four spellcasters using the spell energies of a 3rd level spell or higher. None of these spellcasters can share the same class or expend a spell from the same school of magic.)

10000

1000

Profane and Profound

0720

Outsider Bone Armor (Burying the bones of outsiders in desecrated soil during a full moon turns them into a pearly translucent substance that is harder than steel. Necromancers form these into powerful armors. Outsider bone armor grants a clerics the ability to use turn undead attempts on outsiders as if they were undead with twice the HD. The cleric may also use their necromancy spells to raise the corpses of dead outsiders of half the cleric’s normal number or HD total. Raised outsiders keep their supernatural abilities. Outsiders’ corpses disintegrate after the raised corpse is killed or when spell ends. )

2500

250

Fantasy Foundry

0721

Outsider Bone Weapon (Necromantically infused bones of outsiders, like angels or demons, are functionally steel weapons. Outsider bone is great for channeling touch spells through its glossy, translucent form. On a hit, outsider bone weapons deal normal weapon damage and the user can release a held touch spell on the target. That spell gains a +2 to save DC and deals 1 additional damage per spell level of necrotic damage.)

1500

150

Fantasy Foundry

0722

Outsider Contract (This bound scroll is a contract for the services of an outsider or outsiders with a combined total of 8 HD. Often the appearance of the scroll belies the type of outsider it summons. An Outsider Contract contains everything needed to summon the servant over the course of a short rest using only the energy in a drop of blood. Payment for their services is already paid for at the time of the contract’s creation. An Outsider Contract is open ended and they may be commonly called to do one of the following: serve as a henchman for 1 week, complete one goal counter to their alignment, or provide minor services such as spellcasting, advising, or skilled crafting for a month. Longer service beyond those amounts or better service can be obtained with appropriate compensation along with a Charisma check. This check is made with advantage if the request aligns with the outsider’s alignment or at disadvantage if the task is at odds with their alignment. While this contract is a standard size, larger and smaller contracts are possible. These are priced proportionally, but smaller contracts are not usually worth the hassle for spellcasters to make and larger ones are hard to make as powerful outsiders, or even large groups of weaker ones, require very careful wording and compensation. Should the contract user attempt to cheat the intent of the contract such as being given a task beyond a reasonable scope, the contract will be destroyed and rendered null.)

2500

250

Profane and Profound

0723

Owl Eye Necklace (An Owl Eye Necklace holds a round gem with diamond-shaped iris gently in its copper chain. It provides a bonus to both intelligence and wisdom, a +2 bonus to each. It also allows the perfect recall of written or oral information encountered up to two days prior. This might allow the wearer to perfectly reproduce a language unknown to them for someone else to translate, for instance. The wearer wins any ties in initiative.)

7000

700

Gear Up

0724

Owl Eye Necklace, Greater (A large concave gem bearing a diamond-shaped iris sits on this thin gold chain. The Greater Owl Eye Necklace provides a +4 bonus to both intelligence and wisdom. Its wearer can perfectly recall anything seen or heard in the last month. By pressing the gem against another creature’s forehead, the wearer can impress a chosen memory into that creature’s mind, bypassing any chance of miscommunication. The wearer rolls initiative and perception checks at advantage and wins any ties.)

18000

1800

Gear Up

0725

Pain Glyph (A slate stamp, the Pain Glyph can be used to place stamps. Up to three stamps can be placed each day, with up to 5 at any one time remaining active. Newer stamps replace older ones if this maximum is reached. Once a stamp is placed, all other creatures within 20 ft of the stamp suffer a needling of their nerves for a -1 pain penalty on all rolls. This effect lasts for 1 round after the creature leaves the area of effect. Placing stamps to overlap increases the penalty by 1/2 (round down), adds 10ft to the radius, and the effect lasts for an additional 2 rounds after the creature leaves. The stamps last as long as they remain legible, until new ones are made, or 1 day, whichever comes first.)

6000

600

Charged

0726

Pale Blue Ioun Stone (The pale blue cube floats just above the shoulders of its user once grasped, given a hard squeeze, and released. This stoic cube provides a +2 bonus to strength.)

9000

900

Arcane Arsenal

0727

Pale Green Ioun Stone (Meandering around the body just above the surface of its wearer's clothes, the Pale Green Ioun Stone provides a +1 luck bonus on all d20 rolls until it is retrieved and put away. This Ioun Stone the size and shape of a large coin is activated with a quick kiss and prayer for luck. It hides up sleeves, in pockets, and under hats, reappearing with a warm touch after danger passes.)

25000

2500

Arcane Arsenal

0728

Pale Lavender Ioun Stone (This lavender tetrahedron, the Pale Lavender Ioun Stone, absorbs spells of 4th level and lower targeting the wearer. It absorbs 25 spell levels, gradually picking up rotational speed until it hits 25, after which it accelerates until it vanishes with a blur and a faint pop as air collapses into the space it occupied. Its user activates it by grasping it and motioning in a circle around themselves, after which the stone flits about the surface of the three-foot radius sphere around the user, rushing intercept magical energies approaching its wearer.)

20000

2000

Arcane Arsenal

0729

Paper Mail (Paper Mail is a bone white +1 suit of plate mail made entirely of pieces of folded paper. It weighs only 3 pounds and counts as light armor for all purposes including proficiency. The paper can be scribed like a scroll at no cost, and can store up to eight levels of spells across its paper surfaces, with no single spell higher than fourth level. Inscribed spells can be cast from the Paper Mail as scrolls. When the Paper Mail is struck with a blow, when the attack would hit if not for the non-magical armor bonus of the mail, some of the paper is torn and the armor bonus of the mail drops by one point. If there is an inscribed spell on the armor, one of these spell’s magical energies will be dispersed instead of the armor taking damage. The armor consumes one inscribed spell randomly from among the lowest available level of spells. Slashing damage destroys two armor points or spell levels and fire damage destroys four points or spell levels. To repair a single point of armor damage, Paper Mail requires a skilled paper artisan two hours and 500 SP of arcana infused paper to fold new pieces for the armor.)

10000

1000

Profane and Profound

0730

Parable’s Book of Stories (A rudimentary book of hand-copied children’s stories, bound with colored twine, allows spells cast using it as a focus to exclude non-combatant children at will. Healing spells cast using this book as a focus heal 25% more, rounded up, but the extra healing cannot put a creature above ½ its hit point maximum.)

1000

100

Profane and Profound

0731

Parasitic, Crushed Golem Armor (A destroyed and bent iron golem has been hammered into a crude +1 breastplate with two dragging metallic arms attached halfway down the torso on both sides. The golem shifts and adjusts regularly, requiring the wearer to make balance checks, DC 13, or fall prone if they move more than half their base speed. The arms are controlled by the golem, but have a strength score of 16 and follow simple instructions. They can hold items, attack, or other manipulations that do not require fine motor skills. The golem will carry out the command, given as a free action, until it cannot continue that order or a new order is given. Each arm can deal 1d6 + 3 damage with an attack bonus of +5 as a slam attack.)

7500

750

Save Vs. Disease

0732

Parasitic, Elemental Energy Armor (A parasite from the elemental planes is bound to this +2 chain shirt. It is only usable by a creature with spells or spell like abilities. Non-magical creatures that wear this shirt will feel a sharp psychic pain and begin taking 1 psychic damage each round. The elemental coursing through the metal links in the shirt drains the magic energy of the wearer, consuming the energy of five spell levels or equivalent spell-like abilities after the shirt is donned or after the wearer’s spells rejuvenate upon rest. If the wearer is aware of the parasitic nature of the armor, they can choose which spell slots or spells are given to the parasite, otherwise the spell loss is randomly chosen from the lowest spell levels first. The elemental parasite will protect its host, creating an elemental field around the wearer for 1 round after being struck. The elemental field grants resistance to all elemental damage (fire, cold, electricity, poison, psychic, and acid), concealment, and a 10 ft. elemental aura that deals 1d6 damage of an elemental type the wearer chooses to creatures that start their turn in its radius.)

10000

1000

Save Vs. Disease

0733

Parasitic, Fungal Spores Armor (Fungal Spore Parasitic armor must be donned in a very specific manner. The wearer must wear a full-body, cloth robe of organic materials, submerge themselves in warm water, then roll themselves in dirt mixed with fungal spores gathered from crumbling the previous suit of Fungal Spore armor. Over the course of the next three days, tough, spongy grey-brown flesh grows up and over wearer, increasing by 3 armor points a day, from 0, until it becomes plate mail equivalent armor. The armor is always considered light for purposes of encumbrance. When peeled off, the spongy flesh bits are edible and so long as the wearer retains the sporecap portion, can be used to regrow a full set of Parasitic Fungal Armor. Parasitic Fungal Armor makes it difficult to move, imposing a -1 penalty to attack and damage as well as a 10ft penalty to movement speed. Poisonous fumes are exuded constantly from the armor, creatures within 10 ft. must make a Constitution save, DC 12, or be poisoned for 1d6 rounds. Poisoned creatures have disadvantage on their rolls. Creatures that save against this effect are immune to the poisonous spores for 24 hours. Wearing this armor makes one immune to poisonous gasses or spores, as the fungus temporarily sprouts around and in the breathing organs of its host in response to those hostile gasses, shedding its own neutralizing spores.)

2000

200

Save Vs. Disease

0734

Parasitic, Insect Hive Armor (Insect Hive armor is a thick-cut hide armor made of interlocking hexes of tanned hide lashed together with a heady mix of yellow wax and silk. The hide armor moves like a second skin. During the initial days of wearing this armor, small insects burrow into the wearer, digging channels to the wearer’s veins and anchoring the armor the wearer’s bones with silky threads. The mixture of spiders, beetles, and flies feed off the blood of the wearer, weakening the wearer by 2 maximum hit points per hit die. The wearer needs to eat and drink twice as much as normal. Only organic, material plane creatures can benefit from this armor. Non-organic or material plane creatures wearing this armor take 1 poison damage each round from biting insects. Any creature that strikes the wearer or is struck by the wearer in melee will be boarded by a small horde of insects if the wearer chooses. These insect packs deal 1 damage each round. Only 3 boarding parties can be released at a time, further attacks on or by the wearer have no insects to call on. The boarding parties can return at the command of the wearer, flying 60 ft each round back to the Insect Hive. Otherwise, the insects can be killed by submerging oneself in water or fire, or by spending two actions plucking and killing them, not necessarily in the same round. Killed boarding parties are replaced during long rests. The wearer regenerates 1 hit point each round as worker insects help stitch wounds and repair damage. Graver wounds naturally heal twice as fast: broken bones, burns, fractures, etc.)

4000

400

Save Vs. Disease

0735

Parasitic, Outsider's Soul Armor (The refugee soul of an outsider, a demon, angel, or otherworldly alien takes residence in this +3 breastplate. The outsider drains life force from its host to survive; the wearer is considered one level lower for all purposes including: hit dice, proficiency bonus, spells, and class abilities. The parasite partially reforms the wearer into a more perfect version of themselves, increasing all their base attribute scores by 2 points, setting their ability scores to a minimum of 16. The outsider also protects their host, granting immunity against the first damage type received after a short rest. This damage immunity lasts until the wearer takes another short rest. The wearer does not need to eat, sleep, breathe, or drink and ages at ¼ the normal rate. The outsider may have goals or requests to make of the player, but they are usually comatose, slowly rebuilding their own energies in order to manifest at a later date.)

15000

1500

Save Vs. Disease

0736

Parasitic, Vermin Cloak Armor (Putrid, tangled rags hang stiffly around the wearer with four gaps that could loosely be construed as a neck hole, two arm holes, and an open bottom. Tiny vermin of all sorts squirm and worm through the rags: toads, snakes, rats, slugs, and worms. The soiled rags are encrusted thickly enough to function as chain mail. While worn, the armor gives the wearer a constant, minor cold. The wearer is prone to minor coughs, sneezes, fevers, and runny noses: -2 to Constitution rolls. The generously described ‘clothing’ imposes disadvantage on all social encounters. The wearer can command their vile residents into a swarm occupying a 5 ft space per four HD of the wearer. Forming the swarm or directing the swarm is a free action. The swarm has 20 hit points per 5 ft square, and the creatures automatically deal 1d6 piercing and 1d6 poison damage to creatures that start their turn in one of the swarm’s spaces. The vermin can move along the floor or walls at 15’ per round. If killed or scattered, the swarm can be replenished by spending a long rest in sewers, garbage, or other areas of filth.)

4000

400

Save Vs. Disease

0737

Pauldrons of Chimera Constitution (A bronze lion, iron goat, lead snake, and copper dragon heads decorate these metal pauldrons. Your Constitution is increased by 1 or to 17, whichever is greater.)

3000

300

Gear Up

0738

Pauldrons of Hydra Constitution (Dozens of intertwined copper snake heads form splaying shoulder pauldrons. Your Constitution is increased by 4 or to 21, whichever is greater. Once each day, spend an action to gain regeneration 2 for five rounds during which you gain vulnerability to acid damage. You may make grapple checks using their constitution modifier instead of dexterity or strength.)

27000

2700

Gear Up

0739

Pauldrons of Kraken Constitution (Acid-etched, blue damascus steel is formed into swirling wave patterns on these shoulder armor pieces. Your Constitution is increased by 6 or to 23, whichever is greater. Once each short rest, you may spend an action to gain regeneration 2 for five rounds. You may make grapple checks using their constitution modifier instead of dexterity or strength. You can make one free grapple check as a bonus action on your turn as blue-steel tentacles reach forth from these pauldrons.)

80000

8000

Gear Up

0740

Pauldrons of Troll Constitution (Greenish metal has been formed into sneering, distorted faces on the ridges of these shoulder guards. Your Constitution is increased by 2 or to 19, whichever is greater. Once each day, spend an action to gain regeneration 1 for five rounds during which you gain vulnerability to fire and acid damage.)

9000

900

Gear Up

0741

Paxton’s Pocket Plane (Paxton’s Pocket Plane is a roll of wooden slats linked together. Unrolled, the slats have a lifelike painting of a door across their collective surface and a doorknob popping out. Turning the knob, the door opens to reveal a house or structure. This is a copy of an existing building or home, no larger than a large, single family home, chosen upon the creation of this pocket plane including furnishings: a rough volume of approximately 40 ft x 40 ft x 2 8 ft floors. Windows and exits other than the front door open out to a black void, and anything exiting into the void returns through the front door. Locking the front door causes the roll of wooden slats to vanish, while unlocking the door returns the unrolled slats to the nearest unoccupied space from where they vanished. The pocket dimension contains enough fresh air for ten medium sized creatures at rest to breath for a week. Paxton’s Pocket Planes are keyed to unique instances of dimensions that exist even when not connected with a portal, although some special requests have resulted in planes with more than one portal device keyed to them.)

20000

2000

Gear Up

0742

Paxton’s Pocket Plane, Greater (As its lesser cousins, Paxton’s Greater Pocket Plane is a device that opens a gateway to a personal dimension. In this case, the smooth wooden cube’s dial, when turned, causes the device to unfold into an elaborate stone archway gated with wrought-iron. Beyond the iron bars is a farmstead, pasture, or other area of land copied from a real location at the time of the plane’s creation: up to ten acres horizontally and a few hundred feet vertically. The pocket plane functions as if the land were normal, rivers continue to run, animal frolic, except that those entering the plane cannot step beyond its bounds, delineated by a semi-transparent grey barrier distorting the landscape around it. The view beyond this barrier is a lightly obscured picture of the world beyond the copied location, as estimated by the magic of the dimension. The stone and iron gate remains as the exit to the original plane. Within this gate sits a peephole that offers a complete view of the entrance’s surroundings, even when the gate is collapsed. Controls on the opposite arch of the gate cause the gate entrance on the original plane to close, open, vanish, appear, show a static image of the pocket dimension through the bars, or show the actual state of the pocket plane through the bars. Some greater pocket dimensions are keyed to multiple gates, selectable with the controls.)

80000

8000

Gear Up

0743

Paxton’s Pocket Plane, Lesser (Black cloth twisted into a ten foot rope is secured at each end by a clasp. Locking the clasps the together turns the Paxton’s Pocket Plane into a loop that forms a 3 foot diameter portal to a barren, rocky surface. That area is a tiny dimension of irregular rock, roughly 20 ft in diameter on average, floating in a black void. From the inside, a loop of rope hangs or lays in a mirrored fashion to its position in the original plane. Unclasping the rope on the inside causes the outer rope to vanish. Reclasping the rope from inside the pocket plane returns the outer rope loop to its original position, or the nearest unoccupied space. Anything that falls off the floating rock falls 10 ft before landing on the middle of the rock. Destroying the rope from either side collapses the pocket plane and shunts everything within to the nearest unoccupied space, dealing fall damage equivalent to the distance shunted. The pocket dimension, once closed, holds enough fresh air for five medium creatures to calmly breathe for four hours. Paxton’s Pocket Plane are almost always keyed to unique dimensions that exist even when no portal is active, but rare versions exist with multiple portals to the same plane.)

5000

500

Gear Up

0744

Peacekeeper (Held in great regard by pacifists and gang enforcers alike, the Peacekeeper is a long metal rod, loosely wrapped with a thick chain. It deals damage as a +2 club, but all of its damage is non-lethal damage. Any creature struck by the Peacekeeper is charmed to be unable to attack until they make a Wisdom save, DC 12, at the start of their turn or until they are the target of an attack.)

8000

800

Profane and Profound

0745

Pearl of Power (A Pearl of Power is a polished white pearl that just fits comfortably in a human palm. Twice each day, this pearl can be touched to restore the use of one spell slot or spell-like ability of 4th level or lower.)

4000

400

Arcane Arsenal

0746

Pearl of Power, Greater (The Greater Pearl of Power is a shiny black pearl about the size of a fist. Thrice each day, this pearl can be touched to restore the use of one spell slot or spell-like ability of 6th level or lower.)

20000

2000

Arcane Arsenal

0747

Pearl of Power, Lesser (Once per day, this marble-sized, dull-grey pearl can be touched to restore the use of one spell slot or spell-like ability of 2nd level or lower.)

500

50

Arcane Arsenal

0748

Pearly White Ioun Stone (The clear white sphere of the Pearly White Ioun Stone flits to and fro around the user, like a hummingbird seeking nectar, occasionally landing on random parts of their body. The wielder of the stone regenerates slowly, healing 1 hit point each minute and regaining two hit dice after each short rest. In addition, the owner rolls death saving throws with advantage. The Pearly White Ioun Stone is activated by touching the sphere to a cut, scar, or injury, even a superficial one.)

10000

1000

Arcane Arsenal

0749

Pendant of Nine Lives (A Pendant of Nine Lives is a black obsidian and white ivory spotted cat idol suspended from a golden twine thread. If the wearer would die; instead, they are returned to life with 1/10th of their hit points, rounded up, restored. They are whole and unharmed, no matter what the cause of their untimely demise. This pendant can be used nine times before it crumbles into dust, with a sad mewling.)

9000

900

Charged

0750

Pendant of Stygian Ashes (A small golden urn holds unknown ashes on a thin chain necklace. Whenever the attuned wearer uses the last of a disposable item, the lid of the urn opens slightly and a wave of hot ash bursts forth. This might include using the last of a healing kit, drinking a potion, using a spell scroll, or any other object rendered permanently useless by its usage. Other creatures in a 15 ft. radius are dealt 1d6 fire damage with a Dexterity save, DC 13, reducing the damage by half.)

3000

300

Exposed to the Elements

0751

Percy’s Patently-Poor Polyglot Pad (Flipping through pages of cross matched words lets you translate anything quickly, as if you were fluent. Using the book is mentally exhausting, roll the pad’s instability die for every few minutes of use and for each separate language. The instability die returns to a d10 at each dawn. 1: You must add one swear word, or an adjective with three or more syllables, in each sentence you make with that language for the next 24 hours, or lose your next turn stumbling over your words and fumbling through the pages. The DM can choose to mistranslate this or another piece of dialogue in this language to or from you over the next 24 hours. 2-3: You can speak and understand normally, except you cannot use verbs, or else you lose your next action tripping over your tongue. The DM is encouraged to skip verbs or mistranslate the verbs in this set of dialogue. 4-5: Decrease the instability die size by one, but otherwise translate normally. 6+: Percy’s Pad translates normally.)

1000

100

Modern Mayhem

0752

Piercing Weapon (When the Piercing enchantment is applied to a weapon, the weapon gains a good deal more heft, without changing its weight or balance. Reach weapons can make a second attack roll at a second target adjacent to the first target for half damage, while ranged weapons can make a second attack for half damage at a target behind the first target in the same trajectory within the weapon's normal range. When the Piercing enchantment is applied to a non-reach, non-ranged weapon, the wielder can forgo advantage on their attack to reduce the damage resistance to this attack. This turns piercing, bludgeoning, or slashing immunity to resistance and ignores those resistance types.)

4000

400

Arcane Arsenal

0753

Planar Gates (These etherium rings, can be twisted to expand up to a maximum of a 10 ft in diameter or as small as six inches. Changing the size of one of the pair also changes the size of the other. With a command word, this pair of rings bridges the gap between them with stabilized portal magic. When both rings are activated, they are separated by a thin film of water-like energy. Anything passed through one portal appears out the other, as if the two were separated by the thickness of a soap bubble. Each side functions as a portal to the opposite side of the matching Planar Gate and creatures can use their senses through the portal if appropriate, although the portal’s thin film prevents air pressure or other dangerous ambient conditions to leak through without confirmation from the one who activated it. If anything is inside the ring when the portal is activated, it is split by the ring, disjointed by the magic without harm and still functional. Their bisected form is visible on the surface of the opposite ring and nothing can be passed through where their form is. It is possible to link a Planar Gate to more than one other ring, but the arrangements involve either switching between rings via special commands or pairing up the faces of the linked rings in an unusual configuration.)

60000

6000

Exposed to the Elements

0754

Planar Gates, Greater (Greater Planar Gates function as their normal cousins, but these etherium rings are embossed with a fractal pattern of platinum leaf that grows and shrinks as the rings are resized. They can be opened to a maximum size of 20 ft across or shrunk as small as half an inch across. The gates function across any distance or number of intermediary planar boundaries and they may make a saving throw with a +5 bonus against disruptive magic of 6th level or lower in order to function normally.)

90000

9000

Exposed to the Elements

0755

Planar Gates, Minor (Minor Planar Gates are a pair of iron rings with an inset ring of etherium on the inner edge. With a twisting motion they can be resized as large as 5 ft in diameter or as small as 1 ft in diameter. They function in the same manner as Planar Gates except that they can only be activated if all of the linked rings are on the same plane. When activated, the portal has a milky appearance that imposes disadvantage on perception checks made through it and it counts as 10 ft of movement to cross the semipermeable membrane.)

35000

3500

Exposed to the Elements

0756

Plate Mail of Etherealness (The glossy metal of this +2 plate mail always appears slightly out of focus. As a free action, Plate Mail of Etherealness and its attuned wearer turn ethereal and invisible for up to 1 minute, with a minimum usage time of 1 round. This time limit is reset after each short rest. While ethereal, the wearer gains a fly speed of 40 ft with perfect maneuverability. The invisibility lasts until the wearer makes an attack. If the wearer would lose etherealness inside a solid object, the wearer is shunted to the nearest available space, taking 1d6 cumulative damage per 5 ft of shunting distance.)

10000

1000

Profane and Profound

0757

Plate Mail of the Poltergeist (This plate mail looks and functions as the Plate Mail of Etherealness until the first time its wearer becomes ethereal. At the start each of their turns while ethereal, the Plate Mail of the Poltergeist casts Telekinesis while maintaining concentration on up to 1d4 Telekinesis spells previously cast. The poltergeist infusing this armor is intelligent and hostile towards all material plane creatures, with a slight preferential hatred of the armor wearer and their allies. The wearer of the armor may spend their action to make a Wisdom or Charisma save, DC 15, to counter 1d4 Telekinesis effects of the poltergeist. Once the wearer is no longer ethereal, the poltergeist maintains 1d4-1 telekinesis effects each turn.)

2000

200

Profane and Profound

0758

Platinum Armor (Large, thin interlocking rings of platinum are bolted to this armor. These platinum rings are geometrically organized to pull magic away from sensitive parts of the body. Platinum armor reduces targeted magic damage taken by 8 or reduces the duration of hostile spells by 9/10.)

9000

900

Fantasy Foundry

0759

Platinum Weapon (Steel weapons can be made of platinum instead with no decrease in effectiveness or quality. Platinum weapons used as spell foci conduct the magical energies more than perfectly, energizing spells channeled through it. Any damaging spell cast through a platinum weapon deals an additional 5 damage.)

9000

900

Fantasy Foundry

0760

Pocket Divining Augur (Only its attuned master knows the specific set of runes to awaken the oracle spirit from its slumber within this small hand mirror. The oracle can perform a number of actions: answer a question an average scholar could know, answer an obscure question with a 50% chance, give directions to a location, give directions to an obscure location 50% of the time, create a miniature painting of what it is pointed at, copy and replay a minute of sound, convey a short message to another Pocket Augur owner that you know, identify a normal magic item, identify a cursed item or an artifact 50% of the time, or store a spell of level 4 or lower as a scroll. You attune to this device by inserting an offering of small pieces of two different types of metal, worth 50sp each. This offering resets the device’s instability die to a d6. Roll the instability die after each use. When a ‘1’ is rolled, the instability die size decreases by one step. If a d2 die would decrease, instead the Pocket Divining Augur sparks and goes blank until a new offering of metal is made, resetting the magical device. Upon rolling this die, if the number matches the previous number rolled on the die, the oracle misunderstands your request. The DM chooses your mishap based on the exact wording and complexity of your request. Sample mishaps may include casting a stored spell with random targets, sending a message detailing your current valuables to a thief, detailing embarrassing secrets to a foe, angering a mysterious new enemy, or giving a plausible but dangerously incorrect answer to a question.)

9000

900

Modern Mayhem

0761

Poison Ivy Smoke (Poison Ivy Smoke is stored as a bundle of tinder soaked in the essential oils of poison ivy and wrapped in waxed canvas. Burning it creates a growing smoke cloud that smoulders in creatures lungs. The smoke starts out covering a 5 foot cube, expandings its radius by 1 foot each round to a maximum of a 20 foot radius. Any creature that ends its turn in the cloud takes 1d3 damage and must make a DC 11 CON save. Failure imposes disadvantage to perception and makes it hard to speak, with these effects lasting for 1d3 rounds after leaving the cloud. Suffering this effect a second time blinds the creature and makes them unable to speak until these effects are removed by a DC 20 Heal check or magical healing.)

150

15

Fantasy Foundry

0762

Polyglot Oil (Massaging this silver ink into your tongue allows you to be able to speak all common languages fluently for 3d4+12 hours. Under its effects, all food and drink gain a slightly sweet, metallic taste. Weird, archaic, or dead languages require the oil to touch a source of that language for the Polyglot oil to work. Once applied, the user must lick a piece of writing or a fluent speaker, but before it is applied a drop of oil touching such a source of language is sufficient to empower the whole black glass inkpot with that language permanently. Some merchants sell improved or dosed Polyglot Oils for a premium.)

250

25

Gear Up

0763

Polymorph Oil (Polymorph oil is a thick, rubbery black goo housed in a small wooden box lined with wax. Shades of darker black tumble and roil inside, shifting amalgamations of man and beast that stare silently at anyone opening the box. Rubbing this oil on oneself transforms the user and their equipment into any beast, magical beast, or humanoid with a challenge rating of less than 4. Applying the Polymorph Oil takes an action and the effect lasts for 1d4+1 hours. If the user attempts to copy a specific, known creature, they must make a disguise check with disadvantage. They use that result as the DC for any creature actively looking for oddities or discrepancies in their appearance. Taking damage or failing a save against a mental effect forces the user to make a Constitution save, DC 10 + CR of the transformation target, or the polymorph effect ends in 1d4-1 rounds, with a 0 indicating that the effect ends at the end of the current round. The user can choose to end the effect at any time as a move action.)

800

80

Arcane Arsenal

0764

Polymorph Oil, Greater (Touching this shiny, black glob of oil to the skin makes it ooze out in a flash, covering the user's skin and equipment and transforming them into any creature they choose with a challenge rating of 6 or less. Stored in an opal-flecked stone box, this oil takes effect quickly and can be performed as a bonus action or even a reaction if it is in hand. This effect lasts for 2d4+4 hours and can even copy a specific creature with a detection DC equal to a disguise check the user makes when they transform. If the user suffers damage greater than their original HD or fumbles a save against a mental effect, they must make a Constitution save, DC 10 + CR of the transformation target. If they fail this save, the polymorph effect ends in 1d6 rounds. The user can choose to end the effect at any time as a free action.)

1500

150

Arcane Arsenal

0765

Polymorph Oil, Lesser (A simple oak box lined with tar contains a thin layer of dull black oil that bubbles when looked upon: tiny, innocent eyes of man and beast peer out from the thin concoction. Lesser Polymorph Oil lets the user transform into any beast or magical beast with a challenge rating of 2 or less by spending a full round applying the oil to their skin and equipment. This effect lasts for 1 hour and cannot copy any specific creature. Taking damage or failing a save versus a mental effect causes the polymorph effect to fail unless a Constitution save, DC 10 + CR of the transformation target, is made. The user can choose to end the effect at any time as an action.)

400

40

Arcane Arsenal

0766

Polymorphed Weapon (An animal magically and permanently morphed into the shape of a weapon. A polymorphed weapon retains a few of its animal characteristics and its animal intelligence. Polymorphed weapons can be trained and tamed like a normal animal with 3 intelligence to do tricks such as: activate an ability on command, refuse to attune to others, come (move at a slow 5ft. a round), stay (make itself difficult to pick up), fetch, etc.)

300

30

Save Vs. Disease

0767

Poppy Seeds (These tiny, blue seed pods dissolve into a milky paste as you chew them. Suck out the juice and spit out the mash. You gain 2d6 temporary hit points and lose half of any pain penalties you are suffering, rounded up. After ten minutes, you drop back down by one temporary hit point each minute. When you have no temporary hit points from the poppies, your pain returns. Every time you eat Poppy Seeds, after the first handful each week, you must make a CON save, DC 12, or become addicted.)

25

2.5

Fantasy Foundry

0768

Portable Hole (Black circular piece of tarp four feet in diameter. Placed on a surface, it creates a hole four feet deep. If this is enough to reach to the other side, it does. If not, it creates a portal to a four foot deep, four foot diameter extradimensional space. This extradimensional space is affected by the gravity of the material plane while it is place, take care placing this on walls and ceilings.)

4000

400

Gear Up

0769

Portable Moat (This roll of green-blue cloth is 10 feet wide along its 120 ft. length. When fully unrolled it transforms into a 120 ft. half-cylindrical stretch of standing water 5 feet deep with thick mud at the bottom, extra-dimensionally extending into the surface it was unrolled on. The Portable Moat is unrolled as part of the move action walking down the intended area of effect. If it is stretched while being unrolled, it can be made to reach up to 240 ft., although the user must halve either the depth or width of the resulting moat. The Portable Moat, if unrolled anywhere except flat on the ground, will dump muddy and stagnant water on the unroller before winding itself closed again. A chosen command word or a pull of the small tab of fabric hidden by the user during the unravelling of the cloth will cause the Portable Moat to roll itself most of the way up.)

3000

300

Arcane Arsenal

0770

Potion of Climbing (The white powder of the Potion of Climbing are poured over hands and feet for a better grip while climbing. The potion takes an action to use and grants advantage on climb and balance checks for 10 minutes.)

50

5

Gear Up

0771

Potion of Delusion (A Potion of Delusion is a rainbow swirl of colors inside its crystal bottle. Upon touching the air, it becomes a thin, clear syrup. It has no taste or smell, but ingesting it forces a Constitution save, DC 14, or the drinker goes into a fugue. For the next 1d6 minutes, they are easily manipulated, highly suggestible, and have trouble distinguishing reality from fantasy. They have disadvantage on all mental ability checks and saves, while others have advantage on mental ability checks to manipulate the creature afflicted by the Potion of Delusion. After the effect ends, they will vaguely remember their delusions while under the effects of the potion as being true. Once they've had a long rest, their memories will get sorted out and they will clearly remember everything that happened, aware of both their delusions and reality, and can choose which they want to remember.)

600

60

Arcane Arsenal

0772

Potion of Diminution (This wax-capped thimble holds just a drop of golden wax. Smearing the Potion of Dimunition in your ears and nose almost instantly shrinks you down four size categories. A quick dab on your equipment shrinks it along with you, up to your normal carrying capacity of inanimate objects. The size change lasts for one hour or upon death, then the shrunken creature grows by one size each round up to their normal size. The effect can be undone earlier by rubbing off the wax while breathing in deeply.)

1000

100

Gear Up

0773

Potion of Flying (Powdered feathers and pixie dust treated for the Potion of Flying must be snorted or rubbed into the gums for it to work, so non-living creatures or xenobiological creatures cannot use it. This potion grants a fly speed of 60 feet with perfect maneuverability and lets the user take a bonus action to move up to their fly speed. A Potion of Flying lasts for four hours. At the end of the duration or while unconscious, the creature floats slowly to the ground.)

5000

500

Gear Up

0774

Potion of Healing (A standard potion of healing is a vaguely red liquid that restores 2d6+2 hit points when drunk. The source of the red is often likened to a trademark, with some major brewers leaving rose hips, holly, blood, or candied fruit in the vials as a calling card.)

50

5

Gear Up

0775

Potion of Healing, Empowered (Different shades of light to dark red dance and swirl in the glass. Drinking the Empowered Potion of Healing restores 4d6+2 hit points. Somewhat rarer than its standardized cousin, these potions see some flair to indicate their upper scale: intricate blown glass vials, carved wax seals, or red, marzipan hearts floating inside.)

150

15

Gear Up

0776

Potion of Healing, Perfect (The gold standard of healing potions, the Perfect Potion of Healing restores the drinker to their full, maximum hit points and hit dice. The wine-red liquid is shot through with small flecks of pearl and gold while its crystal decanter is protected in a specially fitted purple heart-wood case.)

1000

100

Gear Up

0777

Potion of Heroism (Drinking this heady mix of ambrosia and thick wine goes right to your head. You become immune to being frightened, gain 2 temporary hit points per hit die, and add 1d4 to your attack rolls and saving throws for 1 minute.)

500

50

Gear Up

0778

Potion of Invisibility (The Potion of Invisibility appears as an empty vial, until shaking it reveals its weight and a swishing of liquid inside. Downing the invisible liquid from the small glass flask turns you invisible until you attack or take a hostile action. After attacking, the illusion struggles to keep up, distorting light imperfectly to give you a +2 bonus to AC and attack instead of full invisibility. The potion’s effects last for 5 minutes; but for the next few hours, your sweat and body fluids stain, making things appear slightly blurry until washed.)

400

40

Gear Up

0779

Potion of Longevity (This position is a mix of enchanted milk and honey, infused with the essence of youth. Sometimes gathered by stealing years and sometimes distilled from gifts of immortals, the key ingredient of youth essence is always expensive to find. Drinking this potion removes 2d4 years of physical age from the drinker, restoring that many hit points, and halves the user's rate of physical aging for the next 10 years. It does not restore limbs lost or remove afflictions already present. Each cumulative use of a Potion of Longevity removes one fewer year of physical aging, possibly reducing the restorative effect to 0.)

4000

400

Arcane Arsenal

0780

Potion of Mind Reading (Gritty bits of copper float in the thick jelly of this potion. Massaging it into your scalp gives you the effects of a Detect Thoughts spell for five minutes. A creature that saves against the effect does not end it, but is instead immune to further mental probing you attempt for the next 24 hours. Each round, if there are more creatures within the range of the telepathy than your wisdom modifier, you must make a DC 10 Wisdom save or suffer 1d6 psychic damage.)

500

50

Gear Up

0781

Potion of Poison (A Potion of Poison mimics the consistency and appearance of the last potion it touched. On its own, it is a sickly green color. Drunk, it poisons the drinker for 3d10 minutes unless they make a DC 15 Constitution save. On a success, they only take 1d6 poison damage before vomiting. Each minute they spend poisoned, they suffer 1d6 poison damage but their blood becomes poisonous. Any creature that gets your blood in their wounds or body must make a DC 13 Constitution save or suffer 1d6 poison damage each round for 5 rounds. They may make a new save against the poison each round.)

200

20

Gear Up

0782

Potion of Speed (Upon quaffing this fine white sugar dust laced with fairie powder puts the user under the effects of a Haste spell for 10 minutes. Any fatigue, exhaustion, or Slow effects are removed for the duration. The user’s metabolism vastly speeds up, granting them advantage on Constitution saves and healing them by 1 hit point each round for the duration. When the effect ends, the user becomes exhausted and incapacitated for 1 minute as their body violently stabilizes. They must eat ten times their normal amount for each of the next three days or begin to starve.)

6000

600

Gear Up

0783

Potion of Waterbreathing (The skin on your neck gets itchy and dry, peeling up into a set of flaps like gills. You could stick your fingers deep in their and reach your throat. After eating the small jar of pickled, orange fish eggs, you can now also breathe underwater. Once the effect ends after a number of minutes equal to your constitution score, the gills mostly heal, leaving behind wide, shallow cuts on your neck. Some potions of this kind are cursed and remove your ability to breathe normal air for the duration.)

100

10

Gear Up

0784

Prayer Beads (These ten, well varnished wooden beads hang from a silver thread. They can clasped in a prayer to request aid from a sympathetic deity to perform an effect a 6th level or lower spell could accomplish. As an action, this can be attempted once between each short rest. The percent chance of intervention is equal to four times the number of remaining beads. If successful, one bead vanishes. A bead can be crushed as action to scatter as a healing powder. This generates 10d8+30 hit points which can be spread as the user chooses across any number of creatures within 60 feet. The healer can spend 10 points of that healing on a creature to create a Lesser Restoration or Remove Curse effect. They may also spend 50 of those healing points to cast Revive on one creature. Creatures healed by this effect also have their injuries healed as if they rested under the guidance of a skilled healer for a number of days equal to the hit points healed.)

20000

2000

Profane and Profound

0785

Prayer Beads, Apostate’s (These exotic wooden beads are nicely polished, but have been tainted by their former user’s apostasy from their deity. If a wielder attempts to use them for prayer or crush them for healing, the whole set of beads becomes intangible and bound to the wearer with a powerful curse. Only a divinely sourced remove curse effect of 5th level or higher or a 7th level or higher remove curse effect of non-divine origin can remove the Apostate’s Prayer Beads. These cursed, ghostly beads inflict a spiritual malaise and heaviness to the wearer, lowering their available spell slots as if they were two levels lower in their divine spellcasting classes, divided as evenly as possible if they have multiple. If the wearer attempts to cast a beneficial spell effect on a creature, that creature must make a Wisdom or Charisma save against the wielder’s spell DC or they suffer a minor curse along with the benefits. This curse inflicts disadvantage on their rolls until they spend an action performing a superstitious or religious act to ward away the malignant energies.)

5000

500

Profane and Profound

0786

Prayer Beads, Greater (The Greater Prayer Beads are a necklace of ten wooden beads on a gossamer string. Grasping the beads as an action, the wearer can attempt to call a divine favor once between each short rest to create any effect an 8th level or lower spell could create. The percentage chance of this favor occurring is equal to five times the number of remaining beads. If a miracle is successfully called, one bead vanishes. Like its lesser cousins, the beads may also be removed and crushed to generate healing. The beads from the Greater Prayer Beads can distribute up to 20d8+60 hit points among any number of target creatures within 90 ft. They can be spent in the same way as the Prayer Beads to provide additional effects. Also, the wearer may spend 120 healing points to cast True Resurrection on one creature. Creatures healed this way also heal injuries as if they had been tended by a skilled healer for twice as many days as hit points healed and gain resistance to damage for one minute.)

40000

4000

Profane and Profound

0787

Prayer Beads, Lesser (The finely polished, mixed wood beads on this leather strap can be embraced with a quick prayer to perform minor miracles. The Lesser Prayer Beads allows it wearer to request the aid of a sympathetic demigod as an action once between each short rest to perform an effect a 4th level or lower spell could accomplish, with the chance of the prayer succeeding being equal to twice the number of remaining beads. If the miracle occurs, one bead crumbles to white ash. For more immediate effects, a bead can be squeezed tightly to create a powerful healing effect. This healing generates 5d8+15 hit points to be spread across any number of creatures within 30 ft as the user decides but it consumes the bead in a small flash of white fire. Those creatures’ injuries are healed as if they had rested a number of days equal to the healing received. Ten points of healing can be spent to create a Lesser Restoration or Remove Curse effects on one creature. A Lesser Prayer Beads has 10 beads when it is created.)

10000

1000

Profane and Profound

0788

Precision Scorpio (A medium sized ballista made of runed cast-iron mounted on a two-wheeled cart. At the pull of its trigger or spoken command phrase, once its runic array is fully powered, the Precision Scorpio will fire 1d4+1 javelin sized bolts of force at any number of targets within 300 ft., divided as desired and dealing 3d6+3 force damage each. This ballista takes five minutes to recharge, though this can be sped up by feeding magical energy to the siege weapon. Each spell fed into the engine counts as a number of minutes of charging time equivalent to the spell’s level, with cantrips counting as four rounds of charge time, meaning continuous cantrip power cuts down the recharge time to 1 minute.)

9000

900

Arcane Arsenal

0789

Predator Pheromones (A double layered cap of this smoked glass vial holds in the pungent scents of one of a number of magical beasts. Mundane beasts, vermin, and magical beasts with fewer than 6 hit dice that would be wandering monsters must make a Wisdom save, DC 13, or flee. Creatures of the same type as the musk that succeed on this save will instead be enraged and automatically attack. Intelligent creatures or those with greater hit dice are unaffected, although they may respond adversely to the smell of the musk. Each vial contains enough to dab up to eight medium sized creatures or objects. The smell lasts for six hours, with submersion in water or mud doubling the speed at which it wears off. Additionally, the magically distilled pheromones convert part of the target’s natural smells, giving creatures disadvantage to smell the target’s original scent beneath the pheromone.)

200

20

Gear Up

0790

Predator Pheromones, Greater (Careful interlocks of intricate alchemical working ensure that only the tiniest drop of the powerful scents contained within this glass thimble are able to be squeezed out at a time. These pheromones are gathered from legendary creatures such as dragons, kraken, or unicorn, done so as to impart a portion of their magical auras. Mundane beasts, vermin, magical beasts, and other creatures with fewer than 9 hit dice that would be wandering monsters must make a Wisdom save, DC 15, or flee. Creatures of the same type as the musk that succeed on this save will instead be enraged and automatically attack. Those with greater hit dice are unaffected, although they may respond adversely to the smell of the musk. Each vial contains enough to dab up to eight medium sized creatures or objects. The smell lasts for eight hours. Additionally, the magically distilled pheromones totally displace the target’s natural smells for the duration, even going so far as to partially mimic the creature’s natural aura. This imposes a disadvantage on attempting to detect the underlying creature’s magical aura and makes it impossible to smell their original scent while the musk lasts.)

800

80

Gear Up

0791

Predator Pheromones, Lesser (An unguent of glass holds distilled musks of one type of predatory beast, such as a lion, wolf, tiger, or bear. Mundane beasts and vermin with fewer than 3 hit dice that would be wandering monsters must make a Wisdom save, DC 12, or flee. Creatures of the same type as the musk that succeed on this save will instead be enraged and automatically attack. Intelligent creatures or those with greater hit dice are unaffected, although they may respond adversely to the smell of the musk. Each unguent contains enough to dab up to eight medium sized creatures or objects. The smell lasts for four hours, with submersion in water or mud doubling the speed at which it wears off.)

50

5

Gear Up

0792

Predator Tooth (An enchanted fang dyed red-brown with blood from being plunged into a carnivore's heart provides benefits to summoners when snapped into pieces while casting a conjuring or controlling spell. Beasts, magical beasts, plants, vermin, or other nature-based creatures conjured or controlled by a spell empowered by a Predator Tooth gain a vicious strength. Those creatures gain +2 Strength, +1 temporary hit point per HD, and have advantage on attack rolls. This also manifests as a need to attack each round. If there are no hostile creatures within their movement speed, they will instead move to attack the nearest target regardless of their given orders. After a number of rounds equal to the spell level, the ferocity fades along with the bonuses and restrictions.)

900

90

Profane and Profound

0793

Pricktooth (Pricktooths are hollowed out wyvern teeth with attached venom-sacks that have been enchanted to be able to draw out the venom from the blood of a living afflicted creature. Use offensively, they can also preemptively steal the toxins from a venomous or poisonous creature as an attack with the creature losing one use of the stolen poison or venom if it fails a Constitution save, DC 10. In either case, the struck creature takes damage as if stabbed by a dagger and one dose of toxins are drawn into the Pricktooth, randomly chosen if the creature has multiple doses or types of poisons or venoms. If the Pricktooth already has a poison inside when stabbing a creature, the toxin is released into the victim. A creature with proficiency in creating or handling poisons can squeeze out the dose of poison from the Pricktooth into another container, where it will keep for up to 1d4 days before spoiling.)

600

60

Arcane Arsenal

0794

Projectile Trapping Armor (A tiny charge is present on the outer surface of this enchanted armor or shield. Feathers, leaves, and other small light objects often stick to this armor or shield. The wearer can use a reaction to trap a projectile fired at them. This effect can only be used on projectiles no heavier than 20 lbs. The trapped projectile is caught harmlessly and may be reused. The wearer gains a free reaction each round that can only be used in this manner.)

5000

500

Arcane Arsenal

0795

Projectile Trapping, Greater Armor (An electric charge permeates the outer surface of this armor or shield, such that small objects momentarily stick to the armor before falling to the ground. The wearer can use a reaction to attract and trap a projectile fired at a single target within 5 ft., including the wearer themselves. The trapped projectile is caught harmlessly and may be reused. The wearer gains a free reaction each round that can only be used in this manner.)

10000

1000

Arcane Arsenal

0796

Projectile Trapping, Lesser Armor (When targeted by a single projectile no heavier than 10 lbs., the wearer can spend a reaction to catch it with the faint attractive charge present on this armor or shield. The projectile is caught harmlessly in the armor or shield and does no damage to the wearer. The piece of ammunition can be reused if appropriate.)

800

80

Arcane Arsenal

0797

Prophet's Crystal Ball (A Prophet's Crystal Ball is an unwieldy, 3 foot sphere of clouded glass. When it is used as the focus in any divination ritual, the ritual is cast in half the time and with advantage on any rolls made for it. During the full moon, peering deep into the swirling misty glass allows one a cryptic knowledge of a possible future. The player gives the Dungeon Master a short phrase that will be incorporated into the near future and the Dungeon Master will choose one roll to grant them advantage on, related to their prophesied future. Under the light of a blood moon, the Prophet’s Crystal Ball will show dark portents related to how the viewer will die. In hindsight, these portents are always eerily accurate, even if they are little help to divining the exact nature of the future demise.)

90000

9000

Profane and Profound

0798

Psionic Paper (Psionic Paper alters itself to suit it’s master’s wishes. Once one gains attunement with the paper, they can alter it at will. If copying a known paper, book, scroll, or document, better memory and knowledge of the original improves the copy. If creating or falsifying a document, creativity and attention to detail determine how convincing the fake is. The Psionic Paper cannot mimic magical properties.)

3000

300

Gear Up

0799

Pugilist's Bands (These two brass knuckles fit comfortably in the hand. Once worn, the wearer feels a strong aversion to covering their torso where unnecessary, wielding weapons, and cowardice. The bands induce chest hair growth and keep a shirtless wearer comfortable in most normal climates. While worn, Pugilist’s Bands return the wearer to their peak physical condition, restoring any age losses, and improving their physique greatly, with a +4 bonus to strength, constitution, and dexterity. The wearer will become knowledgeable of the fighting style of pugilists, where one trades blows with a single opponent. The wearer may make a single, unarmed melee attack as an action with their fists with a bonus to attack and damage. This attack deals +3d6 damage and gets a +3 bonus to attack, but no other attacks can be made on the same turn. The wearer gains a mental picture of the creature they last attacked, granting a +3 bonus to AC and saves against the abilities of that creature.)

22500

2250

Profane and Profound

0800

Puresight Lantern (Casting the green light of this lantern reveals any illusions, invisibility, blinking, blurring, or any other effect that would be revealed by True Sight. The range of this lantern’s light is a 60 ft cone. The lantern does not provide illumination, but allows everything in its ‘light’ to be seen regardless of light levels or magical obscuring.)

30000

3000

Gear Up

0801

Purple Worm Bile (Runny black liquid fills this thick glass canister. Purple Worm Bile is the strong stomach acid from its namesake beast. The sticky digestive is boiled down a molasses thickness to prevent accidental spillage. Poured on an object, it can eat through any material except pure gold, silver, platinum, or specially treated containers at a rate of 5d6 damage each round, ignoring hardness. Applied to a weapon, Purple Worm Bile deals its acid damage to both the weapon and the target on a hit, remaining attached to the weapon until it neutralizes. A vial of the acid lasts until it rolls its acid damage 20 times, after which it has become neutralized. Smaller portions of the acid can be poured out, but each fifth of the vial deals 1d6 acid damage. A difficult check would allow someone to scrape the acid back into its container, at a cost of one acid damage roll from its remaining potency.)

4000

400

Exposed to the Elements

0802

Quartz Armor (Acting as a magic larder of sorts, quartz crystals bound together with thin silver wire are riveted together to form a replacement for metal armors and shields. Somewhat weaker than steel, quartz armor provides one less AC than normal for its type. Magic is refracted and circulated in the crystal clusters, doubling the duration of self targeted magic and magic accepted willingly while increasing the duration of targeted hostile spells by 50%.)

2000

200

Fantasy Foundry

0803

Quartz Monocle (This monocle is formed from a single piece of polished quartz, rough and opaque at the edges but crystal clear at the center. Once between each long rest, it can be used as an action to examine as the Identify spell or study an incoming spell as a reaction, releasing orderly magical energies to attempt to counterspell a 1st level or lower spell. A creature with one or more Wizard levels can access a stronger ability: once each long rest, they may replace a prepared 3rd level or lower spell with a spell up to one level lower from another class’ spell list. The user loses that prepared spell after casting it once and the original prepared spell returns after completing a short or long rest.)

800

80

Exposed to the Elements

0804

Quartz Weapon (Quartz used for weaponry is dusty pastel crystal mined from huge veins deep in the earth. The purple, pink, green, white, and blue varieties can all be alchemically treated to function as a weak substitute for a bladed, crushing, or piercing weapon. Quartz weapons drop down by one damage die size and suffer disadvantage on saves against shattering. The crystal acts as a secondary focusing lens for the magical energies of spells and inherent abilities, albeit with some instability. With a DC 10 casting check each round, the wielder of a crystal weapon can maintain a second spell that requires concentration. Attempting to use this ability but failing the check causes both spells to fail instead.)

1000

100

Fantasy Foundry

0805

Quetzal Feather Splint (Made from overlapping sections of Quetzal feathers, this +1 splint mail shifts and sparkles across a rainbow of colors. An attuned wearer may, by expending an action and maintaining concentration, detect creatures in either a 120 ft. cone, a 300 ft. line 5 ft. wide, or a sphere with a 60 ft. radius. It costs a free action to switch between these detection modes. So long as concentration is maintained, the wearer may spend a free action to be alerted to the presence or absence of living creatures in the area of effect, excluding the wearer themselves. By spending an action instead, the Quetzal feathers’ residual knowledge and life aura will reveal the types of creatures in the area of effect (beast, monstrosity, etc.), a second action spent searching the same area will reveal the number of each type of creature, and a third action will reveal the exact distance of each creature.)

2000

200

Arcane Arsenal

0806

Quickbrush (Artists can use this zebrawood and horse-hair brush as a focus or tool when crafting art to produce the items five times faster, although they suffer a -5 penalty to the related skill check. Additionally, the user may choose to pour their own vitality into their work, suffering levels of exhaustion to gain a +2 bonus on the crafting check for each level of exhaustion they choose to suffer.)

500

50

Profane and Profound

0807

Quickstep Drums (Cheetah hide is stretched over an acacia wood drum. Playing the Quickstep Drums as a bonus action confers a +10 ft movement speed bonus and a +1 bonus to attack and damage for each 10 ft moved in that round, to a maximum of +4 to any number of allies within 60 ft that can hear the drums. The effects lasts after the user stops playing for a number of rounds equal to their Charisma modifier.)

5000

500

Profane and Profound

0808

Quill Dust (Scroll and spellbook quills only have so long a lifespan before they are no longer useful. Grinding up the quill nubs results in a shiny grey powder if alchemically treated. When used as part of a spell that reveals hidden creatures, spells, objects, or the like, the quill dust will fly forth to outline the targets with glowing words. The words list the information uncovered by the spell, making it visible to all, not just the caster. The writing hangs in the air for 1 round per spell level or until the spell ends, whichever is greater. A pouch of Quill Dust is plentiful enough for innumerable spells.)

1000

100

Profane and Profound

0809

Quilspur (A massive writing quill made of a pristine roc feather that can be wielded like a +3 dagger or athame. Its magical bonus also applies to the attack bonus or save DC of spells cast using it as an implement. Any spell with a range of touch can be cast as part of the attack action. The spell is then held inside the Quilspur until the wielder chooses to release it upon a struck creature. There is a 50% chance that a spell cast this way upon a creature will leave the creature tattooed with the equivalent of a spell scroll for that spell in addition to suffering its effects. An attuned wielder of the Quilspur may instead choose not to have the spell take effect, in which case the tattoo has a 95% chance of appearing. Magical tattoos created by this effect appear in a place chosen by the wielder of the Quilspur and take up a percentage of the skin’s surface area equal to half the proportion of spell levels to HD of the creature, covering up to half their body in magical text. The magical ink will fade after one week from a living creature’s skin but will only maintain its effectiveness for 24 hours on the skin of a dead creature. A creature’s skin can only hold a number of spell levels equal to their HD. Creatures with the appropriate spellcasting abilities can expend the magical ink tattoo in the same manner as a spell scroll, including the one they are inscribed upon if in a location they can read. A willing or helpless creature can have the section of skin removed by the Quilspur by outlining it as a 1 minute ritual, dealing 1d4 damage to the creature per spell level of the stored magical spell.)

10000

1000

Arcane Arsenal

0810

Qwik (Qwik is a white, starchy adhesive that will quickly bond any two items together, requiring a DC 15 strength to pull them apart. Metals or glass being glued this way only need a DC 12 check to pull apart. In a pinch, Qwik can bind a wound closed, reducing bleed damage by 1d4, requiring a full round action to hold the wounds closed while the glue dries enough to hold.)

50

5

Gear Up

0811

Rage Vine (Angry, still living plant vines and leaves wrap around the body to form a +1 studded leather equivalent armor. If its wearer is dead, it will slither onto any unarmored creature that touches it. As a free action, the wearer can root the armor in place, reducing their movement speed to 0 to regain 1 hp each round while they stand on non-toxic ground. This regeneration increases to 2 hit points each round in soil, and 5 hit points each round in lush or fertile ground. While rooted, the wearer cannot be moved except with a strength check, DC 20, or an equivalent amount of force. After slaying an enemy, the Rage Vine’s tendrils become excited and grab hold of the wearer’s weapons to attack for the wearer. This effect grants +5 feet of reach for 3 rounds after downing a foe. If far away from any foes during this time, the Rage Vine instead whips thorns at the nearest enemy within 60ft for 1d6 damage each round. The armor will grow back, repairing itself with a full day’s worth of sunlight if it is ever damaged. Each week without 8 combined hours of sunlight will cause the armor to weaken, -1 AC until it dies completely when it hits 0 armor bonus. If it dies from lack of sunlight, it cannot be restored by mundane means. Each armor point to be restored requires 8 hours of sunlight and watering the armor with a cup of blood while rooted in fertile soil. The vine dislodges any worn armor when it attaches and if the wearer tries to put on armor while wearing the vine, they take 1d4 damage each round until the armor is removed. The Rage Vine must be destroyed or its wearer killed to be removed.)

5000

500

Fantasy Foundry

0812

Rainbow Gauntlets (This pair of light metal gauntlets is studded with thirteen gems around the wrist and as the gauntlets work, the multi-colored gemstones slide around the user’s wrist so that the active stone is on top. They attune the wearer to a random type of damage that changes each round, adding +2d6 damage of that type when that type of damage is dealt by the wearer. The order is radiant, fire, electricity, slashing, poison, psychic, necrotic, piercing, cold, acid, bludgeoning, thunder, force. The attuned wielder starts each combat attuned to a random type of damage from among those thirteen and the gauntlets progress to the next affinity in order at the start of each of the wearer’s turns during combat, starting back at radiant after reaching force affinity. Ongoing effects created by the wearer only have their damage increased when that damage’s specific affinity is currently attuned.)

5000

500

Exposed to the Elements

0813

Ram's Head (The Ram’s Head is a +1 shield bearing a steel sculpture of the bust of a ram lowering its spiral horns for a charge. As a move action, its wielder can move up to their base movement speed and then make a bash attack. If the attack hits, it deals 1d8+1 damage and knocks the enemy prone unless they make a Strength save, DC 13. If the wearer has moved at least twice their base movement speed in a straight line to make this attack, the damage is tripled and the steel ram bleats should the target be knocked down.)

9000

900

Profane and Profound

0814

Redirect (A rounded steel buckler with a swirl design painted on its face. Once each day as a reaction, the wielder can redirect a non-magical projectile targeting them, batting it (1d4-1) * 5ft. in any direction. If the distance result is 0, the wielder deflects it into themselves and is struck. Otherwise, the creature in the space the projectile lands is targeted by the attack but they get a +2 to AC against it. Once each day as a reaction, the wielder can attempt to change the target of a single target spell, forcing it to instead target a random creature within 5 ft. of the shield, including the wearer.)

500

50

Arcane Arsenal

0815

Refined Lotus Powder (Purified in the white hot flames of distilled palm oils, this powder is a powerful tool for opening up creature’s mental energies. Touched to a creature’s skin, that creature must make a DC 15 constitution or they become incapacitated for 1d10 + 2 rounds. If the powder gets in a creature’s blood or is ingested, instead the creature’s Charisma and Wisdom modifiers are doubled while they take 1d6 ongoing psychic damage each minute for 2d6 minutes. Two successful constution saves ends both effects. The duration of any wisdom or charisma based effects of the creature are doubled for the next 24 hours.)

3000

300

Fantasy Foundry

0816

Reforged (This item has been reworked into new forms so many times that with a bit of minor magic, its wielder can appease it to gain some karmic luck. While reforging is often cheaper than building from scratch, usually sourcing salvaged items, it can cause the item to yearn for its past life. When used for a purpose the item isn’t intended for, actions for which its proficiency bonus is not applied, the item has a chance to relive a past life. If the resulting check is a success, the item gains one reroll that can be used on a future check to which its proficiency bonus applies. The inherent spirit of this item will not be placated with artificial or contrived scenarios, only those with a realistic chance of failure and consequences. A Reforged item can store up to 1 reroll, plus one for each point of magical bonus it has.)

500

50

Exposed to the Elements

0817

Regrowing Armor (This enchantment can only be applied to wooden, hide, or other organic armors. The armor or shield regrows from any damage it receives, short of being completely cut apart, one tier of damage each day.)

500

50

Profane and Profound

0818

Repelling Stones (Repelling Stones are small grey stones that fit in the palm of the hand. The pair is lashed together by three inches of twine string. They push apart with a Strength score of 16, less twice the distance between them in inches, to a minimum strength score of zero.)

50

5

Gear Up

0819

Resistant Armor (Resistant armor or shields grant resistance against one damage type. In addition, once each day, they can nullify all damage of that type from one source or attack. Resistant armors are often decorated in stylized alchemical symbols of the damage type they ward against.)

10000

1000

Gear Up

0820

Resting Shawl (Swiping this gossamer cloak at creature within 30 ft as a free action drives the shivering touch of death into their soul. The target must make death saving throw as if they were at 0 hit points. If this results in a failed death saving throw, it lingers until they complete a long rest or they recover after dropping to 0 hit points. Once touched by a Resting Shawl, a creature is unaffected by it for 24 hours. Creatures which do not make death saving throws that are touched by the shawl feel death claw at their essence, forcing them to make a Constitution or Wisdom save, DC 13, or take 2d8+2 damage. Corpses touched by this cloak or creatures killed while under its effects cannot be raised from the dead or bound by undeath. A Resting Shawl will not harm its attuned wearer.)

12000

1200

Profane and Profound

0821

Restoration Potion (This overly briny, sea-foam green potion heals the drinker of a up to three diseases, poisons, up to 5 points of statistic drain, or other malignant spell effects of spells of level 3 or below.)

500

50

Gear Up

0822

Restoration Potion, Greater (The dark blue, watery potion is thoroughly saturated with magical salts that heal the drinker of all maladies, poisons, statistic drain, or other malignant spell effects that do not require a specific Wish spell to cure. Pouring this into the mouth or open wounds of a creature that died in the last three rounds will revive it, restoring it to 1 hit point.)

2500

250

Gear Up

0823

Retributive Armor (Painted with a set of golden scales, Retributive armor returns damage back on its attackers. When the wearer takes damage, this armor fires a bolt of magical energy to deal 1d4 damage of the same damage type back at the source if it is within 30 ft.)

2500

250

Exposed to the Elements

0824

Retributive, Greater Armor (Greater Retributive armor responds aggressively when attacked, dealing 1d10 damage to all within 5 ft. of the attacker if the attacker is within 100 ft. The burst of magical energy alters itself to deal the same damage type or types as the original attack. A platinum, silvery scale in engraved into the torso or other conspicuous section of the armor, heavily tilted to one side.)

25000

2500

Exposed to the Elements

0825

Retributive, Lesser Armor (The minor enchantment coating this armor responds to hostile attacks with a small spark of magical energy, dealing 1 damage of the same damage type to any attacker within 5 ft. that successfully deals damage to the wearer. Copper paint is sloppily slathered on the armor in the shape of a balance scale, tilted slightly to one side.)

250

25

Exposed to the Elements

0826

Returning Weapon (The handle softly molds to the hand that holds it; a returning weapon that is thrown will quickly slide, bounce, and glide back to its thrower’s hand after the attack. If the thrower cannot hold the weapon or they are no longer in the same spot, the weapon will drop to the ground where it was thrown from. This feature lets the wielder make multiple attacks in a single round using the same thrown weapon.)

2000

200

Gear Up

0827

Reviving Armor (The first time the attuned wearer of this armor is dropped to 0 hit points or fewer between each short rest, the armor leaves them at 1 hit point and allows them to heal or spend hit dice as if they had completed a short rest. A yellow half-circle on the torso changes colors to track the health of the wearer, from a bright yellow and blue sunrise to a red-orange and purple sunset. When the wearer would drop to 0 hit points, the orb briefly dips down in a sunset, but then rises back as the wearer is reinvigorated.)

18000

1800

Profane and Profound

0828

Rhino Hide (A cracked-leather, black +1 Rhino Hide armor is created from the hide of large horned beasts from exotic lands known for their fearsome charge. Rhino Hide adds +1d6 damage to melee attacks made following the wearer moving at least their base movement speed.)

2500

250

Profane and Profound

0829

Riddle Wick (A waxy substance made from the tallow of otherworldly or divine creatures, burning this small candle when casting a spell with radiant or psychic causes the target or targets to be clouded in a confusion effect. Those creatures, if they make an attack or cast a damaging spell, deal a portion of the resulting damage to a random valid target. 1/10th of their damage per spell level of the original spell is dealt to the random target, which can include themselves. This effect lasts until they succeed on a Wisdom saving throw, DC equal to the original spell, as a move action to clear their thoughts. A Riddle Wick burns when used according to the spell level it is used with, and each one can provide its bonus on up to a total of 21 spell levels worth of spells.)

4000

400

Profane and Profound

0830

Ring Blade (This innocuous iron ring is able to alter its appearance and size to match any style or shape of ring on any finger, toe, ear, or other piercing. Whispering its command word extends a blade of force out from the ring, usable as if it were a +1 dagger. Repeating the command word ends the effect. Code phrases vary depending on their clandestine use, but might include, “Unsheath”, “Shhh”, or even “There are daggers in men’s smiles”.)

1500

150

Gear Up

0831

Ring of Backstabbing (This black leather ring fits on easily, but chokes down tightly one the worn finger. When attacking with advantage, the Ring of Backstabbing gives +1 to attack and +1d6 damage. When attacking an unaware foe or one that has not yet acted in combat, it grants a +1 to attack and a +1d6 to damage.)

9000

900

Gear Up

0832

Ring of Climbing (The Ring of Climbing provides advantage on climbing checks and on any rope use roll related to climbing. It also reduces fall height by 10ft for purposes of taking damage.)

1000

100

Gear Up

0833

Ring of Counterspells (A Ring of Counterspells is a tri-colored band of ceramics swirls with reds, blues, and yellows. One spell can be cast into the ring to permanently key the ring to counterspell that spell. This effect also functions against any natural counterspells, such as a Light spell against a Darkness spell. In addition, when counterspelling, this ring treats the spell used to counter as one level higher.)

3000

300

Gear Up

0834

Ring of Elemental Absorption (Inset with a gem matching the color of the element this ring is attuned to, a Ring of Elemental Absorption converts its chosen type of damage into healing for its wearer instead. The intricate gold ring feathers out into delicate metal swirls that spiral up the wearer’s fingers and flex with the wearer’s movements. When struck by damage of its chosen type, this ring first converts half of that damage into healing, rounded up. The wearer has advantage against attacks and saves that deal the chosen damage type. On a failed save or hit, the wearer suffers the remaining damage but they take no damage on a miss or successful save.)

70000

7000

Exposed to the Elements

0835

Ring of Elemental Command (A Ring of Elemental Command is a set of interlocked platinum plates, a set of plate-mail armor for one finger that ends in a sharp claw formed from a flawless gem. The color of this gem matches is chosen element and the ring grants it wielder extensive control over that element. The wearer is immune to the effects of that element and automatically succeeds on their saving throws against any related effects. As an action, the ring can be commanded to launch raw bursts of elemental energy, manipulate elemental sources, or shape spells. The first use fires up to four bolts of energy dealing 1d6+1 elemental damage each, as Magic Missile. The second shapes, alters, extinguishes, or controls the area of effect of any ongoing effect of the corresponding element: moving it up to 30 ft. each round, modifying its area of effect by ¼ the base size to a minimum of 0 or maximum of twice its normal size, or extinguishing it as Dispel Magic cast as a 6th level spell. The third effect allows the wielder to cast any spell of 2nd level or lower from any spell list so long as it primarily deals damage of the chosen type or primarily manipulates the chosen element. Cantrips cast this way can be cast as a bonus action.)

100000

10000

Exposed to the Elements

0836

Ring of Elemental Resistance (Keyed to one particular element upon its creation, this ring grants resistance to its elemental damage type, disadvantage to attackers using that element, and advantage on saves against that elemental type. Its gem, seated in a silver band, matches this chosen element’s color.)

8000

800

Exposed to the Elements

0837

Ring of Spell Storing (Twenty quartz gems are arranged around the golden Ring of Spell Storing. This ring can store up to 20 levels of spells, with no individual spell being greater than 6th level. To do this, the wearer casts a spell into the ring, with as many quartz gems lighting up as spell levels of the spell cast. If there is not enough space for the spell to fit into the ring, the spell energy is simply lost. Stored spells can be cast from the ring by any creature that wears the ring, using the original caster's save DC and attack bonus, but still requiring the normal casting time for the magical energies to work their way out of the quartz gems.)

10000

1000

Arcane Arsenal

0838

Ring of Spell Turning (This ring allows its wearer to spend a reaction to Counterspell, even if they had not prepared to counter a spell. A Ring of Spell Turning is a metal band depicting a single crowned Naga devouring its own tail. Any spell successfully countered by the attuned wearer can, at the ring wearer's choosing, be reversed and redirected against any valid target from the wearer’s perspective, but using the spell's original save dc and attack bonus. Three times each day, the ring may be called upon to counter and turn a spell of 5th level or lower automatically as a reaction, without needing to expend a spell slot. The wearer gains one free reaction that can only be used for counterspelling.)

60000

6000

Arcane Arsenal

0839

Ring of Sustenance (This magical ring of fine gold is carved with images of grain and fish. A Ring of Sustanance keeps the wearer well fed and hydrated, as if they had eaten heartily and drank deeply. The wearer does not need to eat or drink, but doing so causes them no harm. Magical or additional sources of hunger affect them normally. This effect only functions for someone who has at least worn the ring for an entire long rest.)

1500

150

Gear Up

0840

Ring of Swimming (The blue, painted wood ring gives advantage on any swimming checks and removes any penalties imposed from swimming, but not any penalties due to being underwater. The wearer of the Ring of Swimming can swim for twice as long before tiring or making any checks related to endurance or resisting strong water currents.)

1000

100

Gear Up

0841

Ring of Telekinesis (A Ring of Telekinesis is a band of pure ruby that allows its wearer to cast Telekinesis up to five times each day. In addition, any spell or mental effect the wearer has that allows it to move objects or creatures at mental command is empowered. They may move 50% more weight (or an additional size category of creature) and while maintaining significantly finer control over those movements than they otherwise would, moving the object with near perfect maneuverability.)

35000

3500

Charged

0842

Ring of Telekinesis (A Ring of Telekinesis is a band of pure ruby that allows its wearer to cast Telekinesis up to five times each day. In addition, any spell or mental effect the wearer has that allows it to move objects or creatures at mental command is empowered. They may move 50% more weight (or an additional size category of creature) and while maintaining significantly finer control over those movements than they otherwise would, moving the object with near perfect maneuverability.)

35000

3500

 

0843

Ring of the Chameleon (This lizard scale-covered, wood ring turns the wielder and their worn equipment to match the colors of their surroundings, adapting quickly to camouflage the wearer. Each round without moving increases the wearer's concealment by 20%, to a maximum of 80%. Moving more than 15 feet in a round causes the color changes to lag the wearer’s movement, dropping the wearer's concealment bonus from this ring down to 0. This effect changes the physical color of the wearer and is not defeated by true-seeing abilities. The wearer’s colors return to normal over the course of one round after removing the ring.)

10000

1000

Arcane Arsenal

0844

Ring of Water Walking (When wearing the feather-stylized, silver Ring of Water Walking, the wearer along with their carried and worn items can walk on water. The wearer cannot be pushed under the water’s surface easily while wearing this ring, treating the water’s surface as if it hard stone. Putting on this ring while underwater results in the wearer not being able to dive any lower, and movement upwards raises this ‘floor’ along with them. A creature so inclined could essentially climb the water to the surface.)

500

50

Gear Up

0845

Ring of Wishes (This lucky ring was a gift from Efreeti-kind for services performed to their race and contains within it three wishes, as the Wish spell. The oversized, gaudy, bronze band is set with three flashing rubies. As each wish is used, one ruby dulls permanently. Outside of the wishes, the ring also grants a +1 luck bonus to all the wearer’s rolls, as the baseline good-will of the efreeti pushes reality ever-so-slightly to grant the wearer’s desires.)

80000

8000

 

0846

Ring of Wishes (This lucky ring was a gift from Efreeti-kind for services performed to their race and contains within it three wishes, as the Wish spell. The oversized, gaudy, bronze band is set with three flashing rubies. As each wish is used, one ruby dulls permanently. Outside of the wishes, the ring also grants a +1 luck bonus to all the wearer’s rolls, as the baseline good-will of the efreeti pushes reality ever-so-slightly to grant the wearer’s desires.)

80000

8000

Charged

0847

Ring of Wizardry (This flat iron band set with a prism-cut ruby doubles the number of first level spell slots of an attuned wearer. A Ring of Wizardry can be built to double higher-level spell slots as well, although this triples the cost for each spell level above the first the ring also effects. A more powerful Ring of Wizardry that doubles first and second level spells would cost 27000 for example, and a ring that doubles first, second, and third would cost 81000, etc.)

9000

900

Arcane Arsenal

0848

Robe of the Arcanus (The flat-black Robe of Arcanus is intricately laced with silver threads and magical runes. The wearer of this robe regains one spell or spell-like ability of their highest-level spell slot whenever they take an hour-long short rest to meditate in these robes, drawing on the echoes of knowledge of past spells cast from wearers of this robe. Wearing the Robe of Arcanus allows one to expend a spell slot, spell-like ability, or activation of a magic item to recharge an equivalent or lower level magical effect on a target item. For items without a similar spell, an approximation of a magic items equivalent spell level is by dividing the value by one thousand and rounding down the square root of the result. Cantrips count as ½ a spell level.)

50000

5000

Arcane Arsenal

0849

Rock Otter (A big flat, gray rowboat sits low in the water with a large water wheel rotating slowly on its back. Magic spins the water wheel, moving the boat without needing the aid of oars nor sails. The Otter sails forward at its speed each round, and its captain can spend an action to speed up, slow down, or turn. A difficult sailing or disable device check allows the captain to modify the die size by up to 1d4 steps instead. The water wheel requires a steady supply of oil, consuming a gallon of oil each minute, and slows down by two speed steps each round after it runs out. Its tank can hold up to 50 gallons. It can carry a maximum of 10,000 pounds without slowing, and every ton above that weight decreases the boat's instability die size by one. Starting with an instability die of 1d30, each increase in speed decreases its die by one size and each decrease in speed increases the die size. When the captain is turning more than 30 degrees in a round, doing a stunt, sailing into hazardous waters, or colliding, roll the instability die. Rolling a ‘1’ results in a crash, dealing damage to the boat and its riders as if they had fallen a distance equal to ¼ its current speed. Riders must then make a Dexterity save, DC equal to the current speed divided by 10, or be sent overboard. The boat has 100 hp. If the boat drops to 0 hp, it will sink in 1d6 rounds. A crash slows the boat's speed by 2 steps. Collisions deal crash damage to the boat and the obstacle. Instability (die size) vs Speed (ft./round): d30 30; d20 60; d10 90; d12 120; d8 150; d6 180; d4 210; d3 240; d2 300.)

60000

6000

Modern Mayhem

0850

Rockets (A red paper cylinder encircles each of these two-foot-long rockets. The bundle of twenty-five, wood finned rockets are linked together by their fuses inside a wooden frame, mounted on a small wooden cart. Quality gunpowder lines the serrated metal insides of each rocket. Volley: 25 Rockets. Barrage Damage: 6d6/5d6. Blast Radius: 10 ft. Range: 120 ft. Spread: 2d6-2 ft.)

5000

500

Arcane Arsenal

0851

Rockets, Crude (Crude rockets are thick wads of gunpowder paste mixed with sharp metal shards wrapped around a thin wooden dowel. A paper fuse wraps around the gunpowder, sealing it and allowing it to be tied to a longer fuse or its fellow rockets. Each one foot rocket is capped with a simple conical tip and affixed with three paper fins to guide it during its flight. It and its 19 siblings are arranged together in a wooden frame, with their fuses lashed together. Volley: 20 Rockets. Barrage Damage: 4d6/3d6. Blast Radius: 5 ft. Range: 90 ft. Spread: 1d12+3 ft.)

2500

250

Arcane Arsenal

0852

Rockets, Refined (Refined rockets are housed in a sturdy frame custom built to channel each rocket to its target, mounted on a cart with stabilizing legs. Crimson rocket heads are built with a rifled cone, with the spiraling pattern and ceramic fins improving the accuracy of the rocket. The black body of the rocket houses refined gunpowder interspaced with fine metal blades inside ceramic compartments. Single deployments of Refined Rockets have turned the tides of battle or battered through a single reinforced window hiding a cowardly king. Volley: 30 Rockets. Barrage Damage: 8d6/6d6. Blast Radius: 20 ft. Range: 300 ft. Spread: 1d6-1 ft.)

10000

1000

Arcane Arsenal

0853

Rod of Absorption (Like the Rod of Cancellation, this red, porous, magmatite rod casts Dispel Magic on any source of a continuous magical effect it touches. It also drains creatures of a random one of their magical abilities when it touches them, dispelling a random enchantment or spell slot which cannot be regained for one day. This can also affect the wielder if they use the rod without protection. The Rod of Absorption can only be used to dispel a magical effect three times each day. This functions as a Dispel Magic cast as a 9th level spell. If it successfully dispels an effect or drains an ability, the Rod of Absorption gains a number of magical charges equal to the spell level of the dispelled effect. This energy can draw forth from the rod to restore a magical ability or spell slot of an attuned wielder. The cost of this is a number of charges equal to one plus the spell level of the restored slot or ability. The Rod of Absorption can only store 20 charges at a time. If it would absorb a 21st charge, the rod discharges all its held energy in a 10-foot burst for 1d6 magical damage per point released. The holder of the rod gets no save, but other creatures may make a Dexterity save, DC 18, for half damage.)

30000

3000

Arcane Arsenal

0854

Rod of Arcane Doom (A Rod of Arcane Doom bears eldritch scars along its three foot, thin cylinder of iron, blackened and twisted. It grants a bonus to spells cast by its attuned wielder: +2 damage per die, 2 additional units of duration, and +2 attack bonus or save DC. Like its lesser cousin, mages using this as their foci may pour their life force into their spells. Doing so deals 1 or 2 damage per spell level, depending on how much the mage decides to overchannel. Taking 2 damage per spell level instead of 1 doubles the effects of overchanneling. Overchanneled spells gain one of the following bonuses: they last an additional unit of time per spell level, they deal an extra 2 damage per spell level, or their save DC/attack bonus is one point higher.)

7500

750

Arcane Arsenal

0855

Rod of Arcane Doom, Greater (Faintly glowing, and hot to the touch, the four foot, iron Greater Rod of Arcane Doom faintly pulses from its black and acid-pitted surface. The rod boosts spells cast using it as a focus. Those spells deal an additional +3 damage per die, last an additional 3 units of time, and have their attack bonus or save DC increased by 3. Overchanneling with this rod can take the form of overchanneling for 1, 2, or 3 damage per spell level. Taking the full three points of damage per spell level triples the effect of overchanneling, while taking 2 points of damage per spell level merely doubles the effects of overchanneling. Overchanneled spells gain one of the following bonuses: they last an additional unit of time per spell level, they deal an extra 2 damage per spell level, or their save DC/attack bonus is one point higher.)

20000

2000

Arcane Arsenal

0856

Rod of Arcane Doom, Lesser (Using this 2-foot blackened and bent iron rod a focus for spells grants +1 damage per die, increases the spell's duration by 1, and increases the attack bonus or save DC by 1. In addition, spell-casters may overchannel their spell by using some of their own life-force to boost the magical potency. If the mage chooses to overchannel, they take 1 damage per spell level. Overchanneled spells gain one of the following bonuses: they last an additional unit of time per spell level, they deal an extra 2 damage per spell level, or their save DC/attack bonus is one point higher.)

2500

250

Arcane Arsenal

0857

Rod of Cancellation (This black obsidian rod, when touched to any continuous magical effect, casts Dispel Magic as a 9th level spell. targeting that magical effect. When touched to a creature with magical, supernatural, or spell-casting abilities, it randomly removes an active enchantment, magical ability, or spell slot and that ability cannot be regained for 24 hours. The dispelling ability can be activated three times each day and the wielder is not immune to its power if they touch it with bare skin.)

15000

1500

Arcane Arsenal

0858

Rod of Divine Power (The Rod of Divine Power is a golden scepter that takes on symbols and appearance of a tool of a chosen deity or faith, according to its wielder's wishes. It also empowers spells cast by its wielder: +2 damage per die, increasing the spell's duration by 2, and boosting the attack bonus or save DC by 2. When the wielder casts a spell that provides a lasting bonus or penalty to another creature they can take on bloody stigmata, like the Lesser Rod of Divine Power, to magnify that spell's effect on the target. Taking on the stigmata gives the opposite penalty to the wielder in the case of a boon or the same penalty as the cursed creature in the case of a curse. Doing so doubles the boon or curse effect on the target. The stigmata last for as long as the spell would, plus two units of time.)

7500

750

Arcane Arsenal

0859

Rod of Divine Power, Greater (Greater Rods of Divine Power are cast entirely from platinum and bend to their holder's wishes, appearing as whatever instrument of faith, the wielder chooses. It provides bonuses of +3 damage per die, increasing the spell's duration by 3, and boosting the attack bonus or save DC by 3. The wielder may take on stigmata when casting a boon or curse on another creature. In the case of a boon, the wielder takes the opposite penalty of what the boon provides and in the case of a curse, they suffer the same curse penalties. The stigmata of the Greater Rod of Divine Power increase the original spell's effect to two and a half times the normal bonus or penalty, rounding up, and the stigmata lasts if the original spell would plus three units of duration.)

20000

2000

Arcane Arsenal

0860

Rod of Divine Power, Lesser (This evenly cast, bronze scepter has the minor property of shifting to the outward appearance of a symbol of the wielder’s deity. When lying about their deity, it presents as whichever deity it was last stated as. Casting spells using this rod as a focus grants a boon to spells: +1 damage per die, increasing the spell's duration by 1, and boosting the attack bonus or save DC by 1. Additionally, whenever the wielder casts a boon or curse on another creature, they may take a penalty, manifesting as bloody stigmata, to increase the potency of that spell. The penalty they receive is the exact opposite of the boon or the equivalent effect of the curse. By taking on the stigmata, the Lesser Rod of Divine Power increases the boon or curse by half, rounding up. The stigmata must be taken on at the time of casting and lasts for the entire duration the spell effect would last plus one additional unit of time.)

2500

250

Arcane Arsenal

0861

Rod of Lordly Might (This stately, golden scepter is adorned with numerous gems of high quality and its handle is bound with a soft, purple velvet. It grants great powers in commanding others and lording over one’s domain. For the purposes of calculating low-level henchmen, followers, and cohorts, this rod increases the wielder’s charisma score by 4 and then further increases the number of commoners that will follow the rod’s owner by 50%, rounding up, this affects the number or HD of creatures able to be controlled through other effects as well: undead, summoned creatures, etc. The owner of the Rod of Lordly Might gains advantage on charisma checks within or when discussing lands over which they have title. Lastly, once each day it can cast Charm Person and once each week it can cast Suggestion.)

15000

1500

Charged

0862

Rod of Metal and Mineral Detection (An odd rod with a pair of binoculars welded in the middle of its five foot length. Looking through the lens while twisting the handle allows the viewer to detect the presence, type, and quantity of valuable metals, ores, gems, and stones. Twisting the handle further focuses the view. The Rod of Metal and Mineral Detection looks in a 120 ft cone that sees through all materials, stopped only by a 1 foot thick or thicker sheets of metal. Adjusting the view allows it to instead ‘see’ in a 120 ft sphere around the viewer or in a 500 foot long, 10 foot diameter cylinder. The rod similarly detects worked and refined versions of these raw materials. The rod can be used for up to 10 minutes each day. Each minute of use after that requires a Wisdom save (DC 14) or else the user is compelled to spend the next minute digging furiously for rare metals and minerals.)

10000

1000

Gear Up

0863

Rod of the Snake (This hollow jade tube is banded with wide strips of iron. Etched into these bands are indecipherable runes. Twisting these runes lets the wielder call forth a snake from the end of the jade tube as a standard action. Adjusting these runes, allows one to control the size, type, and coloration of the snake. The snakes have the normal abilities of a poisonous or constrictor type snake of their size. Up to 8 HD worth of snake(s) can be summoned forth from the Rod of the Snake as an action, with up to 20 HD worth of snakes total. These snakes are under the control of the holder of the rod. Upon death or a touch of the rod, these snakes disintegrate into green dust. In addition to summoning snakes, if the wielder has any ability to turn, control, rebuke, or command creatures of a given type, that ability can also be used on snakes. The snakes obey the verbal commands of the wielder, given in a hissing language, and the wielder understands the responses of the snakes likewise.)

25000

2500

Save Vs. Disease

0864

Rod of Wonder (The Rod of Wonder is a glossy wooden rod inset with a rainbow of faceted gemstones along the entire length. Each day it generates 1d6+1 charges, holding up to a maximum of seven. With a snap of the wrist, the wielder of the wand can spend an action to generate a random effect targeting a spot, creature, or object within 150 ft. For any effects requiring a save, the DC is 14. Alternatively, the wielder of the Rod of Wonder can expend a charge to roll twice on the Meek Rod of Wonder effect table, choosing one.1. Either eight CR ¼ elementals, four CR ½ elementals, or two CR 1 elementals of a random type are summoned in the nearest available spaces around the target. They will work together attack the nearest creatures and will not take any orders.2. The wielder of the rod gains a random mutation.3. The target is struck by a Fireball cast as a fourth level spell. 4. A 20 ft. radius around the target is covered in slick, clear ice. It counts as difficult terrain and creatures ending their turn on the ice or entering the icy area must make a Dexterity save or fall prone.5. Ghostly vultures and jackals calmly wait for the first creature within sight of the target to drop to 0 hit points. Then they will pounce on the creature, devouring it, and then vanishing. If no creature drops to 0 hit points within sight, they disappear after 24 hours.6. The user chooses 2d4 5 ft. diameter circles within 30ft of the target. Those spaces are filled with 5ft deep quicksand pits extending into extradimensional space. They are difficult terrain and creatures passing through them or ending their turn in their areas must make a Strength save or be restrained. Restrained creatures make a Strength save at the end of their turn or being drowning. Creatures must make a Perception check to notice the quicksand isn’t just normal sand.7. The target or nearest creature is affected by a Slow spell cast as a third level spell.8. A ring of books appears around the target, made up of bad copies of books they’ve read and empty joke books. The wall has 10 hit points per 5 ft. section and is vulnerable to fire and slashing.9. All creatures within 30 ft. of the target gain true-seeing out to 60 ft. for 1 minute.10. The target, or the nearest creature to it, gains perfect telepathic flight, 60 ft. per round, for 1 minute.11. The target or nearest creature gains a false memory about a true and useful event such as the location of treasure, a helpful secret, or hidden information.12. The two creatures nearest the target within 60 ft. are affected by a Gaseous Form that lasts for ten minutes.13. A 30 ft. radius surrounding the target is encompassed by a swirling sandstorm. The sandstorm provides concealment and cover while dealing 1d3-1 slashing damage to creatures that begin their turn in its space. The sandstorm lasts until it deals a total of 20 damage, if not creatures are in its space, it deals 1 damage to the surrounding terrain each minute.14. The user is shrunk down two size categories for one day, unless they succeed on a Constitution save, then the effect lasts for four hours. Their movement speed is halved, their Strength drops by 4 and their Dexterity increases by 4 for the duration. 15. The two creatures nearest the target and the user are all struck by a Hold Monster spell cast as a 7th level spell.16. The rod casts Haste as a third level spell on the target or creature nearest the target.17. A random limb or sensory organ of the user is transformed into solid silver. 18. A 5 ft. radius surrounding the target is covered with an orb of ethereal, blinding light. This gives off sunlight out to 90 ft. Creatures attacking a creature closer to the light make that attack with disadvantage. The light lasts for 1d4 minutes.19. The rod calls an insect swarm on the target with the Insect Plague spell cast as a 5th level spell.20. The six creatures, possibly including the target, nearest the target are teleported into the nearest dungeon, maze, or labyrinth with a Sanctuary effect requiring a Wisdom save, to attack one another until they exit the dungeon.)

20000

2000

Arcane Arsenal

0865

Rod of Wonder, Meek (This rod made of a swirling rainbow of pastel-colored sandstone has a simple cloth grip at one end and hundreds of quartz shards embedded in the other. Each day it generates 1d3+1 charges, holding up to a maximum of five. With a flourish, the wielder of the wand can spend an action to generate a random effect targeting a spot, creature, or object within 90 ft. For any effects requiring a save, the DC is 12.1. A 20 ft. radius cloud of mist emanates from around the target, obscuring vision, lasting for 1d3 minutes or until a stiff breeze clears it.2. Explosion of rock salt strikes the target, 3d6 pounds of salt over a 10 ft. radius, dealing 1 damage per pound. Creatures may make a Dexterity save for half damage.3. The target, or the nearest object or creature to the point selected, is affected by a Light spell, no save.4. The wielder becomes cursed, causing disadvantage on rolls related to two random ability scores.5. A 5 ft. wide line between the wielder and the target is filled with a stiff wind blowing either towards or away from the wielder, randomly chosen when summoned.6. 1d6+1 animals of a random type appear around the wielder, with CR1 or less, and the wielder is polymorphed into one unless they succeed on a Wisdom save. They may choose to fail the save.7. The target is tarred and feathered, imposing disadvantage on checks requiring fine manipulation or intimidation.8. The four creatures nearest the target are affected by a Bane spell cast as a second level spell.9. The target or the nearest creature to the target is targeted by a Healing Word spell cast as a 3rd level spell, healing 3d4 hit points. 10. User is immediately friendly to the target or the nearest other creature to the target. They will not be able to take a long rest until they offer significant aid to their new friend, or 48 hours have past.11. The target or the nearest creature of object to the target is affected by Invisibility.12. Water pours out from around the target, creating a puddle of water 30 ft. in radius and 1 inch deep on a flat surface or filling approximately 200 cubic feet of volume.13. The user gains the ability to cast Fireball as a 3rd level spell once, centered on themselves. They cannot cast any other spells until they cast the Fireball spell.14. The ground below the target in a 10 ft. by 10 ft. space is transformed into a tilled garden of mixed crops suitable for the climate and fully grown. This will likely include herbs, leafy greens, grains, and vegetables.15. The target or creature nearest the target is struck by a Witch Bolt as a 2nd level spell under the control of the user.16. The target or the nearest creature to the target is covered with a custom-fitted summoned platemail armor that forms over their other clothes. It cannot be removed and lasts for 1 hour.17. The wielder of the rod casts Shatter as a 2nd level spell aimed at the target.18. The four nearest creatures to the target are affected by a Bless spell cast as a 2nd level spell.19. A Spiritual Weapon of the Rod wielder is created as a 2nd level spell at the closest point next to the target. This weapon will move to and attack the nearest creature on each of the Rod wielder’s turns for the duration.20. The eight nearest creatures within 120 ft. of the user are sent via dimension door to be adjacent to the user, unless they succeed on a Wisdom save. They are aware of the destination, will not be surprised by the jaunt, and can choose to fail the save.)

10000

1000

Arcane Arsenal

0866

Rod of Wonder, Mythic (This jagged rod made of a solid crystal emanates a faint light that dances across the full color spectrum. A smooth area at the base can be gripped and flourished as an action to fire a random effect at a target spot, creature, or object within 300 ft. Each day the Mythic Rod of Wonder generates 1d8+1 charges, holding up to a maximum of nine. For any effects requiring a save, the DC is 16. The wielder of the rod may instead choose, when expending a charge, to roll twice on the Rod of Wonder table or thrice on the Meek Rod of Wonder, choosing one of those effects.1. A small, dark storm cloud forms in the highest point, up to 30 ft. high, above the target. The cloud has a radius of 20 ft. and each round will fire a 5 ft. wide line of lightning down at a random creature underneath it. The lightning does 10d6 lightning damage to creatures in the line, with a Dexterity save for half damage. The storm cloud lasts for 5 minutes.2. The user of the rod and the three creatures nearest the target, including the target, are targeted by Otto’s Irresistible Dance cast as a 6th level spell.3. The wielder of the rod rolls for three random mutations and chooses one.4. A random deity intervenes, blessing the wielder according to their ideals with an effect equal to the power of a 7th to 9th level spell.5. The target or the creature or object nearest the target is affected by a True Polymorph spell with a form chosen by the wielder of the Mythic Rod of Wonder. The polymorph effect lasts for 1 hour.6. An Antimagic Field is created surrounding the target, cast as an 8th level spell that lasts for 1 hour.7. Inverted light sweeps over all creatures within 60 ft. of the target. They switch places with their shadows, effectively becoming ethereal for one minute.8. A Wall of Stone appears, centered on a point halfway between the user and the target, perpendicular to the line between the two, with five 10 ft. by 10 ft. panels on either side. These stone panels are infused with iron bands, giving each panel an AC of 18 and 60 hit points per inch.9. The target, or creature nearest the target, gains a petrification gaze out to 30 ft. for 1 hour. Each creature that starts its turn in the gaze must make a Constitution save or become slowed. If already slowed, those creatures become restrained instead. If they were already restrained, they become petrified.10. The user is affected by a Dominate Monster spell cast as an 8th level spell with the target or creature nearest the target as the creature the user is charmed by. 11. The target or the creature nearest the target completely forgets about and is unable to notice anything related to one random ally or friend for one week, with a Wisdom or Intelligence save reducing this duration to a single day. The afflicted creature must make a second save at the end of the duration, and if they fail, the memories they regain about that ally are joined by false memories of the ally as well. 12. A Reverse Gravity spell is centered on the target. The user may end the duration at will any time before it ends at 1 minute.13. The user’s head grows three sizes larger, halving their movement speed and imposing disadvantage on Dexterity checks for eight hours. They may use their spell slots to cast any spell on their class list as if they were known spells for this duration.14. The rod casts Chain Lightning as an 8th level spell. The rod wielder must select as many of the four secondary targets as are available within 30 ft. of the original target.15. The next time the user would be reduced to half their hit points or fewer, a screeching wail peels from the user’s throat. All creatures within 30 ft., including the user, must make a Constitution save, or be reduced to 0 hit points. 16. The wielder of the rod summons a Fey creature under their control as the Conjure Fey spell cast as a 6th level spell. The fey creature appears in the nearest available space to the target.17. The target is surrounded by an Incendiary Cloud spell, cast as an 8th level spell. The wielder of the rod can move 10 ft. away from them each round as a free action.18. A 30 ft. radius surrounding the target is filled with six inches of burning coals, counting as difficult terrain. Any creature that starts their turn in the area or enters the coals takes 2d6 fire damage, with a Dexterity save reducing the damage by half. If the coal is in an enclosed space, the space will fill with smoke, dealing 1d6 fire damage to each creature at the start of its turn. The coals burn out after 1 hour.19. The rod casts Heal as a 9th level spell on the target or creature nearest the target. 20. The target, or the nearest creature to the target, is transformed into their choice of a red dragon, a kraken, or purple wurm for one day. While transformed, they do not remember their previous life.)

50000

5000

Arcane Arsenal

0867

Runner's Anklet (A Runner’s Anklet is a plain iron chain that fits loosely around a creature’s ankle or wrist. While worn, the wearer’s movement speed is increased by 10ft. Additionally, if they move their whole move action in a straight line, their movement speed for that move action is increased by another 20 ft and they impose disadvantage on any attacks of opportunity that move action triggers.)

4000

400

Gear Up

0868

Rust Mites (Small, larval rust monsters contained in this vented porcelain tube will eat away at whatever non-precious metal they can touch, dealing 10 points of damage to metal creatures or items, consuming up to 1 pound each round. Their antennae can only reach out a few inches through a capped vent in one end to cause metals to rust, patina, and corrode. Paintings on the ceramic tube show pitted, rusty statues or bent and broken weapons. The larvae must be fed a pound of metal each week or they will starve to death. After they have consumed a total of 300 pounds of metal, they will hibernate. They will rapidly grow, breaking apart the wand and forming cocoons. In a week they will grow into small rust monsters.)

150

15

Save Vs. Disease

0869

Rust Monster's Grasp (This massive rusty gauntlet is large enough to fit over an already armored hand of a human sized creature. The Rust Monster’s Grasp instantly rusts any metal object it touches, including one's own worn armor if care is not taken. It rusts and corrodes up to 5 pounds of metal each round, dealing 3d10+5 damage to metal objects and creatures.)

14000

1400

Save Vs. Disease

0870

Sand Dollar (Crushing this circular sea urchin in the casting of a protection spell causes the target or targets of the protective effect to gain five temporary hit points per spell level when the abjuration effect ends. Additionally, if the target or targets willingly accepted the spell, they may end the effect early as a bonus action.)

50

5

Exposed to the Elements

0871

Sandman (A thick wool sap is filled with dust and sand. It can only deal non-lethal damage and the dust shaking from it on striking has chance of putting enemies to sleep. On a hit, the target must make a Wisdom save, DC 12, or fall asleep for a number of rounds equal to the weapon damage. On a critical hit, the DC increases to 15 and the duration increases to minutes. If the wielder has put someone to sleep with the Sandman since their last long rest, their dreams will be more pleasant that night. Sleeping creatures can be roused as an action and automatically wake up after taking damage.)

2000

200

Profane and Profound

0872

Sandstorm Parasol (This beige parasol can be unfurled and twirled to change the weather. Activating this parasol as an action removes any chance of normal precipitation, makes it 10 degrees warmer, and increases the wind speed by two categories in the surrounding mile when outdoors. The combination of these factors may kick up a dust or sandstorm in already dry conditions. Each ten minutes of use after the first total hour each day has a 1 in 6 chance of leaving the parasol in tatters. Using the Sandstorm Parasol indoors raises the temperature of a 60 ft. radius by 10 degrees, creates a warm breeze, and drops the humidity drastically. The wearer is not harmed or bothered by these weather changes. Each opening of the parasol counts for a minimum of ten minutes of use, even if it is used for less.)

6000

600

Arcane Arsenal

0873

Save Bonus +1 Armor (Armor with this enchantment confers a +1 bonus to one save, chosen during the enchanting process, and often has a small trinket: A salt crystal for constitution, a sealed phial of ink for intelligence, or a polished pearl for charisma.)

250

25

Gear Up

0874

Save Bonus +2 Armor (This enchantment confers a +2 bonus to one save chosen during ensorcelling. Trinkets on this armor might include: a stiff piece of yew wood for strength, a fox paw for dexterity, or glass owl eye for wisdom.)

2500

250

Gear Up

0875

Scab Powder (Scab Powder is held in a waxed handkerchief: the diseased scabs of some unfortunate victim. Open the tiny bundle and blow the power into a victim’s open wounds or mucus membranes to expose them to the disease. Alternatively, if the disease can infect through ingestion or contact, then the Scab Powder version can as well. Scab powder exists for all non-magical diseases and has the same save DC and onset time. Particularly rare or deadly diseases may be harder to collect scabs from and could cost significantly more.)

200

20

Save Vs. Disease

0876

Scab Powder, Virulent (Mad alchemists or apocalyptic wizards have taken cultures of prime specimens of disease. Kiln-fired clay seals are used to hold Virulent Scab Powder in a small metal shaker jar. Popping off the cap and squeezing the thin metal canister shoots out a puff of diseased smoke. Getting the powder on open wounds or into mucus membranes exposes the victim to a potent disease. Alternatively, if the disease can be spread by ingestion or contact, then the scab powder can as well. The disease functions as its normal variant except that it makes damage rolls with advantage, has its save DC increased by 4, and its onset time is reduced to 1/10th its normal time. Many a dead chemist has been found attempting to perfect even more potent disease powders. A single canister holds up to three doses of the disease chosen as the time of creation.)

1000

100

Save Vs. Disease

0877

Scarlet and Blue Ioun Stone (Split in two halves, this red and blue diamond rotates about its center randomly while floating just over the wearer's left shoulder. It is activated by the user grabbing the two halves and twisting them a half turn until they align again. The wearer gets a +2 bonus to their Intelligence.)

9000

900

Arcane Arsenal

0878

Scholar's Spectacles (These thick rimmed glasses sit heavily upon their wearer’s face, constantly drooping to the end of their nose. Scholar’s Spectacles grant a +2 bonus to both intelligence and wisdom. In addition, the wearer need only spend half as much time copying spells, writing scrolls, translating languages, or learning new skills. The material and expense costs of those tasks do not change.)

7000

700

Gear Up

0879

Scholar's Spectacles, Master (Master Scholar’s Spectacles are half inch thick glasses set in golden rims. Also, small rods hold additional lens of to the side of the main lenses, allowing them to be swung into place for further magnification. The wearer gets a +4 bonus to both Intelligence and Wisdom. In addition, the wearer need only spend one quarter the normal time copying spells, scribing scrolls, translating written languages, or learning new skills from written texts.)

18000

1800

Gear Up

0880

Scintillating Shield (Shifting rainbow colors splay across the glossy surface of this +1 shield’s face. Three times each day, it can be used to summon a 10 ft x 10 ft plane of force within 10 ft. of the wearer. The barrier lasts for 1 minute and calling it forth is a free action. The plane of force molds around fixed objects but cannot be placed where it would intersect with moving creatures or objects.)

6000

600

Charged

0881

Scouting Wand (A scouting wand is fletched arrow now missing its head but etched with an elaborate compass motif. Throwing the wand into the sky, causes it to take flight and allow the thrower to see, from a bird's eye view, a six mile radius circle centered up to ten miles away. After five minutes, or after the thrower recalls it, the wand returns. The wand can be used this way twice each day.)

500

50

Charged

0882

Sea Sponge (This small nub of porous sea creature can be used as the focus of a spell that transforms a nonliving target. If the sponge is dry, the hardness of the resulting transformation has its hardness increased by 1, or if the sponge is wet decreased by 1, for the duration of the effect.)

25

2.5

Exposed to the Elements

0883

Seeking Weapon (When applied to ranged or reach weapons, a Seeking weapon will cause a weapon's attacks to curve around obstacles and corners to hit a target's vital points. Cover and corners are ignored, but the wielder must still have line of sight or a known location of an enemy to target them. On a miss with any Seeking weapon that is less than 5 under the target's AC, the weapon does its minimum damage instead. Seeking weapons have an increased critical range of +2.)

40000

4000

Arcane Arsenal

0884

Seer's Crystal Ball (A Seer’s Crystal Ball is a solid hemisphere of glass one foot across set in a silver tripod. Gazing into it, a user can see a bird eye view of a 5 mile radius area. This view can be centered on any point the user has previously stood up to 100 miles away. The crystal ball can be used freely in minimum increments of 1 minute for the first 10 minutes each day, but each minute after that requires a Wisdom saving throw against the number of minutes already spent using the crystal ball that day. On a failure, the user gets vertigo and spends the next minute vomiting. Additionally, any vision based spells cast using the ball as a focus have their range doubled. Any rolls for those spells are rolled with advantage.)

60000

6000

Profane and Profound

0885

Segmented Weapon (Segmented weapons utilize superior crafting techniques to break a weapon into segments and join them with flexible material. This flexibility allows them to be extended or stretched. Melee weapons gain five more feet of reach while ranged weapons take advantage of higher tension and leverage to double their range. When a segmented weapon is extended in this way, its attacks take a -2 penalty. Segmented weapons are also easier to break when extended doubling the damage they take.)

300

30

Arcane Arsenal

0886

Serrated Weapon (Ragged channels of sharp protrusions line a serrated weapon so that it leaves a bloodier wound. When a serrated weapon rolls maximum damage on its damage die, it also inflicts bleed 1.)

350

35

Profane and Profound

0887

Shadefern (This naturalistic leather armor made of fern fronds can do one of two effects, up to a total of six times each day: create areas of wispy undergrowth providing concealment or grow areas of thick ferns and plants granting cover. Both effects cover a 30 ft. radius and can be centered on any point up to 120 ft. away. The effects last if the wearer maintains concentration, or up to a minute, whichever is longer.)

750

75

Arcane Arsenal

0888

Shadow Ink Armor (Dark, inky shadow-creatures enslaved by Void Lords in the Plane of Shadow mine this blackish-brown, flowing metal. Smelted with material plane iron to form stable metal, shadow ink draws darkness to itself. Shadow ink armor confers advantage on stealth checks to its wearer, they may cast darkness 3/day, and they can perform up to 150 ft of Shadow Jumping each day, divided as the wearer chooses. A Shadow Jump is a Dimension Door effect but only from one shadow to another.)

5000

500

Fantasy Foundry

0889

Shadow Ink Weapon (Dark, inky shadow creatures enslaved by Void Lords in the Plane of Shadow mine this blackish-brown, flowing metal. Its sale to outside planes makes these lords rich and fuels their dark machinations. Smelted with material plane iron to form a workable metal, shadow ink draws darkness to itself. The wielder of a shadow ink weapon gains advantage on stealth checks and attacks made with advantage deal an extra 1d8 necrotic damage. Alternatively, the interaction of this metal with the Plane of Shadow lets the wielder stab the shadows of an adjacent enemy, dealing 2d8 necrotic damage. A shadow ink can only attack shadows in well-lit areas, but it is unavoidable.)

8000

800

Fantasy Foundry

0890

Shadow Mirror (Void Lords of the shadow dimension would often commission these weapons for their trusted assassins in order to kill targets that might otherwise be too well armed. A Shadow Mirror is a completely black +1 shortsword; no light is reflected by it. By cursing at an armed foe within reach, this weapon covers the wielder with an illusory shadow copy of the target. If the marked foe attacks while within reach, the Shadow Mirror illusion lashes out. This grants the wielder one free attack of opportunity, at half damage, for each attack that the enemy makes.)

8000

800

Profane and Profound

0891

Shadowslick (When living material brought to the shadow plane rots and ferments, it turns into this oily goop. Used on the material plane, the oil stains whatever it is rubbed into, concealing them in dimly lit areas. The oil is odorless until exposed to bright light where it burns away to leave a green-black stain that smells strongly of mildew. The smoke from an ounce of Shadowslick is thick and provides total concealment in a ten foot cube for 1 minute. Additionally, if used in conjunction with an illusion spell, the oil gives substance to the illusion, increasing its save DC by 1, but an illusion improved in this way will be dispelled if touched by sunlight. There are four ounces of Shadowslick in one vial, enough to cover four small objects or one medium object.)

250

25

Profane and Profound

0892

Sharpening Scabbard (What at first appears to be a simple loop of leather, will actually resize itself, once touched, to fit as a scabbard for its owner’s weapon. Any weapon drawn forth from this scabbard will see itself sharpened and made much more dangerous. Such a weapon increases its critical threat range by 4 points, granting a normal weapon a critical hit on a 16-20 for example. This bonus threat range decreases by 1 point after each critical hit, until eventually it returns to 0. The scabbard can only sharpen a weapon three times each day. A Sharpening Scabbard can even fit improvised or unusual weapons, but nothing larger than what the wearer can wield in two hands.)

20000

2000

Charged

0893

Shattering Armor (Armor with this enchantment is spider-webbed with a great deal of cracks. After being hit, the armor retorts with a 15 ft. cone of nearly translucent shards, aimed towards the attacker, for 1d6 force damage. Once triggered, this ability cannot will not activate again until the start of the wearer’s next turn.)

3000

300

Arcane Arsenal

0894

Shattering Weapon (Once the enchanting is complete, deep cracks spider web throughout a Shattering weapon. When a Shattering weapon hits, it showers the area with damaging shards in a 15ft cone for force, originating from the targeted creature away from the wielder of this weapon, dealing damage equal to the weapon’s damage. The weapon is not harmed from the constant shattering, the shards are force blasts glamored to appear as shards of the weapon. Once activated, the enchantment will not trigger again until the start of the wielder’s next turn.)

3000

300

Arcane Arsenal

0895

Shatterspike (A war-pick that is reinforced with thick metal along its wooden haft and is adorned with a symbol of a crumbled keep surrounded by shattered swords. The Shatterspike acts as a +1 war-pick, a versatile piercing weapon that deals the same damage as a club in one hand or as a mace in two hands. It vibrates violently when it strikes inanimate objects, dealing quadruple damage to non-magic objects or double damage to magic objects. Once each day, the vibrations can be focused in an attack to shatter a piece of equipment on a struck foe. That foe must make a Dexterity save, DC 15, or have that item broken. Magic items grant advantage on that saving throw.)

5000

500

Arcane Arsenal

0896

Shield Maw (A nasty, boar-toothed, ragged beast-mouth juts from this +1 shield. The shield has a mind of its own and will lunge out to bite at anything that draws near. The shield gets one reaction at the beginning of its wielders turn. It uses its reaction to bite at the first creature to come within 5 ft of its wielder, enemy or ally. It attacks at +6, dealing 2d6+3 piercing damage on a hit.)

4000

400

Save Vs. Disease

0897

Shifter's Plate (The Shifter’s Plate is +1 plate mail of sculpted verdigris in the shape of thorns, vines, and animals. The plate mail adapts to fit its wearer’s form, conferring its armor bonus and magic effects no matter the shape of its wearer. Upon shifting forms, the wearer regains 1d6 hit points.)

6000

600

Profane and Profound

0898

Shifting Weapon (Green patina representing thorns, vines, and animals is etched across the copper plating of a Shifting weapon. Shifting weapons meld into their master's new form, coating their natural weapons with copper patina. Any magical or alchemical bonuses granted to this attuned weapon continue to apply to one of the new form’s natural weapons, chosen at the time of the change. If the damage die of the Shifting Weapon is larger than the damage die of the natural weapon, increase the weapon damage die size of the natural weapon by one.)

1250

125

Profane and Profound

0899

Shocking Armor (Occasional sparks arc across the armor’s surface. Attackers within 60 ft. that hit the wearer are struck by a bolt of electricity a moment after the air between them and the armor ionizes, dealing 1d10 damage. If the armor is something conductive, all creatures touching that conductive surface or volume within 30 ft. of the armor take 1 electricity damage at the start of each of their turns or if they come in contact with it for the first time on their turn. This effect includes the wearer if the conductive material is touching both the surface of the armor and an unprotected portion of their body, such as when submerged in water.)

8000

800

Exposed to the Elements

0900

Shrinking Boat (The Shrinking Boat is a scale replica of a boat, reduced to the size of a large backpack and weighing 50 pounds. With a command word, the boat grows to its full size, given enough space to accommodate it. The base Shrinking Boat is only a six person rowboat complete with oars and small anchor; however, larger ships are possible but cost more. A river barge costs 150000, a small galley 20000, a large galley 40000, a sailboat 50000, and a galleon 100000. It is rumored that a shrinking Astral Ship exists, and even shrinks its passengers down to miniature size as well, but it has never been recorded.)

7500

750

Gear Up

0901

Shrinking Forge (This tiny forge is shrunk down to doll-size, allowing it to fit in a large bag or backpack. It can hold a whole set of blacksmithing tools, an anvil, up to 100 pounds of metal, and a few hours worth of fuel along with it when it shrinks. It always weighs 50 pounds when shrunk down, no matter how many tools, how much fuel, nor what amount of metal it carries with it. When grown to full size, it needs a full 20 foot cube of space to unfold. The forge has all the tools one might need for blacksmithing, forging, smelting, and metalwork.)

1500

150

Gear Up

0902

Siege Engineer's Survey (This staff mounted viewing glass has precise angles and measurements carved into its elaborate bronze mounting gears. If the user spends a full minute surveying a structure within 500 ft. and then captains a piece of siege equipment, that siege equipment has advantage on both its attack and damage rolls against the surveyed structure. In addition, using the viewing glass to sight previous attack from the siege weapon grants double the usual bonuses to an attack from repeated misses with a siege weapon.)

9000

900

Arcane Arsenal

0903

Siege in a Bottle (A bottle containing an elaborate scene of tiny miniatures, mid-siege, can be smashed to conjure a working siege camp. In the space around where the bottle is broken, the miniatures grow to full size, absorbing the broken glass and pieces. The camp contains all the lumber, tools, instructions, and materials needed to create siege equipment: 6 mantlets, a capped ram, 1 60-foot siege tower, 200 feet of ladders, 2 catapults, 3 ballistae, 1 trebuchet, and dig 300 feet of sapper tunnels through dirt or stone. A trio of thirty foot by twenty feet rectangular, treated pavilions serve as excellent cover from the elements and missile fire. The equipment made with using a Siege in a Bottle are treated as +2 weapons and deal an additional 2 damage per die to structures. They also have twice as many hit points and +2 armor class.)

6000

600

Arcane Arsenal

0904

Siltblade (A simple masterwork scimitar with an elaborate gold handle that carries a dry air about it. Swings of the blade scatter pinches of sand when it rolls maximum damage, blinding the target. The target remains blind until an action is spent wiping their eyes.)

1500

150

Profane and Profound

0905

Silver Armor (Tiny silver rods the size of sewing needles dot this armor, tracing out the major arteries of a humanoid figure. They pull magic away from sensitive organs and body parts. Silver armor reduces targeted magic damage taken by 4 and reduce the duration of hostile spells by ½.)

900

90

Fantasy Foundry

0906

Silver Weapon (Silver weapons are of moderate effectiveness for channeling magical energies, but hold edges poorly. Silver weapons deal 1 less damage. Any damaging spells cast through a silver weapon used as a focus deal an extra 2 damage.)

900

90

Fantasy Foundry

0907

Silvered Studded Leather (The gauntlets of this +1 studded leather armor constantly sheds a fine silver dust that is worthless except for its ability to be slung up to 15 ft. as an action. Treated as a ranged attack, the thrown dust ignores natural and non-magical armor bonuses. On a hit, any shapeshifter struck by the dust must make a DC 15 constitution save or revert to their natural form and be unable to shapeshift for a number of rounds equal to the radiant damage they take, minimum 1. Creatures susceptible to silver take 1d4+1 radiant damage from the attack. Once struck by this dust once, creatures’ allergic reactions to the dust will be subdued, leaving them immune to its effects until they complete a long rest.)

1500

150

Arcane Arsenal

0908

Siren's Lyre (Played softly as a move action, this four stringed lyre produces a soothing tone, like a mother cooing to a newborn or a lover humming to a paramour. The Siren’s Lyre produces a charming effect on enemies that hear it. Enemies within 300 feet must make a Wisdom save, DC 14, or spend their move action a to move as close as safely possible to the lyre. They may attempt a new save against the effect at the end of each of their turn. A creature that makes its save is immune to the Siren’s Lyre for an hour. The lyre may cast Hold Person or Hold Monster on a creature affected by its song up to three times between each long rest. The lyre grants advantage on performance checks to earn money.)

9000

900

Profane and Profound

0909

Sizing Armor (The armor or shield with this enchantment will magically resize itself to fit the bodies of creatures up to two sizes larger or smaller than the original size of the equipment. The resizing takes 1 minute for each size category it must change. When not worn, it returns to its normal size over the course of a few hours. Creatures of roughly similar body type as the original creature will be accommodated, but extra limbs or radically different body shapes will not be accommodated.)

250

25

Arcane Arsenal

0910

Sizing Weapon (Sizing weapons are enchanted with a simple transmutation charm that allows them to resize to the hand of any wielder between up to two sizes larger or smaller than the original size it was crafted for.)

100

10

Arcane Arsenal

0911

Sizing, Greater Armor (Greater Sizing enchanted armor will reform itself to fit the body of any creature within four size categories of the original armor, including outlandish or awkwardly shaped creatures. The resizing takes 1 round for each size category it must change, this wait time doubling for radical body type changes. The armor stays at this size and shape until a new creature touches it to resize it while it is not being worn.)

1000

100

Arcane Arsenal

0912

Sizing, Greater Weapon (Greater sizing weapons have a resizing charm like their lesser cousins, but can also use the transmutation effect offensively. The enchantment allows the wielder to increase the size of the weapon to a larger size to increase its damage in the middle of a fight. Greater Sizing weapons can be commanded to increase in size, going up one weapon damage die size and increasing the weapons reach by five feet or doubling its range while imposing disadvantage on attack rolls. Growing the weapon more than one size larger than the wielder's size category makes the weapon too large to wield. Shrinking the weapon decreases weapon damage die size but also makes it easier to hide, granting advantage on misdirection. A Greater Sizing weapon can shift to accommodate wielders up to four sizes larger or smaller than the original wielder.)

1000

100

Arcane Arsenal

0913

Skilled Weapon (Designed with some skill use in mind, a Skilled weapon is either magically or mechanically enhanced to improve the use of that skill. The weapon offers a +1 bonus to that skill.)

250

25

Gear Up

0914

Skilled, Greater Weapon (A Greater Skilled weapon offers a +2 bonus to the skill that it was designed to aid. The skill bonus type manifests more visibly upon the weapon: it is perpetually coated in blood to aid in intimidate checks, has loops or attachments to aid in climbing, has tool compartments to aid in lockpicking, or other modifications.)

2500

250

Gear Up

0915

Slaad Tooth Amulet (A single, large yellowed tooth hangs from a twisted scrap of leather cord. It shimmers with a faint, nauseating rainbow of colors. If your Intelligence is less than 15, your intelligence becomes a 15. If it is 15 or higher, whenever you roll a critical on a spell attack, you may cast a cantrip as a bonus action.)

400

40

Gear Up

0916

Slaver Whip (This beast-toothed, barbed whip deals damage as a +1 dagger but with a reach of 15ft. and a minimum range of 10 ft. Three times each day, barking a command during an attack will force the defending creature to make a WIS save, DC 12, or obey. This functions as the Command spell. On rolling maximum damage, the save DC increases to 15 and the duration increases to 2 rounds.)

3000

300

Charged

0917

Sleep Arrow (A dull silver arrowhead on a shaft fletched with down, these arrows deal non-lethal damage and poof into a cloud of downy feathers. Any creature struck must make a WIS save, DC 12 or fall asleep for 1d6 minutes. On maximum damage, the DC increases to 20 and the duration increases to hours.)

250

25

Gear Up

0918

Slippers of Spider Climbing (Sticky, silken stockings hold fast to any surface they touch. The wearer of the Slippers of Spider Climbing may move at their base land speed along the walls, ceilings, or other surfaces, so long as they are not wet or otherwise too slippery or icy that a spider could not climb them. The stockings will not fit over armored boots.)

400

40

Gear Up

0919

Smoke Bomb (Sandy, soft clay absorbs the impact of tossing this lit smoke bomb. Dark grey smoke obscures a 20 foot cube. The smoke dissipates in 5 minutes or in the presence of a strong wind. A moderate wind is only strong enough to move the smoke cloud.)

150

15

Gear Up

0920

Smoke Bomb, Crude (Crude smoke bombs are clay jars with a knotted rope fuse. Lit and tossed, the soft, 3 inch, clay sphere pours out smoke, creating a 10 foot cube of thick grey smoke. The cloud offers concealment but will be moved by a light wind or dispersed by a moderate or stronger wind. The smoke bomb’s cloud dissipates on its own in 1 minute.)

75

7.5

Gear Up

0921

Smoke Bomb, Refined (Ashy, black-grey smoke pours out of this bomb after it is lit. In a single round, the Refined Smoke Bomb billows out a 50 foot cube. The smoke dissipates in half an hour or in the presence of a very strong wind. The specially treated smoke is too heavy to be moved by any wind weaker than a strong wind. The smoke itself grants total concealment.)

350

35

Gear Up

0922

Smoke Bomb, Shadow-stuff (Black, noxious smoke pours out of this smoke bomb doped with Shadowslick. It contained in a black, clay cylinder that explodes in a puff of smoke moments after it is lit. The dark smoke covers a 20-foot cube and provides concealment and a Darkness effect that both last for 5 minutes before the cloud dissipates. Any shadow or illusion spell cast from within, into, or through the cloud is made partially real, imposing disadvantage on saves against their effects. A moderate wind will blow away the smoke in 1d6 rounds and sunlight will cancel the Darkness effect in 1d4 rounds, including its empowerment of illusion spells.)

350

35

Arcane Arsenal

0923

Smoke Djinn's Bottle (A Smoke Djinn’s Bottle is a bronze incense lamp and appears indistinguishable from a Genie’s Lamp. However, when this lamp is opened, air is pulled through its body and smoke pours forth from its mouth. The smoke fills a 10 ft. cube with smoke each round, or less if the top is partially closed to limit the airflow. The cubes of smoke move with the surrounding air-flow but are not dispersed except by winds at least as strong as a severe wind. In still areas, the smoke cloud instead increases in radius by 5 ft. every other round until reaching 30 ft across. The heavily spiced smoke provides concealment against targets less than 10 ft away and total concealment against any targets further than that. Cinnamon, cloves, and frankincense scents fill the smoke, obscuring scent-based detection as well. If the bottle is rubbed, the bronze lamp shakes and pours forth smoke for one minute, unable to be stoppered or blocked. Smoke from the bottle dissipates naturally after 5 minutes.)

6000

600

Exposed to the Elements

0924

Smoky Armor (Slightly charred and blackened, wafts of smoke drift off the armor. Three times each day, the armor can be dusted off with a vigorous swipe to call forth a smoke cloud. The cloud has a 10 ft radius and lasts for 10 rounds, or until a strong breeze dissipates it. Lesser air currents will slowly move the smoke cloud. The thick smoke provides concealment against creatures on the other side or within the smoke.)

1000

100

Fantasy Foundry

0925

Snake Oil (Standing alone, this bottle is a yellow tinted glass with a blank label about half full of a clear oil. Whether it is dumb luck or intent, the bottle often ends up in the company of other liquids, oils, and potions. While in such company, Snake Oil takes on the appearance and functionality of the majority of such bottles within 5 ft. If Snake Oil, while hiding, is identified, it will revert to its base form. There it provides +1 preventative bonus against contact poisons and diseases for one hour after rubbing it on skin. A bottle only holds one use.)

200

20

Fantasy Foundry

0926

Snake Venom (Pale yellow, cloudy syrup slides along the bottom of a small vial. Milked from poisonous snakes, this venom only works once it is in contact with an open wound. This can be done by splashing it in a cut or applying it to a weapon. The target must make a Constitution save, DC 13, or suffer 1d4 Dexterity damage as well as paralysis for that many rounds. On a successful save, the victim only takes half the Dexterity damage and is not paralyzed. Each vial contains four doses.)

50

5

Save Vs. Disease

0927

Snake Venom, Greater (Exotic snakes were collected, hunted, and farmed to produce a vial of this nasty toxin. A victim that gets it in an open wound must make a DC 15 Constitution save or take 2d4 Dexterity damage and be paralyzed for that many rounds. A successful save reduces the damage by half and negates the paralysis. A jar of Greater Snake Venom has four doses.)

250

25

Save Vs. Disease

0928

Snake Venom, Monstrous (The snakes of nightmares and cursed wastelands produce this faintly hissing amber liquid. A single vial holds four doses of the dangerously harvested toxin. Those struck with the venom must make a DC 16 Constitution save or take 4d4 Dexterity damage and be paralyzed for as many rounds. A successful save reduces the Dexterity damage by half and negates the paralysis.)

1250

125

Save Vs. Disease

0929

Snakestaff (A Snakestaff is a long wooden pole with a carved jade snake wrapped around its top, eyes gleaming with red glass. An attuned humanoid-snake that wields this staff gains an extra spell slot of the highest spell level they can cast. Any spellcaster wielding the Snakestaff may cast the following spells using an equivalent or higher spell: Comprehend Languages, Alter Self, and Hypnotic Pattern. Also, at a command by an attuned wielder, the Snakestaff transforms into a mundane, large python under the command of the wielder. If the snake dies, it returns to its staff form and cannot be called forth for a week. In snake form, it can be healed normally. Any wielder that can speak with snakes can access the staff's abilities while it is in snake form.)

3000

300

Arcane Arsenal

0930

Snakestaff, Great Viper (Like the Snakestaff, the Great Viper Snakestaff grants a bonus spell slot to attuned humanoid-snakes. This greater staff has a jade snake wrapped up and down the entirety of the staff, with the snake holding a large ruby in its mouth at the top. The spells that can be cast through this staff using an equivalent or higher spell are: Comprehend Languages, Alter Self, Hypnotic Pattern, and Stoneskin. The staff can transform into a mundane, huge constrictor snake, at a verbal command by the attuned wielder, and follows the verbal directions of the staff wielder. If the wielder can talk to snakes, they can access the staff's abilities even while it is in the form of a huge constrictor snake. If the snake dies, it returns to staff form and cannot be called forth for one week. In snake form, it can be healed normally.)

12500

1250

Arcane Arsenal

0931

Snakestaff, Monstrous (Bearing upon its jade rod a massive, frilled and exotic snake-like beast, the Monstrous Snakestaff is the peak form of serpentine foci. This staff grants any attuned humanoid-snake wielder a bonus spell slot of the highest and second highest spell levels they can cast. Also, the staff wielder can cast the following spells using an equivalent or higher spell: Comprehend Languages, Alter Self, Hypnotic Pattern, Stoneskin, Modify Memory, and Flesh to Stone. The staff itself can be commanded to turn into an ancient and monstrous snake as an action by an attuned wielder. The serpent is over sixty feet long, with dark black and gold scales lining its thick, muscular body. The terrible beast's maw is lined with razor sharp teeth, and when it moves, a thin coat of golden slime covers its scales. This snake is intelligent, but allied with its summoner. Any wielder that can speak to snakes can access the staff's abilities even while it is in snake form. If the serpent dies, it returns to staff form and cannot be called forth for one week. In snake form, it can be healed normally. HD 18 (160), G, AC 22, ATK (+10 Bite x2, Constrict*), DAM 3d6+7, 4d10+20. MOV 60/SWM 100/CLM 60. S 24 D 20 C 18 I 16 W 20 C 12 *If the Monstrous Serpent hits with a bite attack, it makes a free grapple check to grab the target with its body. Grappled enemies take constrict damage each round on the serpent's turn until they escape. Creatures that touch the Serpent's scales are exposed to a contact poison dealing 3d6 poison damage with a Constitution save, DC 15, for half damage. Attacks against the serpent by creatures susceptible to fear effects are made at a -1 penalty, no save.)

27000

2700

Arcane Arsenal

0932

Snaring Rope (Steel threads run through this thin silk rope. Snaring Rope is a 100 foot long living rope. It weighs only a few pounds and can be commanded to tie, knot, move, and hook itself as an animated rope, moving up to 30 feet each round. It can also be called on to entangle, bind, and immobilize a creature within 5 feet of itself. The snaring rope has an AC of 18, from both its toughness and agility, and the targeted creature must make a Dexterity save, DC 16, or be restrained. On subsequent rounds, the creature must make an opposed grapple check versus a +6 bonus at the beginning of each turn, or be immobilized and rendered helpless. A success by more than five or a successful opposed grapple check made as an action on their turn allows the creature to escape the Snaring Rope. The rope has 100 hit points. If it is reduced to 0 hit points, the rope falls to pieces and loses its magical properties. It can carry up to 500 pounds and drag five times that much, given a strong anchoring point to pull from.)

18000

1800

Charged

0933

Soda Ash (An object coated in this white-grey dust will take no damage from the next source of acid damage against it. It takes an action to apply it to an object. Soda Ash is sold in oiled canvas sacks containing ten uses.)

25

2.5

Exposed to the Elements

0934

Solar Hood (A Solar Hood grants its wearer some revitalizing benefits while in the sun. The blue-black hexagonal crystals covering the top and back of this shiny cloth hood heat up to a soothing warmth in the direct sun. The wearer of the hood regenerates one spell level worth of magical energy for each hour they spend in the sun. These spell levels can be used to recharge a single use of an equivalently powerful magic item, spell slot, or supernatural ability. Each spell level may instead be absorbed to gain 1d8+2 temporary hit points. Using the magical energies in the Solar Hood takes only a free action. The hood can only store up to four solar hours of energy at a time, and they degrade at a rate of one solar hour each day.)

4000

400

Charged

0935

Songbird in a Box (A tiny lead bird is chained to the inside of this box. Once opened, the bird will quietly listen carefully for the next minute, hopping at the end of its tiny chain. After that, scratching the underside of the bird’s neck causes it to repeat, exactly, the minute of sound that it listened to. If the box is shut and reopened, the bird will attempt to listen to a fresh minute of noise, losing its memory of the previous minute, unless its fine lead feathers are stroked gently upon opening.)

50

5

Gear Up

0936

Soul (The container may vary, but they are all marked with precious metal ink denoting the type and value of the soul contained within in an extraplanar language. Within the container is a caught mortal soul, usually from someone who sold it in an ill-advised contract, but not always. They make useful currency with extraplanar beings or the powerful magic creatures that deal with them, and are worth full price to such creatures. Unfortunately, they are not always equivalent to a fresh soul; one Soul is the equivalent of 2HD of the soul of a living creature. Often, these souls are used as temporary conduits or vessels for magic before being sold back on to the market. Credentialed souls or notorious souls could be worth much more, if their origins can be proven to a reputable soul dealer. Swallowing the fist sized ball of light wracks mortal bodies with pain but grants a +1d10 bonus to each statistic, rolled separately, for 24 hours. For each statistic increased by more than the user’s base modifier, they must make a Charisma save, DC 14, or take on a permanent random madness from the consumed soul.)

5000

500

Profane and Profound

0937

Soul Reaver (The Soul Reaver is a +3 black-bladed scythe with a bone-white, wooden handle. The Soul Reaver deals its weapon damage as both necrotic and slashing damage. Upon killing a living enemy, the Reaver captures their soul. Each soul held by the scythe provides a +1 bonus to weapon damage, up to a maximum of 7 souls. After a soul has been trapped in the Reaver for a week, the soul is consumed and disintegrates. When the Reaver is engorged with all 7 souls, additional souls it would absorb are consumed immediately, giving the wielder 5 temporary hit points. On a critical hit, the enemy must make a CON save, DC 13, or die. Tiny copies of the trapped souls float about the blade of the scythe. Good creatures that wield this weapon take 1d8 necrotic damage, no save, for each attack they make. Taking souls with this weapon, even once, will put the user at odds with Death, who will track how many souls were stolen from him.)

50000

5000

Bound

0938

Sparkling Core Wand (Stolen from the soul of a creature native to an elemental plane, this wand’s core gives off intermittent sparks of its chosen elemental nature. When a spell that deals elemental damage is cast through this wand, a bundle of sparks follows the path of the spell. These sparks deal 1 damage of the Sparkling Core Wand’s type per spell level of the spell on the start of the wielder’s next turn as the sparks detonate after a short delay. If the spell and the wand are of the same element, the extra damage is dealt even if the creature successfully saves or the spell misses.)

4000

400

Exposed to the Elements

0939

Speed Weapon (With a handle adorned with snake scales, rabbit fur, or cheetah hide, a weapon of speed moves with incredible speed. To an attuned wielder, the weapon grants haste while it is held.)

20000

2000

Gear Up

0940

Spell Blade Weapon (Enchanting a weapon as a spell blade requires it to be intricately engraved with alchemical salts, leaving glowing white lines running up and down the weapon. When in the hands of a spellcaster, the outer runes offer numerous effects. A caster can hold up to three touch spells in the weapon at a time, and can release any number of them on a successful hit. Those touch spells deal an additional 2 damage per die or have +3 to their save DC if they deal no damage. A Spellblade gains +1 to attack and damage for each spell level stored in the blade, with a maximum of twice the magic bonus on the weapon. The damage bonus does not build from spell levels from spells released in the attack.)

20000

2000

Arcane Arsenal

0941

Spell Blade Weapon (Enchanting a weapon as a Spell Blade requires it to be intricately engraved with alchemical salts, leaving glowing white lines running up and down the weapon. When in the hands of a spellcaster, the outer runes offer numerous effects. A caster can hold up to three touch spells in the weapon at a time, and can release any number of them on a successful hit. Those touch spells deal an additional 2 damage per die or have +3 to their save DC if they deal no damage. A Spellblade gains +1 to attack and damage for each spell level stored in the blade, with a maximum number of spell levels equal to twice the magic bonus of the enchanted weapon. Spells expended on a hit do not provide the damage bonus.)

20000

2000

Arcane Arsenal

0942

Spell Clicker (A simple metal box, the Spell Clicker clicks more loudly and frequently the more magical auras and effects are near. The intensity and frequency of its clicks scale inversely with the distance from these magical effects.)

500

50

Gear Up

0943

Spell Lancet (A dull, gray dagger with a simple, peeling, leather-bound handle. To a true-seeing or detect magic, the blade is surrounded by a razor sharp, invisible pocket of psychic magic. This weapon strikes as a +1 dagger. If it hits a foe with spellcasting, spell-like abilities, or ongoing magic effects, the dagger will steal a number of spell levels worth of magic equal to the damage dealt instead of doing hit point damage. The Spell Lancet drains the least powerful abilities and effects first, but it may fail to take any spell levels if the next highest spell slot or magic effect is large compared to its remaining spell level drain. The stolen spell levels are stored in the lancet, to the used by the wielder to restore previously cast spells. When stealing a curse, the target receives a new save against the effect and on a success, the curse is consumed by the Spell Lancet. On a failure, the lancet ignores the curse and tries to steal a different spell instead. The maximum spell level storage in the blade is three times the magical bonus on the blade. Against those without any magic, the spell lancet does 1d4 psychic damage and stores one spell level.)

7500

750

Save Vs. Disease

0944

Spell Mites (Specially bred and treated fleas infest this leaded handkerchief. When given the command of “Feast” in whatever language its creator chose, the Spell Mites will leap out from the cloth the next time it lands on a solid surface. They will infest all creatures within 10’ of where the leaded handkerchief strikes. The leaded weights on its corners can be treated like a sap or sling stone to be thrown or struck with. Creatures that are infested by Spell Mites are forced to make concentration checks at disadvantage whenever they attempt to cast a spell or maintain concentration on a magical effect. If they fail one of these concentration checks, the mites eat the spell, cancel it, and deal 1 damage per spell level to the caster. When they bite down to attach, they cast Arcane Lock to maintain their hold and are only able to be removed with a suitable spell or by dunking them in expensive iced wine costing at least 100 gp. They are immune to magical damage and the owner would need to take 30 damage to rip them out or kill them all, due to how deep they are embedded.)

1500

150

Save Vs. Disease

0945

Spell Storing (Silver ink sigils cover the right forearm of a Spell Storing armor or they cover the inside face of a Spell Storing shield. The wearer can store up to 7 spell levels in this armor or shield to be used to replenish spells or spell-like abilities. Storing a spell or spell equivalent is as simple as casting the spell into the armor. Restoring a spell by expending the stored spell levels is a free action. Extra spell levels above the maximum are dispersed uselessly into the surrounding environment, randomly causing a prestidigitation type effect.)

12500

1250

Arcane Arsenal

0946

Spell Storing, Greater Armor (Deep, silver runes cover the right forearm of Greater Spell Storing armor or the inside face of a shield. The wearer can store up to 20 levels of spells in these runes that can be recalled later to replenish an expended spell slot, spell, or spell-like ability. Storing a spell in the armor counts as casting the spell, but can be done as a move action. Expending stored spell levels to restore spell energies is a free action. Spell levels above the normal maximum can be stored in the enchantment, but magical feedback from the runes deals damage to the wearer when those excess spell levels are retrieved. The magical feedback burns the wearer for damage equal to the spell level of the spell slot or ability being restored, multiplied by the number of excess spell levels stored in the armor.)

40000

4000

Arcane Arsenal

0947

Spell Storing, Lesser Armor (A few, sloppy silver runes are scrawled into the right forearm of Lesser Spell Storing armor or the inside face of a Lesser Spell Storing shield. The wearer can store up to 3 levels of spells in these runes that can be recalled later to replenish an expended spell slot, spell, or spell-like ability. The wearer may store a spell in the armor by casting it into the armor, but any extra spell levels over the limit are dispersed uselessly into the ambient magic of the world. Using spell levels from the armor to restore spell energies is a free action.)

4000

400

Arcane Arsenal

0948

Spellguard Shield (This small +1 steel shield is a bulwark against spells. It has a faint glimmer that extends up to three feet beyond its small steel profile. By using the faintly outlined, immaterial tower shield surrounding the small steel shield as cover, the wielder gets a +2 on saves versus magic. The wielder can use their reaction to extend this bonus to another creature within 5ft, extending some portion of the glimmering outline to that creature, as well as some portion of the +2 bonus.)

2500

250

Charged

0949

Spellsuck (Black Walnut wood is carved into an oblong club with many small, sucker-like mouths. Once enchanted, a Spellsuck becomes floppy and oozes a thick, clear slime. When this club hits, attacking as a +3 weapon, one of these mouths latches on momentarily, draining up to 2d4 spell levels. These stolen spell levels steal the weakest magic first, from among prepared spells, spell-like abilities, and ongoing magic spells. The Spellsuck can store up to 15 spell levels, growing larger with each stored level. For every three stored spell levels, the Spellsuck gets -1 attack, +2 damage, and +1 spell levels stolen. These spell levels can be used to restore the wielder’s spells and spell-like abilities.)

20000

2000

Save Vs. Disease

0950

Spice Bomb (Dried pepper powder contained in this red pouch will poof out into a large red cloud on hitting a hard surface. Those in the 30’ cloud at the beginning of their turn, must save, DC 11 CON, or take 1d6 nonlethal damage. Anyone who enters or is within the cloud has disadvantage on perception checks for 1 minute, no save, or until they can pour milk in their eyes and face. A Spice Bomb’s cloud persists for five minutes or until dispersed by a strong wind.)

100

10

Fantasy Foundry

0951

Spider Cloak (Delicate, white, nearly invisible threads are woven into the beautifully symmetrical spider-web patterns of the Spider Cloak. Draped about the shoulders, the cloak is so light it hardly feels as if one is wearing it at all. The wearer of the cloak is immune to all poisons and webs of spiders and their closely related monstrous cousins. Additionally, the wearer can speak with spiders as Speak with Animals and spiders have a naturally friendly or helpful disposition towards the wearer. With a wave of the cloak, the wearer can cast Web as an action, at will. They may use this ability to instead attach a silken thread to a solid surface within 120 feet as a free action. Wearing the Spider Cloak grants the wearer an astounding understanding of rope and thread; they gain a climb speed of 60 ft on ropes and webs, have advantage on checks related to ropes, and treat a fall as 50 ft shorter if they are holding an anchored rope or web.)

15000

1500

Charged

0952

Spider Mule (Copper spider legs extend out from a flat platform. The Spider Mule can carry up to 1 ton of bags, boxes, and items on its nested hooks and shelves while moving at its full speed of 30 ft/round. It follows basic instructions: follow, come, go (in a direct path to the spot pointed at), and stay. The longer they function, the more they begin to take on small behavioral quirks: following too closely, needing extra prodding to go near water, fetching anything the owner drops, curling up next to their owner at night, etc.)

7500

750

Charged

0953

Spider Venom (Spider Venom is a liquid resembling spit that performs a similar digestive function in any creature that it gets into. The venom must be applied to an open wound, which is usually accomplished by doping a weapon with one of the four doses in this vial. Spider Venom deals 2d4 poison damage and 1d4 Strength damage initially, with a DC 13 Constitution save for half damage. Each round after, the poison continues to digest their insides, dealing an additional 2d4 poison damage, with a Constitution save for half damage. If maximum poison damage is rolled, the ongoing poison damage also deals 1 Strength damage. After two successful saves against the poison or after five rounds, the venom is neutralized.)

100

10

Save Vs. Disease

0954

Spider Venom, Greater (This highly potent digestive venom dissolves muscle and organ once inside a creature’s wounds. It deals 2d6 poison + 2d4 Strength damage initially, with a DC 15 Constitution save reducing this damage by half. For the next five rounds Greater Spider Venom deals 2d6 ongoing poison at the beginning of its victims turn. Each turn, the victim makes a new save, with successes reducing the damage by half. If doubles are rolled for the ongoing poison damage, the afflicted takes 1 STR damage. After two successful saves, the poison is neutralized. There are four doses of poison in each vial.)

500

50

Save Vs. Disease

0955

Spider Venom, Monstrous (The most horrible spider monstrosities from the deep depths and exotic hell-jungles create this poison in their fangs. Extracted by mad druids or supplied by even crazier spider ranchers in the underworld, this poison has a faint green tint to its otherwise transparent liquid. If it gets into an open wound, it deals 3d6 poison damage + 2d4 Strength damage, with a DC 16 Constitution save reducing this damage by half. For five rounds, the toxin deals 3d6 ongoing poison damage for 10 rounds at the beginning of the victim’s turn. Each turn, the victim makes a new save, with successes reducing the damage by half. If doubles are rolled among the damage dice, the poison deals 1 STR damage. Once two successful saves are made, the poison is nullified. There are four doses of poison in each vial.)

2500

250

Save Vs. Disease

0956

Spider's Rod (This hollow onyx tube is adorned with loose silk threads. Etched into these bands are indecipherable runes. Twisting these runes lets the wielder call forth a spider from the end of the black tube as a standard action. Adjusting these runes allows the wielder to control the size, type, and coloration of the spider. The spiders have the normal abilities of a poisonous, hunting, or burrowing spider of their size. Up to 5 HD worth of spiders(s) can be summoned forth from the Spider’s Rod as an action, with up to 15 HD total at any one time. Up to 10 HD of spiders can be summoned each day.These spiders are under the control of the holder of the rod. Upon death or a touch of the rod, these spiders disintegrate into a puff of silk threads. In addition to summoning spiders, if the wielder has any ability to turn, control, rebuke, or command creatures of a given type, that ability can also be used on spiders. The spiders obey the verbal commands of the wielder, given in a whispering, clicking language, and the wielder understands the responses of their spiders likewise.)

9000

900

Save Vs. Disease

0957

Spiked Armor (Spiked armor and shields deal an automatic 1d6 piercing damage each round to any creature that grapples with the wearer or restrains the wearer as these magical spikes align to stab those enemies.)

500

50

Gear Up

0958

Spined Shield (This +2 heavy wooden shield is adorned with a thick nest of porcupine spines. It functions as a spiked shield for bash attacks, dealing 1d8 damage, and as an action can fling a handful of spines at a foe within 30ft. The launched spines deal 1d6 piercing damage. Any attack with the shield requires that the target make a DEX save (DC 14) or have a few spines stuck in their skin, imposing a -1 to all rolls until an action is spent to pull them out. They deal 1 damage when pulled out unless a Heal check (DC 12) is made. The spines automatically regrow themselves as quickly as they are used. If plucked out or fallen, the spines rapidly deteriorate into 3-6 inch bits of limp twine.)

8000

800

Gear Up

0959

Spirit Weed (These broad, fuzzy leaves grow close to the ground and are harvested under moonlight, right when their white fuzz is the softest and most flexible. After curing, they retain some of the moonglow and have a faint shine. Smoking a pipeful of Spirit Weed allows one to see the recently deceased or lingering spirits and be able to say ten words to and hear ten words from each spirit before they disappear from the sight. The effect lasts for ten minutes. It has a minor risk of addiction, causing the addicted to become increasingly lethargic and paranoid, which smoking Spirit Weed only partially abates. -2 to initiative and charisma checks while addicted, with the penalties halved while under the influence of Spirit Weed.)

75

7.5

Save Vs. Disease

0960

Springwood Armor (Springwood is a springy, young wood preserved alchemically to stay permanently young and lively. When used in shields, the shield’s concave surface becomes springy. Set on the ground, a springwood shield can be used as a launching pad to add 20 ft to the leaper’s jumping distance. Their flexibility allows Springwood armor to ignore the first breakage the armor would suffer each day.)

200

20

Fantasy Foundry

0961

Springwood Weapon (Young willow saplings cut and magically preserved in holly-infused water becomes springwood. This flexible, ever-green wood makes for interesting hafted weapons. Used as part of a jump, a large, hafted springwood weapon vaults the wielder up to an extra 20ft. farther and up to 10 ft. higher. Springwood weapons’ flexibility makes them less likely to break, allowing them to ignore the first breakage each day.)

200

20

Fantasy Foundry

0962

Spy's True Face (White ceramic covers the users face in a blank humanoid mask. A Spy's True Face can store the likenesses, personality ticks, and dress of up to a dozen people the wearer interacts with, and allows the wearer to shift between them as a move action. The wearer then becomes physically indistinguishable from the original. This can be done quickly instead as a free action but the disguise leaves out a few minor details, necessitating a disguise check. Likenesses can be gleaned from as little as a momentary glance at the target's face and body. Accents, speech, and personality quirks are copied by hearing them speak as few as 10 different words. Basic physical and minor supernatural abilities are copied as well in this disguise, but must be seen being performed by the target to be stored with the likeness in the mask. Armors and worn items meld with this new form after shapeshifting, and are inactive. The wearer can store their own appearance by using a mirror to make it easier to access their worn items and equipment, otherwise it takes an action of concentration to return to their normal form and take off the mask.)

30000

3000

Arcane Arsenal

0963

Staff of Charming (A Staff of Charming is a purple-heartwood staff topped with bird of paradise feathers. This staff grants a bonus to charm spells cast using it as a focus. A creature that has been charmed by a spell cast through this staff must make a Wisdom save, DC equal to the spell's DC, or not view their previous mind-alteration with hostility. Instead, they will view it, at worst, as an unpleasant or annoying time-waste not worth aggression. The wielder can cast the following spells by using a spell of equivalent or higher level: Friends or Charm Person.)

2000

200

Arcane Arsenal

0964

Staff of Diplomacy (The Staff of Diplomacy is a well-worn, oak bough carved with elaborate calligraphy for the word “friend” in innumerable languages, some long dead. Any attuned creature that can speak more than five languages gains a bonus spell slot of the highest spell level they can cast while they wield this staff. A spellcaster can use this staff to cast the following spells using an equivalent or higher-level spell: Sanctuary, Detect Thoughts, and Tongues. Additionally, the wielder of this staff rolls Charisma checks to surrender, parley, or begin negotiations with advantage.)

5000

500

Arcane Arsenal

0965

Staff of Fear (Brown moss and knots of sharp thorns hang from this bent and gnarled dead-wood staff. A Staff of Fear grants a bonus to fear based spells, a creature that has been affected by a fear spell cast using the staff as a focus must make a Wisdom save, DC equal to the spell’s DC, or regard the staff holder as one step more favorably out of fearful aversion. This reaction change lasts for up to twice as long as the fear spell’s duration, continuing for one multiple of the spell’s duration after the fear effect ends. Other actions may change this as normal. Typical scales for this are hostile, unfriendly, indifferent, friendly, and helpful. The wielder may also cast the following spells using an equivalent or higher-level spell: Bane or Fear.)

3000

300

Arcane Arsenal

0966

Staff of Humanity (A leather grip adorns the middle of this stout oak staff, while iron caps on both ends make it easy to find purchase in rough ground for support. The Staff of Humanity grants a bonus spell slot of the highest spell level its attuned human wielder can cast and lets its user cast the following spells using an equivalent or higher level spell slot: Heroism, Mirror Image, Haste, and Mordenkainen's Faithful Hound. When the staff holder attempts to trade, haggle, or parley, the other party is considered one step friendlier for difficulty purposes. Random encounters rolls are weighted towards slightly less hostility.)

10000

1000

Profane and Profound

0967

Staff of Staves (This sleek wooden staff has inset, tumbled, quartz stones along its length. Over the course of five minutes, the staff can be used to recharge another magic item from its own energy stores. This recharges other charged items based on item value, up to 8,000 SP equivalent of magic items per day, divided amongst the various items as the user chooses but in minimum increments of a single charge or usage. A Staff of Staves only recharges while it remains attuned to a wielder, using their willpower to draw in ambient magical energies to fill the quartz gems with power. It recharges fully each day. {Alternatively, it gains 160 charges each day, with one charge able to recharge a common item, 10 for an uncommon item, or 100 for a rare item each day. It can only store 160 charges at one time.})

10000

1000

Exposed to the Elements

0968

Staff of Staves, Greater (This short copper staff is lined with a helical pattern of finely cut quartz gems. Over the course of five minutes, the staff can be used to recharge another magic item from its own energy stores. This recharges other charged items based on item value, up to 20,000 SP equivalent of magic items per day, divided amongst the various items as the user chooses but in minimum increments of a single charge or usage. A Greater Staff of Staves only recharges while it remains attuned to a wielder, using their willpower to draw in magical energies from the astral plane to fill the quartz gems with power. It recharges fully each day. {Alternatively, it gains 400 charges each day, with one charge able to recharge a common item, 10 for an uncommon item, or 100 for a rare item each day. It can only store 400 charges at one time.})

30000

3000

Exposed to the Elements

0969

Staff of Staves, Lesser (This rough wooden staff has rough quartz lodestones lashed to it with wire. Over the course of five minutes, the staff can be used to recharge another magic item from its own energy stores. This recharges other charged items based on item value, up to 5,000 SP equivalent of magic items per day, divided amongst the various items as the user chooses but in minimum increments of a single charge or usage. A Lesser Staff of Staves only recharges while it remains attuned to a wielder, using their willpower to draw in residual magical energies to fill the quartz gems with power. It recharges fully each day. {Alternatively, it gains 100 charges each day, with one charge able to recharge a common item, 10 for an uncommon item, or 100 for a rare item each day. It can only store 100 charges at one time.})

6000

600

Exposed to the Elements

0970

Staff of Striking (A thick oaken staff that gains a significant amount of weight in its ends when moved quickly. The Staff of Striking is a +1 quarterstaff, that has 6d6 bludgeoning damage it can distribute to its attacks each day. The damage can be added after the attack hits but before the attacker knows the result of their damage roll, with no more than 3d6 added to a single attack. Scoring a critical hit with the staff restores 2d6 of the bludgeoning damage bonus to the staff.)

4000

400

Charged

0971

Staff of the Tides (The Staff of the Tides is a pink and blue coral shaft, 5 ft. in length. An attuned merfolk, merrow, Kuo-toa, or sahuagin wielder gains a bonus spell slot of the highest spell level they can cast. Wielders of the staff can cast the following spells using an equivalent or higher level spell slot: Create or Destroy Water, Pass Without Trace, and Control Water. Additionally, when the wielder swims through water, water follows the staff, creating a current that pulls other creatures along. Creatures within 5 feet of the wielder’s movement through water must make a Strength check, DC 14, or be pulled 5 feet in the direction of the wielder’s movement. Willing creatures may instead spend their reaction to make a move action to swim in the wielder’s wake, moving up to their swim speed but no farther than the wielder moved. The wielder’s swim speed increases by 20 ft as long as they hold the Staff of Tides.)

7500

750

Exposed to the Elements

0972

Staghorn Helmet (Great horns sprout from the sides of this gnarled wooden helm after becoming attuned to its wearer or when after wearer completes a long rest. For a creature that can change forms, they may choose to keep the horns, which resize to fit the new form. Additionally, if the wearer has the horns of the Staghorn Helmet, the magic of the helm allows them to speak or communicate in all the forms their base form can. The horns provide a +2 bonus to charisma based skill checks and may be used as a weak natural weapon for whatever size form they take. If the wielder chooses, they may shed the horns to reroll any single roll.)

9000

900

Profane and Profound

0973

Stealthy (Stealthy armors are designed with well oiled joints, padded buckles, and other small changes such that they no longer impose disadvantage on stealth checks. Heavy armors cost twice as much to modify in this manner.)

1250

125

Gear Up

0974

Steam Pipe (This bronze tube, fixed inside a cradle of whirring gears and knobs, lets loose a constant trickle of warm steam. When its release valve is levered open, a strong blast of steam billows forth continuously, filling a 5 ft. cube with hot steam each round, expanding outward from the Steam Pipe. A creature that starts its turn in the steam or enters it for the first time on their turn takes 2d6 fire damage. The created steam cools rapidly, cooling to room temperature after 1 minute. The steam itself provides concealment against non-adjacent creatures and total concealment against any creature further than 20 ft. away.)

4000

400

Exposed to the Elements

0975

Steel Scarab (This +2 plate mail starts as a fist-sized, blue, steel beetle. If its head is pressed, the beetle explodes into iron bands and plates, covering the activator instantly with a full, sapphire-blue suit of +2 plate mail. The mail can be collapsed into its beetle form by pulling off the helmet while uttering the command word “Disrobe”. The Steel Scarab’s joints are so finely joined that they are waterproof. The helmet’s face plate can be closed, with the wearer sustained by an internal supply of oxygen and able to see thanks to magical crystal eyes on the outside of the helm.)

12500

1250

Charged

0976

Stinkbugs (This tightly sealed jar holds three, fat beetles. Shake them and then open the lid for an overpowering stink out to a 15’ radius. Creatures within that radius must make a DC 11 Constitution save or be afflicted with nausea for a turn, forcing disadvantage on all their rolls. Squeezing the beetles into a paste makes a more powerful odor out to 30’. The stronger odor requires a DC 13 Constitution save or the affected are nauseous for 1d4+1 rounds. The stink clouds last for 1 minute and each creature that starts its turn in the cloud must make a new save against the stink. Additional failures on the save while nauseous adds to the duration of the effect as well as forcing the affected to spend their action vomiting. Living stinkbugs can only produce enough concentrated odor for a cloud of stink once per day.)

50

5

Save Vs. Disease

0977

Stoic’s Slip (This fancy black dress cinches tight to the wearer’s body in a flattering way with more support than would be expected of the black, silky cloth. When the attuned wearer spends an action to attempt to end an ongoing mental effect, they can make a second save attempt at +0 with no penalties for failure. As a reaction, once per short rest, the wearer may subject themselves to a mind-affecting ability targeting an ally within sight to grant that ally advantage on their save. The wearer saves as normal against the effect.)

750

75

Arcane Arsenal

0978

Stone & Storm (This Gnome-designed two-sided weapon of a hammer and pick was forged by Dwarves and enchanted by Elves. The +2 hammer is named Stone and deals 1d6 bludgeoning damage, while the +2 pick is named Storm and deals 1d4 piercing damage and an extra 2d4 on a critical hit. This exotic weapon counts as wielding two light weapons for the purposes of two weapon fighting. Stone deals an extra 1d6 bludgeoning damage and stuns the foe for 1 round if the extra damage die is a 6, unless the creature succeeds on a Constitution save, DC 13. Storm deals an additional 1d6 lightning damage and 1d6 sonic damage in a 5 ft burst around the target, excluding the wielder.)

15000

1500

Profane and Profound

0979

Stone Mites (Stone Mites are a pack of dormant rockfish, a misnomer that describes these fist-sized silverfish. They appear as a bag of rocks and when thrown against a hard surface or agitated, unfurl in a rage. 2d4 mites land on each creature within 5’ of the impact, each one attaching with its rows of chitinous teeth, dealing 1 ongoing damage each round until pulled off. To pull Stone Mites off takes an action, a DC 5 DEX or STR check to remove one mite. For every five points the creature beats the DC by, they remove an additional mite. Removing mites deals 3d4 damage to the victim for each attempted strength or dexterity check. Only application of boiling water or ice can dislodge the mites without damage. The silverfish’ bites ignore hardness and damage resistance for anything softer than metal, and the wounds they cause cannot be regenerated or healed until they are removed. Once awoken, they cannot be returned to their rock form, and they will eat until they consume 100 hit points of flesh each, after which they will burrow into the ground and pupate. It is rumored that these are just one stage in among many in the lifecycle of purple worms.)

300

30

Save Vs. Disease

0980

Stone of Blessings (A cornerstone blessed during the founding of a new temple, and often extracted when an old temple is being replaced or demolished, this stone has the power to radiate the effects of any bless spell cast on to friendly creatures occupying the building it is attuned to. To become attuned, the Stone of Blessings must be an integral structural component of the building and must have been part of the building for at least a week. A single bless spell can affect all or part of the building in a ten foot square. Each spell level higher than the 1st used to cast this Bless spell doubles the length and width of the area of effect. If the area of effect is not large enough to encompass the whole building, the caster must choose rooms contiguous with the location of the Stone of Blessings until there are no more adjacent rooms small enough to fit in the total area of effect. Creatures invited in to the building are by default considered friendly unless consciously excluded during the casting of the spell. The stone of blessings can inversely be targeted by a bane spell, but the caster must be aware of each creature they intend to target within the area of effect. Only the owner of the building, or their designated steward, are able to utilize the Stone of Blessings.)

6000

600

Profane and Profound

0981

Stony Silence Glyph (This bamboo stamp has a raised, hollow circle with a single, eldritch character, “Silence”, in the middle. A Stony Silence Glyph can utilize any substance as its ink, so long as it remains legible after stamping. Once stamped on a solid surface, the magical glyph enforces a magical silencing effect within 30 ft. Any hostile creature that attempts to speak or cast a spell within its radius is accosted by a conjured stone hand that attempts to clamp over their mouth. Creatures that attempt to communicate or cast spells using other methods will find those appendages arrested by a stone hand as well. They must make a Dexterity save (DC 15) or take 2d6+4 bludgeoning damage and be singularly affected by a Silence spell. This effect ends when the glyph ends or if the stone hand is destroyed. The hand has 30 hit points, and resistance to non-bludgeoning damage. Half of the damage dealt to the hand by any strikes or blows is also dealt to the muffled creature. If multiple glyphs are overlapped, they combine their effects, forming one area of effect that has radius 10 feet larger, deals an additional 1d6+2 damage, and has stone hands with 10 more hit points. If three or more glyphs are overlapped, any hostile creature that makes noise in the area of effect is accosted by a stone hand on the source of the noise, such as footfalls, clanking armor, etc. Up to three glyphs can be placed each day and up to five glyphs can exist at any one time. These glyphs last for a week, until the ink used becomes illegible, or it is the oldest glyph when a sixth glyph would be placed, whichever comes first.)

18000

1800

Charged

0982

Storm Giant Sweat (This briny liquid causes the weapon it is applied to to stretch and bulge, increasing its damage die and size by one category while making it more unwieldy and inflicting a -2 attack penalty. If the damage die of the weapon rolls an odd number, the effect wears off and the weapon shrinks back to normal size. A dash of the sweat can be applied from the dropper bottle as a bonus action. A single bottle contains twenty uses.)

100

10

Exposed to the Elements

0983

Storm Parasol (Unfurling this black and grey swirling parasol has a high chance of encouraging inclement weather. Each time the parasol is opened, it increases the precipitation and wind speed by one step for as long as it is held open, to a maximum of a normal thunderstorm or heavy rain, effects a 1 mile radius around the parasol. The parasol can be used for an hour each day with no risk, with each opening of the parasol counting as a minimum of ten minutes of use. Every ten minutes of use after that first hour has a 1 in 6 ripping the thin fabric apart, destroying the Storm Parasol. The wearer is unaffected by this increase in wind and weather. If opened indoors, a 60 ft. radius around the storm parasol is affected by a moderate wind swirling in a circle around the parasol and the humidity increases by one step.)

2000

200

Arcane Arsenal

0984

Storm Vials (By bottling a glass vial of the ionized air immediately following a lighting strike, storm druids can reliably create an empowering spell component for electricity spells. Uncorking the rubber stopper during the casting of an electricity spell causes the spell to deal 1 damage per die in a 5 ft burst around the target or targets of the spell. Storm Vials are created in batches and are sold on a length of twine, in strands of three.)

600

60

Exposed to the Elements

0985

Stormlord's Gem (Currently seated in a gaudy but non-magical crown, this trilliant sapphire sparks with electricity inside its clear blue crystal. The one who holds this gem and is attuned to it has great power over the weather. They may change it at will as Change Weather using an action. This gem also makes its wearer and any number of creatures, buildings, or vehicles they choose within 100 ft. immune to non-magical weather effects. While outdoors in a storm, the Stormlord's Gem constantly maintains a Call Lightning effect that can be directed as a free action once each round, without requiring the concentration of the attuned wielder. It may likewise be directed to perform a Thunderwave as an action once each round with a clap of the wielder’s hands. Finally, the air around this gem swiftly swirls, any non-magical ranged or thrown weapon attacks against it or its wielder are made with disadvantage.)

60000

6000

Arcane Arsenal

0986

Stranger Signet (A Stranger Signet bears upon its copper band a single draconic rune meaning “Forgotten”. No matter how long or how intimately one knows the wearer of this ring, at first glance, they will not recognize the wearer for 1 round. They instead see them as a common stranger or uninteresting acquaintance, as if out of the corner of their eye. Any further scrutiny given to the wearer will break the illusory effect.)

400

40

Profane and Profound

0987

Stretch Oil (Stretch Oil is kept in an opaque glass vial with a brush attached to the inside of its lid. This shifting reflective oil applies an illusory effect to make a weapon or object appear smaller, less threatening, or of a different composition than it actually is. If an attack by the weapon would miss, the target must make a Wisdom saving throw, DC 8+attack bonus, or be struck by the weapon anyway. In either case, the oil is consumed after applying its effects to one missed attack. There are ten uses of Stretch Oil in each vial and it can be applied as a bonus action.)

300

30

Exposed to the Elements

0988

Striking Weapon (Care must be taken with a Striking weapon. Any movement with the weapon quickly accelerates in response to the force enchantments soaked into its material. Unless the wielder is attuned to the weapon, they take disadvantage on all attacks with it. The high speeds of Striking weapons add 1d6 damage of its normal damage type and pushes the target back 5 ft. when that extra damage die rolls a 4 or higher.)

5000

500

Arcane Arsenal

0989

Stunning Bolt (With a special tip designed to maximize the impact but not penetrate the skin, a stunning bolt forces a CON save DC12 on the target or be stunned for 1d6 rounds. A critical hit increases the DC to 15 and the stunning duration to 1d6+3 rounds.)

1250

125

Gear Up

0990

Stunning Weapon (Like its lesser cousin, a Striking weapon, a Stunning weapon moves quickly and hits hard thanks to a combination of force enchantments and momentum storage magic. Without attunement, the weapon is nearly unwieldable, moving far faster than expected and imposing disadvantage and a -5 to attack rolls. The extra speed gives the weapon an extra 2d6 damage of its normal type and for each of those two-extra dice that rolled higher than a 5, the target is pushed back 5 ft. If both dice rolled a 5 or higher, the target is stunned for one round by the solid blow, unless they succeed at a Constitution save, DC 15.)

25000

2500

Arcane Arsenal

0991

Styx Coin (A worn and dinged gold coin with a skull on one side and a cradle on the other. A Styx Coin will lets its user buy their way back from death by paying off the entity that comes to ferry their soul to its afterlife. These are not created, but bartered from agents of death, usually as bounties for killing particularly troublesome cheaters of death or by sabotaging efforts to nullify death. Users of these coins need not worry about being included in the rolls of death cheaters, their use is predestined and included in their natural lifespan. A Styx Coin must be on its user’s person and attuned to them when they die, where it will turn to a normal coin and a Styx Coin will appear in their soul’s disembodied hand. Roughly one day after dying, the user returns to life at 1 hp. Their body is fully regenerated to working order, if dinged up. However, if their body is totally destroyed, they return as a ghost.)

10000

1000

Profane and Profound

0992

Sun Blade (A Sun Blade is a +3 short sword. Its cross guard is an ochre sphere with four, orange, metal rods jutting out perpendicular to the blade. The blade deals triple damage to undead and double damage to other creatures sensitive to sunlight. When thrust overhead and called upon, a Sun Blade’s ochre cross guard brightens and shines with a 60ft radius of sunlight. This light lasts until extinguished with a mental command. Three times each day, the shining light can be called forth into a concentrated blast of 3d6 fire and 3d6 radiant damage, DEX save DC 15 for Half. Undead get no save against this effect. This use extinguishes the light of the blade until called forth again. After the third use in a day, the Sun Blade’s will not shine again until the next dawn.)

25000

2500

Gear Up

0993

Sun Rod (A Sun Rod is a gold rod that shines brightly out to 90 feet. It cannot be extinguished, but has a black leather holster that allows no light through. Thrice each day, the Sun Rod brightens fiercely at its command word, “Sunlight”, extends its bright light radius out to 120 feet, and treats the 30 foot radius around the Sun Rod as sunlight. This effect lasts for 1 minute.)

4000

400

Gear Up

0994

Sun Rod, Greater (The swirling red-iron and gold handle of the Greater Sun Rod is topped by an animated ceramic ‘sun’. The Greater Sun Rod casts sunlight out to 60 ft and bright light out to 160 feet. A small cloth bag depicting a full moon can be slipped over the ceramic sun to block this light and instead glow with 160 feet of dim light that only the holder can see, similar to darkvision. As an action, the wielder can mutter “Flare”, and the ceramic sun will shoot forth a beam of searing energy where the rod is pointed. This deals 1d10 radiant and 1d10 fire damage as a ranged touch attack. Three times each day, the wielder can instead shout, “Nova!”, and the Greater Sun Rod shoots forth a 160 foot line of concentrated sunlight, for 3d10 radiant and 3d10 fire damage. A dexterity save (DC 16) reduces this damage by half. Undead struck by this ability automatically fail this save and take maximum damage.)

15000

1500

Gear Up

0995

Sun Rod, Lesser (This peeling yellow, painted wood rod casts a constant light as a torch out to 30 feet. The Lesser Sun Rod cannot be extinguished, but usually come with a black felt slip cover for when light is not desired.)

1000

100

Gear Up

0996

Sundial of the Infinite (A stone sundial the size of a compass allows its user some control over their own flow of time. The user may end their turn as a free action. This delays any saving throws, effects, death saving throws, effect durations, etc. This must be done before such a roll or saving throw would be called for. To preserve the duration of a beneficial effect, the user must forego their turn at its start. The wearer may still be acted upon normally and can still take reaction actions, but do not regain their reaction from skipped turns.)

2500

250

Profane and Profound

0997

Sunlight Tablets (Sunflower-yellow, chalky, chewable tablets grant 2d10 temporary hp and causes the chewer to spew a 5’ cone of ‘sunlight’ to pour from their mouth for the next ten minutes. Eating the tablet is equivalent to getting exposed to 24 hours of direct sunlight and also heals statistic damage by 1d4 points. Dissolving a tablet in water turns the water into a 5’ source of daylight for one hour. There are ten tablets in each urn.)

800

80

Gear Up

0998

Suture Beetles (This horned beetle has huge, pronged jaws and a meaty belly. Apply pressure to pop off its head and force its mandibles open, then release to skewer a wound closed. This deals 1 damage to the target but stops up to 10 ongoing bleed damage. The fleshy body is then squeezed to release a purple jelly and rubbed onto the wound and any smaller cuts to stop blood loss as the insect’s flesh rapidly coagulates into a maroon scab.)

50

5

Save Vs. Disease

0999

Sutured Rose (Dainty and neat lace stitching holds this magically preserved rose closed. Cutting open the stichting as part of a healing spell will allow the healing spell to restore hit points to a creature that has deceased within the last round. If the healing is greater than the damage of their killing blow, they are restored to life. If the target had been raised to undeath, they may still be restored this way, but the creature that raised them into unlife must make a Charisma save, DC 13, or take damage equal to the amount of healing received as rose thorns burst from their skin.)

3000

300

Profane and Profound

1000

Swift Weapon (To enchant a weapon as a Swift weapon, mages will often put a haste enchantment in a cheetah paw, then chain the paw to the pommel or grip of the weapon. A swift weapon can be called on to make an extra attack three times per day and make three extra reactions each day. No more than one attack and reaction can be made each round with the weapon.)

5000

500

Arcane Arsenal

1001

Sword of Subtlety (A Sword of Subtlety has an exceptionally mediocre appearance in every way; even against low level detect magic spells. Commissioned by a long dead chapter of thieves, these +3 short swords would live in anonymity had one not been accidentally swapped with an apprentice artificer’s graduation project, and then painstakingly analyzed and reproduced. A Sword of Subtlety has a minor aura that makes it hard to focus on, adding +2 to attack and +2d6 damage when used with advantage. It is empowered with illusion spells to appear extraordinarily mundane, granting it advantage to being concealing and disadvantage on others trying to find it while hidden. Three times each day, the Sword of Subtlety can be called upon to amplify its aura, making the wielder hard to focus on. This aura counts as a mind altering effect and is treated as a distraction, allowing the wielder to hide, and grants advantage. Its effect lasts for 5 rounds or until the wielder attacks. While the effect is in place, the wielder may hide in plain sight, so long as there are at least 5 non-combatants within 20 feet.)

25000

2500

Charged

1002

Sword-maiden’s Pommel (Affixing this flat, chained whetstone to the handle of a weapon allows that weapon to be sharpened and maintained as a free action, twice each day. This is done by squeezing the whetstone and removes any weapon penalties from wear, restoring up ¼ of the weapons hit points.)

150

15

Charged

1003

Symbiotic Shadow Weapon (This weapon is enchanted to fold its own shadow partially inside itself, darkening slowly to a deep black. During combat, this effect calls upon that power to lend weight to the weapon’s attacks, as the shadow recursively folds in on itself to increase the deepness of its power, but the wielder must choose when to unleash it. At the start of each of their turns in combat, the bonus damage the Symbiotic Shadow can provide increases by 2. The bonus can be applied only once to the damage rolls of a single turn with this enchanted weapon, but once used or at the end of combat, the damage bonus drops to 0 and cannot accumulate again during the same combat. Once the bonus has been used three times, the wielder must complete a short rest before using it again.)

8000

800

Exposed to the Elements

1004

Symbiotic Shadow Weapon, Greater (This weapon is enchanted to fold its own shadow partially inside itself, darkening slowly to a black so deep the weapon appears to be a hole in reality. During combat, this effect calls upon that power to lend weight to the weapon’s attacks, as the shadow’s magical weight increases the deepness of the internal shadow recursively, but the wielder must choose when to unleash it. At the start of each of their turns in combat, the bonus damage the Symbiotic Shadow can provide increases by 3. The bonus can be applied only once to the damage rolls of a single turn with the enchanted weapon, but after being used twice in the same combat or at the end of combat, the damage bonus drops to 0 and cannot accumulate again during the same combat. Once the bonus has been used three times, the wielder must complete a short rest before using it again.)

16000

1600

Exposed to the Elements

1005

Sympathetic Weapon (A weapon enchanted with a Sympathetic enchantment is tied to one type of damage, seen in the colored lines of energy that run from the hilt to the effective part of the weapon. Using the wielder’s own damage immunity or resistance of that type as a link, the Sympathetic enchantment bypasses struck creatures’ immunity, resistance, or reduction to that damage type, causing them to take 5 damage of the enchantment’s damage type on each hit in addition to the normal damage of the weapon. This extra damage ignores immunity and resistance of its chosen type, but any other damage the weapon deals is still subject to damage resistances as normal. If either the wielder or the target lack the chosen type of damage immunity, resistance, or reduction, then the magic fails to find any purchase, adding no damage to the attack.)

500

50

Exposed to the Elements

1006

Tailored Armor (Attended to by a fine craftsmen and modified to fit current fashion trends, Tailored armor is more appealing to the eye and flattering. It is equivalent to fine clothes.)

300

30

Profane and Profound

1007

Tamer’s Targe (A red and white swirl-painted metal shield that, with a touch attack, attempts to absorb a non-sapient creature weakened to below 3 hit points per HD, or one quarter its normal hit point maximum, whichever is lesser. That creature may make a Constitution or Wisdom save, DC 15, to resist being captured. If they are at or below 1 hit point per HD, they roll the save with disadvantage. A creature that makes its save against this effect automatically succeed on saves against it for until it completes a long rest. Only one creature can be stored in the shield at one time, in an extradimensional space that they occupy frozen in time. As an action, the wielder of this shield can release a captured creature from the shield, where it will fight a target chosen by the wielder for 2d4 rounds before it will either flee or turn on the shield wielder, depending on its nature.)

1500

150

Arcane Arsenal

1008

Tar (A byproduct of pitch production, this black goop will stick to everything. When applied to a creature or its armor as an action, anyone attempting to exit the grapple with them suffers a -2 penalty to their roll. Alternatively, this applies a +2 bonus on checks to stay attached to an object. After 5 minutes, the tar dries and picks up enough dust to lose its stickiness. Spread across a 5 ft. square as an action, Tar counts as difficult terrain. A cask of tar has enough for ten uses, but its viscosity ensures that a minimum of two uses are expended at a time.)

100

10

Exposed to the Elements

1009

Tavern in a Bottle (A warm fire burns in the miniature tavern scene inside this large glass jug. Uncorking the bottle will swirl up the tiny furniture inside, enlarging them as they land around the opener in a maelstrom of furnishings. Outdoors, the bottle creates a 15 ft. x 30 ft. tavern with wooden walls, floors, a shingled roof with two attic rooms, and a cobblestone cellar underneath. The sign out front will bear whatever name and icon the user desires. Whatever can't fit in the available space around the uncorked Tavern in a Bottle will have to be mentally place by the user or it will fail to be summoned. The tavern will fail to grow if a majority of the furniture or tavern are unable to find space, and the whole bottle will then recork itself. If opened indoors, it lines the walls and floors within 20 ft. with nice wood paneling. In either case, the furniture created is suited to the taste of the user, but always includes the furnishings for food storage, a kitchen, a bedroom, and two guest rooms. The food and stores in the created tavern are enough for one hundred meals and drinks, as well as enough firewood for 50 hours of heat.)

1000

100

Arcane Arsenal

1010

Tectonic Staff (This earth based staff is made from a broken stalagmite. When walking on unworked stone, it sticks slightly to the stone and if left alone it stands freely, blending itself in and matching the surrounding stone’s coloration. An attuned user of this staff gains a bonus spell slot of the second highest spell slot they can cast while they are underground. The wielder can cast the following spells by expending a spell of an equivalent or higher level: Shield, Spider Climb, Meld Into Stone, and Stone Shape. Additionally, the holder of the staff is extremely stable and has advantage on rolls against being moved or knocked down. They may cast spells while prone with no penalty.)

7500

750

Arcane Arsenal

1011

Telelocuters Boots (Fuzzy, furred slippers increase the range of any teleportation effect the wearer uses and have a soft internal lining that conforms to fit the wearer’s feet. Telelocuter's Boots allow the wearer to teleport as Dimension Door as a free action, teleporting up to half their base land speed. The wearer cannot dash or run in these boots. For one round following a teleportation effect, the wearer phases in and out of reality, granting a 20% miss chance against any effect that would not affect an incorporeal creature.)

70000

7000

Arcane Arsenal

1012

The Censure (Incense burned inside this hollow metal ball hanging from a chain is amplified into thick, choking fumes. All spellcasting done within 120 feet of the The Censure requires a spellcasting ability check, DC 8 + spell level, otherwise the spell casting fails. Failure by 5 or more results in the spell slot being expended as well. --Slinging spells when that damn thing is lit is like trying to cast covered in tar. Do not ask me how I know what that is like. -Yvarren the Wanderer, Elementalist --)

6000

600

Profane and Profound

1013

The Defender (Simple leather binds the handle of this stout sword with a wide blade and a wider cross guard. The Defender is wielded as a +2 longsword. It can turn some or all of its wielders attack bonus, up to a maximum of their proficiency bonus plus the magic bonus of The Defender, into an equivalent armor bonus. The bonus and penalty must be activated at the start of the turn and last until the start of the next turn. The wielder may suffer disadvantage on their attacks for one turn to gain temporary hit points equal to the armor bonus provided by The Defender. These temporary hit points do not stack and the wielder cannot use this ability if they already suffer disadvantage. The more The Defender is drawn upon, the further steel creeps up the arm of the wielder while shrinking the blade.)

7000

700

Profane and Profound

1014

The Last Stand (Often miraculously found by heroes, martyrs, and those facing insurmountable odds, this +1 weapon keeps its wielder fighting after they should have fallen. The rare few that are called forth during causes judged worthy by the gods will take on the martial form most familiar to their wielder. Once a god has bestowed The Last Stand to a mortal, the god will be unable to grant another until the first is destroyed; a bargain to keep godly conflicts from spilling too greatly into the mortal world. In other cases, similar weapons can be created by powerful patrons for their champions. If the wielder of The Last Stand would drop to 0 hit points, they are instead left at 1 hit point and can take no damage until the end of their next turn. During that time, the wielder also gains +2 attack and damage and an extra attack with each attack action. No creature can utilize this ability again until they have reached their maximum hit point total while having all their hit dice.)

7500

750

Profane and Profound

1015

The Sandstorm (Long, winding etchings cover this +1 falchion and its guard. Swinging The Sandstorm in an attack or as an action kicks up a whirling cloud of sand in a 5 ft radius. The cloud provides total concealment and deals 1d4 damage to anyone who starts their turn in or adjacent to it. The wielder is protected from the effects of both this blade and non-magical sandstorms. The cloud remains centered on the sword and lasts as long as the wielder makes at least one attack or swings it each round, plus one round after.)

7000

700

Profane and Profound

1016

Theurgy Plasma (Ectoplasm harvested from the residue of spellcasting-capable ghosts is mixed in a 50-50 mixture of arcane spellcaster ectoplasm to divine spellcaster ectoplasm. Inhaling the blue-green goop as part of casting a spell allows the caster to cast the spell as either an arcane spell, a divine spell, both types, or neither. While this has no effect on the potency of a spell, for casters with the ability to cast spells from multiple sources, use of Theurgy Plasma allows them to use spell slots from any source to cast a spell known from another source. The enchanted paper flask holds twenty doses of Theurgy Plasma.)

6000

600

Profane and Profound

1017

Thief's Ring of Tools (This ring has, nested inside, all the tools a thief needs for picking locks and working with other small, mechanical devices. Such skill checks are made with a +2 tool bonus. While closed, it is indistinguishable from a normal ring except for a minor magical aura. Twisting the ring in a certain manner opens it.)

3000

300

Charged

1018

Thief’s Bells (Thief's Bells are a set of three tiny metal chimes adorning a small cat-collar tied around the wrist. Flicking a bell casts Knock as the spell. Instead, if the wearer taps a bell against a door they are holding closed, it casts Hold Portal as the spell. Each of the three bells can only be activated once each day, and once used they no longer jingle when tapped. Small pets and domesticated animals are initially one step friendlier to the wearer.)

1000

100

Gear Up

1019

Thieves Compass (This compass, instead of pointing to the north or any geographic orientation, aims towards the location of what the user wants to find most. The more familiar they are with what they hope to find and the closer they are, the more accurate the Thieves Compass is, ranging from a vague sense of the cardinal direction down to a fine sense of the exact distance and direction of the object. If the object is not on the same plane, does not exist, or is encased in more than 6 inches of metal, the Thieves Compass will spin wildly.)

7500

750

Arcane Arsenal

1020

Third Eye (A thin, steel chain holds a hemisphere of pearl to the center of its wearer’s forehead. The Third Eye, once attuned, blinks open to reveal a flat, circular onyx gem set in the middle of the pearl. The Third Eye grants its wearer advantage on sight-based skill checks and a +2 bonus on other skill checks related to visual acuity. Additionally, the wearer of the Third Eye may astral project as an action, releasing their soul as an invisible, ethereal form. While they astral project, their body goes limp and comatose. A Third Eye lets it attuned wearer astral project for up to 10 rounds each day, after which, the wearer is instantly returned to their body and the Third Eye closes, offering none of its sight based benefits for the rest of the day. Killing the spirit kills both the body and the spirit. Destroying the body leaves the spirit disconnected from the material plane, and they will likely be sent to the afterlife, an outer plane, or quickly become ghost. While the user is astral projecting, the Third Eye cannot be removed.)

7000

700

Charged

1021

Thorn Bomb (A Thorn Bomb is an eight inch clay sphere wrapped in twine. Lighting the twine starts the fuse. The bomb is then tossed up to 60 ft as an attack before it explodes into growths of razor sharp vines, brambles, and thorns. This deals 2d4 damage to creatures in a 20 ft radius. That area is considered difficult terrain and creatures moving into or through the area take 2d4 piercing damage for every 5 ft they travel. After 10 minutes, the plant growth loses its effectiveness and, if located somewhere inhospitable to plants, will quickly wither away.)

300

30

Profane and Profound

1022

Throwing Weapon (A normal melee weapon is given a perfect balance by a skilled craftsman and enchanted. It is now throwable, with a range of 20 ft. It also has a minor returning effect, returning to its wielder’s open hand at the end of the turn. If the hand is occupied or moved, the weapon drops to the spot it was thrown from.)

4000

400

Gear Up

1023

Timekeeper (Grown, hollow crystals meet at a metal-enclosed point to form a three-pronged hourglass balanced inside a flat wire basket hanging from a thin necklace. Giving the hourglass a spin causes the user to freeze in time while the small hourglass rotates in place. During this time, from the free action of spinning the Timekeeper to the end of end of their next turn, they are invulnerable to damage and cannot be moved or changed. This device may be used up to five times each day. Ongoing effects on the user are likewise paused and do not take effect nor expend their duration. To the user of the Timekeeper, the world around them instantly jumps forward in time, and with stronger spins they may choose to skip up to five rounds with each use.)

30000

3000

Profane and Profound

1024

Timewood candle (Wood, saplings, seedlings, and other woody substances often get displaced in time through the side-effects of various spells or divine interventions. When their wood is used as a wick in a candle, any ritual spells cast using them as a component can have their activation delayed by up to 1d6 rounds following the completion of the ritual. If additional Timewood Candles are used beyond the first, this increases the maximum delay by 1d6 and increases the time unit to minutes, then hours, days, weeks, months, years, and so on. The delay can be any amount of time up to the maximum rolled, in minimum increments of 1. Each candle used after the first imposes a cumulative 5% chance of causing the ritual spell to fail and all but one of the expended Timewood Candles to burn in reverse, restoring them to their unburned state. Timewood candles are small and sold in a bundle of four.)

1000

100

Exposed to the Elements

1025

Tinkerer's Staff (This staff, made of bronze gears, tin pipes, and steel wire, stands almost 4 feet tall and is topped by a panoply of adjustable magnifying glasses. A Tinkerer's Staff resonates with objects its attuned wearer has made, granting a bonus spell slot of the second highest level available to the wielder if they are wearing or wielding at least 4000 SP worth of items they have personally crafted or enchanted. A spellcaster may also use this staff to cast the following spells using an equivalent level or higher spell: Mending, Tenser’s Floating Orb, or Shatter. Finally, the wielder of this staff is granted many insights into the reuse of scraps and can reuse 5% of the cost of crafting one object as material for another project.)

4000

400

Arcane Arsenal

1026

Titan Maul (This massive stone maul is a +2 Maul sized for a large creature that cannot be wielded with proficiency by creatures with 18 or less Strength. A Titan Maul being used to strike unworked earth or stone as an action shifts the earth and stone as if the wielder were concentrating on a Move Earth spell that affected natural stone. Additionally, swinging the maul into the foundation of a worked structure forces it to make a save, DC 10 + STR, or crumble. Structures have a saving throw bonus as if they had HD equal to the number of ten foot cubes it occupies, +1 for every five over 20. It may also receive bonuses or penalties depending on the materials, its current state of repair, reinforcement from adjacent structures, and its craftsmanship. The wielder can choose to smash a single part of a large, complex structure separately. Each day, the Titan Maul can keep destroying structures until a structure succeeds on its saving throw, then the wielder must complete a long rest before it can be used this way again. Worked and natural structures take triple damage from the Titan Maul.)

25000

2500

Profane and Profound

1027

Tobacco (A pipeful of tobacco or a mouthful of browned chew gives +1 to initiative for 1 hour and +2 to perception checks. At end of the hour, the bonuses fade, then after another hour become a -1 to initiative and perception for an hour. Another use of tobacco removes these penalties. There is a minor risk of addiction with using tobacco, with addiction imposing a -2 to endurance checks.)

10

1

Fantasy Foundry

1028

Tome of the Stilled Tongue (A dead, red tongue is nailed to the cover of this hide-bound tome. This spellbook can hold up to 200 pages of spells, with each spell taking up pages equal to its spell level. If a dead creature’s tongue is removed and used to replace the tongue on the front cover, some of that creature's magical knowledge is transferred onto empty pages. One random spell of each level from that creature's un-cast spells is copied into empty pages of the book, from the highest down to the lowest level, stopping if there are no remaining pages. These spells are written in the creature's blood and can be copied and studied or cast as a scroll. Once a spell has been used, it disappears from the tome. The tongue stops writhing once all the spells it contributed have been used.)

8000

800

Arcane Arsenal

1029

Tongue Tie (A Tongue Tie is a long wicker tube about the size of two fingers side-by-side and is made of dried and woven lamprey. Placed around a helpless creature’s tongue, that creature loses its ability to speak as the dried lamprey mouths latch on to the base of their tongue. It can only be removed with a password mentally chosen when it is placed, removing the tongue, or by carefully destroying the Tongue Tie with a Dexterity check , DC 18. Failure on that check results in injury to the tongue and the tie, while critical failure harms the tongue without damaging the tie.)

600

60

Save Vs. Disease

1030

Torturer Pipes (Crafted from the bones of children that died painful deaths, this short white panflute, Torturer Pipes, bring pain and fear to all that hear them played. When played as a move action, every other creature within 90 feet of the player takes 1d6 nonlethal psychic damage each round and suffers a -1 pain penalty to all rolls. The music itself is silent, but creatures can feel it scraping in their bones or pulsing in their minds like tiny hands are trying to claw free. The effect lasts for as long as the pipes are played and for a number of rounds after equal to the Charisma modifier of the player. The Torturer Pipes can be played twice each day safely, and each additional time after that, the wielder suffers the effects of the pipes doubled unless they succeed on a Performance check, DC 15.)

10000

1000

Profane and Profound

1031

Tower in a Bottle (A square, circular tower is firmly planted inside this capped glass vase. Ripping off the paper seal releases a simple, stone tower, 60 ft. tall and 30 ft. in radius from the shrinking magic. The tower’s growth and interior layout is controlled by the user, including up to 20 ft. of underground space to root a foundation for the tower. A Tower in a Bottle comes stocked with appropriate garrison furniture, armory, tools, and a storage room with supplies. Also, it springs forth with an exterior stockyard with raw stone, wood, and mortar for reinforcement, entrenchment, or expansion. It fails to work if used inside, and will reseal itself for another attempt if opened indoors, unless there is sufficient space for the tower to stand around the user.)

4000

400

Arcane Arsenal

1032

Trapped Weapon (Devious traps are built into this weapon so that those who don’t know its trick will have trouble wielding it. Choose one: one time trap of 2x weapon damage that disables one hand until healed, a continual trap of 1 damage for each attack made, or the weapon falls apart such that it is broken until fixed by someone who knows the trick of the weapon. Common failsafes are a certain way of gripping the weapon, a secret switch, or a spoken password for a small magical trigger.)

500

50

Gear Up

1033

Traveler's Staff (A Traveler's Staff is a sturdy walking stick of exotic wood, well worn with use and oiled to a fine sheen from countless hands holding it. A spellcaster gains an additional spell slot of the second highest level they can cast if they are in a kingdom or region in which they do not have their permanent residence. A spellcaster may expend a spell of equivalent or higher level to cast the following spells: Guidance, Longstrider, and Cure Wounds. The wielder of the Traveler’s Staff is more comfortable in a camp, +1 comfort, and can hustle and march for twice as long between Constitution checks.)

3000

300

Gear Up

1034

Trench Lynx (Metal claws, a hard yellow hide with black spots, and deep feral growls are the marks of this construct the size of an elephant. Climbing into the mouth of this mine cart with an attached metal skeleton, shaped like a large metal cat, gives access to the panel of runes that control it. The Trench Lynx can be used as a siege weapon or as a construction tool. As a siege weapon, it has a resistance to normal damage, 100 hp, a movement speed of 15 ft, and two +8 claw attacks for 2d6+4 damage. It deals quadruple damage to structures, and has an armor class of 18, equivalent to plate armor. As a construction tool, it can move 2, 10 foot cubes of earth or wood, or 2, 5 foot cubes of stone each minute. After its first five minutes of operation each day, roll a d20 instability die for each five minutes of use. When rolling a '1', the nature gods take affront and the user becomes cursed with one of the following effects (multiple curses increase the duration or size of the effect): -Intermittent earthquakes follow the user for a week, the DM can force the player to reroll three rolls each day as the poorly timed tremors knock the player off balance. -Vermin within 6 miles are drawn towards the cursed player. They are hostile to the player. -Any food and water spoils as they bring it to their mouths for the next 3 days. -Some cave-dwellers now know of the player and want to sacrifice the player to their gods. -Fog and rain follows the player for a week, halving their travel rate and visibility outdoors. -The player’s crops, businesses, and mines produce no profits for a month.)

10000

1000

Modern Mayhem

1035

Trickster Vest (This travel-vest has 5 small, metal cubes hidden among its many pockets. Thrown forth from the Trickster Vest as an action, each blank cube creates an illusory effect centered on itself. Cubes generate the combined illusory effect of anything a Minor Illusion, Disguise Self, or Silent Image spell could do individually. When these effects end the cube vanishes and reappears in the vest. The created illusions are laced with subtle charms; when the actions of one creature would cause the illusion to break for another, that second creature only gets a save against the illusion with advantage instead. Each cube’s duration is chosen when used: 1, 5, or 10 rounds or minutes.)

4000

400

Profane and Profound

1036

Trickster's Last Resort (A single, cast-iron lock hangs open on a thick metal chain. Once snapped shut, the Trickster’s Last Resort will reincarnate its wearer when they die. The Trickster’s Last Resort will instantly kill its user at the end of their third turn without reincarnation if they fail to die before that. If successful, the reincarnation will restore them to a random new body in the shadows of a random tavern with the same race and ability scores. At the same tie, their bodily possessions are teleported, if possible, to this new body while leaving behind moderately convincing fakes in their place. The new body has a small metal lock clasped around their heart or similar organ inside their body. It cannot be retrieved without killing its host, but it can opened and reused once retrieved by attuning to it over a long rest.)

14000

1400

Profane and Profound

1037

Tripwire (This magical net is bristling with electricity that will shock for 1d6 lightning damage all creatures touching it or in its space, except for an attuned wielder. When thrown up to 30 ft., the net will cover and entangle creatures in a 10 ft. radius. Then, due to a rippling static charge, the net floats just off the floor, causing that 10 ft. radius to be considered difficult terrain. Creatures entangled must make a Strength or Dexterity save, DC 12, as an action to escape. Whichever creature that will suffer the electrical damage for the cumulative two actions it requires to fold up the Tripwire can become attuned to it. Only one creature can become attuned to it at a time and a creature attuned to the Tripwire will constantly discharge small bursts of static shocks and their hair will stand on end.)

1000

100

Arcane Arsenal

1038

True Seeing Gem (Staring through a flat surface of this prism roughly the size of a fist reveals the true nature of everything seen through it. A True Seeing Gem acts as a continuous True Seeing effect when looked through. Affixed to a helm, the effect is continuous for its wearer. Used in a lens of a lantern, it reveals illusions and makes visible all invisible or ethereal creatures within a 30 ft cone of light.)

80000

8000

Profane and Profound

1039

Truemind Spirits (The brown glass of this flask holds a clear, high proof, bitterroot infused alcohol. A shot of this is enough to give you a free save against an ongoing mental effect as part of a move action. Your regret in having taken a shot of this vile liquor is enough to get you to think twice the life decisions that led you to this point. Taken ahead of time, a shot instead provides a +2 bonus on saves against mental effects for an hour, but imposes a -1 penalty to initiative. There are 6 shots in each flask. The bitterroot aftertaste stays in your mouth for for two hours.)

250

25

Fantasy Foundry

1040

Trusting Candle (Trusting Candles are modeled to appear as Truthful Candles and are often secretly switched in to protect well-connected interrogees. When this off-white candle is burned, it releases smoke in the shape of small runes and creates a 50 ft radius of effect. The lighter of the candle must make a Wisdom or Charisma saving throw, DC 18, or they will believe that the creatures in the area of effect are under the effects of a Truthful Candle. On a success, the user will recognize that the candle is not affecting the creatures in the area of effect. They will believe that any answers the creatures around them give are not deliberate lies, as if those creatures had failed their saves against a Truthful Candle. If an answer given is provably wrong, the user makes a new save against the Trusting Candle. Other creatures in the 50 ft. radius of effect feel as if they were under the effects of a Truthful Candle but had successfully resisted its effects. Like a Truthful Candle, the Trusting Candle can be burned in minimum 1 minute increments up to a total of 1 hour of time.)

3000

300

Profane and Profound

1041

Truthful Candle (Burning this off-white, tallow candle releases smoke in small runic shapes for up to an hour. A 50 ft. radius of magically enforced truth is created. This effect makes creatures that enter the area or start their turn in its area unable to make deliberately false statements. Any affected creature, except the lighter of the candle, asked a question or attempting to lie must make a Wisdom or Charisma saving throw, DC 15. If successful they may lie or avoid giving an answer to that question or functionally similar ones for one hour per point of Wisdom or Charisma modifier they have, minimum 1. The lighter of the candle knows whether a creature succeeds or fails its saving throw. Those affected are aware of the truth and answer compelling magic and may still use the truth to mislead, provide extraneous detail to waste time, or other similar tactics.)

2500

250

Profane and Profound

1042

Tunn (Formed from a single, 1 ton slab of adamantine, this sledgehammer head and shaft are smooth save for a few ripples on the handle for a grip. The massive, square hammer normally weighs 2,000 pounds, but while an attuned wielder holds it, it only weighs 100 pounds. It is a +2 hammer that deals damage 2d6 damage and allows its wielder to apply their strength bonus twice to damage. If either weapon damage die rolls a 6, Tunn sends the enemy flying. They get knocked upwards 10 ft. multiplied by 1d6 and away 1 ft. multiplied by the damage dealt. Large or larger enemies get knocked back 5 ft. instead.)

10000

1000

Arcane Arsenal

1043

Turning Finger Lace (Magical energies dance and spark across the thin fabric of these lace, fingerless gloves. Their wearer can use them to cast a single sorcerer cantrip as a bonus action, but they cannot be used again this way until the wearer completes a short rest. If the wearer has any levels of sorcerer, when they regain sorcery points, they may choose to empower the Turning Finger Lace, increasing the DC of the next spell they cast by 2. Once they do this, they may not do so again until they complete a long rest.)

800

80

Exposed to the Elements

1044

Turtle Cloak (A Turtle Cloak is a thick, green cloak patterned with golden thread in a hexagonal pattern. When the cloak is drawn up around its wearer and up to one creature of the same size, it becomes a large, watertight turtle shell protecting them from harm and granting total cover. It just large enough to fit its wearer comfortably or two creatures of the wearer's size by squeezing. The shell can absorb 100 damage before failing, and it regenerates 50 hit points each day at dawn. The cloak can be pulled closed or released as an action. While the Turtle Cloak has any hit points remaining, its wearer’s vital points are made sturdier, providing a +2 bonus to AC against attacks made with advantage.)

9000

900

Arcane Arsenal

1045

Twisted Tine (Despite the metal of this tuning fork being mangled, it still rings true with a deep note. When held by an attuned user, there is a chance that any single-use item will not be consumed in use. The user must ring the tine as part of the action to use the item, to a minimum of a bonus action, then 1d6 rounds later the tine will vibrate. As a bonus action, the user may ring the fork to stop its vibrating. When it is stopped this way, there is a 50% chance an unused copy of the original item appears in a free hand or on the ground adjacent to the user accompanied by a soft chime. Otherwise, a discordant chime is made and the Twisted Tine stops vibrating. Using the Twisted Tine can only focus on retrieving one consumable at a time and using it with a new item will cause it to forget the original item. Hostile curses and magical effects have a 50% chance of restarting 1d6 rounds after being dispelled or removed from the one holding the Twisted Tine.)

5000

500

Exposed to the Elements

1046

Unburnt Ash (Unburnt Ash is stored in a small bronze disk the size of a human palm. Sprinkling the pearly white powder over a burnt or charred object, that had weighed up to 20 lbs. prior to conflagrating per dose, will rapidly unburn the object while the power corrodes into a fine ash coating the restored item. This can restore damage to a living body although not as efficiently, healing 3d8 damage dealt purely by fire. Corpses restored by Unburnt Ash are not restored to life unless they perished within the last round purely from fire damage.)

600

60

Arcane Arsenal

1047

Undead Bait (Specially treated brains are catnip to undead. Mindless undead will go to the exact limits of obeying their orders to try and eat a piece of this brain. A single use of Undead Bait will be snatched up and eaten as a free action by an undead within reach, destroying it in the process even by undead without digestive systems. Intelligent undead must make a WIS save, DC 15, or be compelled to try and eat the bait. Each turn they must in some way work towards getting the brain. Each round they may make a new save, at disadvantage, to regain their composure and become immune to Undead Bait for 24 hours. A single box of Undead Bait holds ten brain bits, individually wrapped in wax. Opened Undead Bait can be smelled by undead out to 200’, while sentient undead can only be overpowered by the smell if it is within 60’.)

1500

150

Fantasy Foundry

1048

Underworld Chitin Armor (Dark chitin mysteriously sourced from the weird creatures of the Underdark by shady merchants to equally disreputable tanneries offers numerous advantages for the unscrupulous. In addition to offering advantage on saves against contact and injury poisons and advantage on saves when applying poison, Underworld Chitin has a chance to absorb contact or injury poisons used against it. If both rolls on the save against that poison are successful, the armor absorbs one use of the poison to be used at the wearers choosing. Two poison doses can be stored at a time. Absorbed poisons do not affect the wearer in any way.)

1000

100

Insectoid Armory

1049

Underworld Chitin Weapon (Underowld chitin is made from well preserved and sharpened chitin from underworld horrors or huge magical insects. Part of the treatment process forces the exoskeleton to be regularly bathed in poison, attuning the pores of the weapon to toxins of all kinds. Poisons applied using this weapon get +2 save DC and it retains enough poison in its pores to be reused in 1 out of 6 times.)

800

80

Fantasy Foundry

1050

Underworld Compass (This sphere of rusty iron is made from three notched and marked perpendicular circles. The Underworld Compass floats its internal pointer completely level relative to the center of the world, and allows its user to calculate their position and direction in three dimensions.)

500

50

Gear Up

1051

Underworld Tunneler (An Underworld Tunneler is a giant metal crab the size of a shed that tunnels through earth and stone. Standing over 10 feet tall, its disc-like body can comfortably fit up to a dozen medium sized creatures in its three rooms. A room at the front houses its controls and viewport. It's large central room has controls on either side for its tool and grasping arms and a small airlock for retrieving grabbed objects from the outside. The small entry room is sectioned off from the central room by a steel door and the outside by a steel trap door, with a small wheeled gear that can be turned to extend a ladder down as many as 20 feet. The Tunneler digs with its giant fore-claws, giving it a burrowing speed of 40 feet per round. It's normal movement speed is 60 feet forwards or backwards but 100 feet when moving sideways. It is airtight and can withstand great pressures and heat, including molten stone, for up to four hours without damage to itself or its passengers. The Tunneler has an AC of 16, 300 HP, is considered a Gargantuan creature, and has a reach of 20 feet. It can be used to attack with its claws twice at +8 for 3d8+8 half slashing half bludgeoning damage. It has grasping arms, which can be used as free actions, on either side that can also be fitted with any tool a humanoid could wield. These grasping arms only have a 10 ft. reach. The Underworld Tunneler is controlled at its front room's panel; it can only perform one action, one move action, and one free action each round.)

100000

10000

Arcane Arsenal

1052

Undying Oxbone Collar (These white collar bone collar stays connected by dark bronze lapel chains are constantly growing at a slow rate. It provides a regenerative source of bone to their wearer that infuse created bone constructs, necromantic summons, or other bone spells to grant them the residual strength of oxen. Those creatures and constructs gain +2 strength as well as +1 hit point per hit die or inch of thickness. Alternatively, the bone fragments from the collar can substitute for missing bones, allowing the wielder to create necromantic constructs from badly damaged skeletons that would normally be unusable.)

9000

900

Profane and Profound

1053

Unguent of Bitters (The hundred-year-old sour vinegars and dissolved citrus peels in this canister can be splashed onto the hands of a caster performing a poison or necromantic spell. Creatures that take damage from the spell suffer disadvantage on perception checks related to taste or smell for one minute per spell level. They also reroll their initiative and if it is lower than their current initiative, it becomes their new initiative score as they flinch in response to the bitter vapors cloying their senses. With careful application and a bowl to catch the drippings, an Unguent of Bitters can be used with any number of spells.)

9000

900

Profane and Profound

1054

Universal Solvent (Universal Solvent was mixed and billed as a counteragent for Qwik, but this enhanced mineral spirit also weakens other adhesive. Applied to a stuck creature or object, the target recieves a new save to escape at a +2 bonus. Used on untriggered webs or traps, a single use is enough to weaken a square foot of adhesive by 100 lbs per square inch. There are five dabs of spirits in this metal canteen.)

50

5

Gear Up

1055

Vainglory Mirror (This handheld, oak-bordered mirror appears to be a Wise Mirror, but it specializes in giving false answers and false encouragement. If it is asked a question with the “Mirror Mirror…” command word of its cousin, it gives whichever answer will cause the most problems for the user, especially if it could cause the user to make a mistake due to vanity. If being investigated or if a falsehood would be easily detectable, it will give the right answer to hide its true nature. One who knows it for a Vainglory Mirror can turn these powers upon their foes with the phrase “Who is the greatest of them all” and facing the mirror towards a creature within 30 ft. The mirror will reply coldly with a phrase describing the targeted creature with a subtle backhanded compliment. The foe must make a Wisdom save, DC 16, or be unable to notice any damage they receive for the next 2d6 rounds, seeing those attacks as near misses or avoided blows. The mirror can only be used once each combat in this manner.)

8000

800

Arcane Arsenal

1056

Valkyrie Helm (This full helm bears a pair of large, silver wings that start at the temples then arc up and back. As part of the wearer’s attack action, they may move up to 10 feet using any type of movement in which they have a movement speed. Their attacks may take place at any point along this movement. Additionally, when the wearer receives any healing while at or below half hit points, the silver wings resonate slightly, doubling the potency of the healing. A Valkyrie Helm is rumored to provide guaranteed access to a warrior’s paradise if the wearer of the helm dies.)

6000

600

Profane and Profound

1057

Vault of David (Two crystal shells spiral together to an exceedingly fine point. About the size of a large trunk or locker, the white and black shells are pure, finely faceted crystal, inlaid with platinum wire. When twisted apart, each shell can be used as a container for a soul of any size or HD, suffering no damage upon discharging the soul. If each shell should contain a soul when the two are twisted together, the Vault of David will combine the soul, feeding the weaker to the stronger in a battle of wills. When two soul fragments are combined, the surviving soul increases to a lesser soul. Combining two lesser souls creates a common soul. Three common souls make a greater soul and four greater souls become a legendary soul. Any who have attempted to combine legendary souls have vanished, along with the souls within, when they turned the shells together to join a fifth legendary soul. The black shell retains the strengthened soul, as well as any unused smaller souls yet to be combined. Souls within the Vault of David are automatically joined once they reach the requisite number. The owner of the shell will hear vague whispers in their dreams, “unity is our strength”, “leave not the weakest of us behind”, or “you must save us”.)

200000

20000

Bound

1058

Vaxxitrolius’ Survivor Vial (Magical) (A small, stoppered and wax sealed vial holds a cloudy, salty liquid. Name any disease so the seal can hear it, break the seal, and drink. Vaxxitrolius’ Vial gives you a fever for 1d4 days, but afterwards you gain permanent immunity to that disease. Then, roll a d10 instability die for every time you have used a Survivor Vial. If you roll doubles you become a plague carrier spreading the disease you were just made immune to. Rolling triples permanently afflicts you with the first stage of that disease while making you immune to its later stages. On a roll of four or more of a kind, you are racked with illness and will die in one day. Minutes later you rise as an intelligent zombie that spreads that disease with every touch, breathe, and fluid. Vaxxitrolius’ Survivor Vial fills back up and reseals itself at dawn with a loud sneeze.)

5000

500

Modern Mayhem

1059

Vaxxitrolius’ Survivor Vial (Nonmagical) (A small, stoppered and wax sealed vial holds a cloudy, salty liquid. Name a non-magical disease so the seal can hear it, break the seal, and drink. Vaxxitrolius’ Vial gives you a fever for 1d4 days, but afterwards you gain permanent immunity to that disease. Then, roll a d10 instability die for every time you have used a Survivor Vial. If you roll doubles you become a plague carrier spreading the disease you were just made immune to. Rolling triples permanently afflicts you with the first stage of that disease while making you immune to its later stages. On a roll of four or more of a kind, you are racked with illness and will die in one day. Minutes later you rise as an intelligent zombie that spreads that disease with every touch, breathe, and fluid. Vaxxitrolius’ Survivor Vial fills back up and reseals itself at dawn with a loud sneeze.)

1000

100

Modern Mayhem

1060

Vegetation Bomb (A single flower bud sits on the surface of this 4 in. ball of tangled vines. When pulled free, the flower causes the Vegetation Bomb moments later. This is enough time to toss it up to 60 ft. where a 20 ft. radius of writhing vines and thorns explode from the surface. Creatures that enter this space or start their turn in it must make a Dexterity or Strength saving throw, DC 14, or become restrained and take 3d6 slashing damage. Creatures already restrained by this effect automatically fail the save. As an action, a restrained creature may make a new Strength or Dexterity save to escape. After ten minutes, the vines become inanimate, and if grown from a spot inhospitable to plant life, wither away.)

600

60

Profane and Profound

1061

Vein-sight Goggles (The Vein-sight Goggles allow their wearer to see through solid material as if it were foggy glass to a limit of 60 feet. The leather-strapped Vein-sight Goggles have solid metal lenses and faint etchings on the lens’ faces. The goggles provide penetrating vision but pure metals are completely opaque to them, while less pure metals are visible as proportionally opaque glass. It is hard to distinguish non-metals seen in this way, with the user taking a -10 penalty to perception skill checks related to non-metals. Using these for more than 5 minutes in a day requires a Constitution check (DC 5 + minutes used) or the user becomes nauseous for 1d6 minutes and some of their hair falls out.)

6000

600

Gear Up

1062

Vengeful Weapon (Angry, twisted enchantments turn normal weapons into Vengeful ones. Vengeful weapons whisper and curse when their wielder takes damage. The weapon deals an extra 1d10 damage of its normal damage type to any source that dealt damage to the wielder since the beginning of their last turn.)

2500

250

Profane and Profound

1063

Venomed Weapon (Venomed weapons have a small internal venom glands or an inset fang. Once each day, squeezing the fang or venom gland will coat the weapon in a poison that deals 1d6 poison damage at the start of each of the target's turns unless they make a Constitution save, DC 10. The poison continues to harm them until they succeed on two saves.)

300

30

Arcane Arsenal

1064

Verdant Pike (Setting this +1 pike formed of an overlarge thistle haft and thick metal spike against a charge causes ghostly vegetation to sprout up around the wielder, covering the area within reach with large thorns pointing parallel with their pike. This allows the wielder to make up to two additional attacks of opportunity after having spent an action to ready against charges, although no more than one attack against a single target. Those bonus attacks can only be made against creature charging at the wielder or who have moved more than half their movement speed before attacking. In places with vegetation, the pike may be stamped down to cast Spike Growth as a 2nd level spell centered on the wielder, filling the area with wickedly sharp, blooming thistle. The Verdant Pike can only cast Spike Growth once each day and if the wielder is attuned, they are unaffected by the Spike Growth spell.)

3000

300

Arcane Arsenal

1065

Vermin Bomb (Vermin Bombs are red and white, garishly painted, hollow wooden spheres. They will implode on impact with a liquid “PLOOFP”, conjuring a random collection of junk from the nearest sewer or garbage dump. The implosion unloads a huge pile of trash and a charmed swarm of mixed vermin and insects. A 20’ radius around the implosion becomes difficult terrain and a 5’ radius becomes impassable. The swarm follows the mental command of the bomber. Mixed insects and vermin make up this swarm that covers 6 contiguous, 5’ squares of ground, dealing 1d6 poison damage to creatures that start their turn in a space occupied by the swarm. Any creature dealt damage by the swarm must save or immediately contract a random non-magical disease. The swarm has AC 13, and 30 HP, and movement speed of 30 feet. The swarm disperses when it loses its HP or after 1 hour.)

500

50

Save Vs. Disease

1066

Vial of Divine Tilled Earth (A crystal decanter hangs from a short loop of chain. Inside the sealed vial a handful of earth is overgrown with tiny plants and moss. The wearer may cast bless, aid, or similar spells over an acre of cultivated farmland, maintained grazing areas, or the like. This protects the plants and crops from disease and pests, while increasing fecundity to increase the resulting yield by half its base production. The effect lasts for one growing season. For every spell level higher than 1st used to bless the land, the user may increase the yield by another half its base value, double the acreage effected, or increase the duration by one growing season. One tenth of the harvest must be tithed to the hungry or needy, or else the boon will turn to a five season curse despoiling the productivity of the land to half its value. For each consecutive use of the Vial of Tilled Earth on a given acre after the first, the tithe demanded by its effects increases by 1d10 percentage points. Each growing season an acre goes unblessed reduces the demanded tithe by 2d10 percentage points, to a minimum of 10. Creatures that derive the majority of their food from acreage blessed by the Vial of Divine Tilled Earth roll any increases to their maximum hit points with advantage.)

50000

5000

Profane and Profound

1067

Vibrant Purple Ioun Stone (A bright, royal purple, three-pointed-crown-shaped stone circles spins just above its user’s head. Once activated by grasping the stone and placing it above their head, the user can store up to three spell levels of spell or spell-like abilities in this crown as a free action. As an action, a creature wearing the Vibrant Purple Ioun Stone may call forth a stored spell, using the ability modifiers and proficiency of the creature that stored it.)

15000

1500

Arcane Arsenal

1068

Vicious Weapon (Notches and pits adorn this weapon, oozing a black-red oil that drips towards the blade, tip, or blunt end. The oil, once there, reinforces and hardens the weapon. A vicious weapon asks the same of its wielder as it does to itself: ferocity at the cost of pain. It deals an extra 4d6 damage of its type but drains 2d6 worth of hp from its wielder on each hit.)

7500

750

Save Vs. Disease

1069

Viscous Slime (When this dormant chunk of green slime is used as part of a mobility reducing spell, the magic becomes contagious. The first valid target each original target is adjacent to at the start of their turn during the duration of the spell becomes another target of the spell. Each new creature makes its own save against the effect. If the effect spreads, the remaining duration on the original target is split between the original target and the new target, rounded up. A spell using the Viscous Slime can be spread by the original targets a number of times equal to the spell level. As long as the mage is able to harvest some of the reproducing slime after the spell ends, Viscous Slime replicates itself sustainably for an infinite number of consecutive uses.)

15000

1500

Profane and Profound

1070

Voice of the Sea (By holding the conch shell to your ear you can hear the ocean. Any divination spell relating to the ocean is cast with advantage. Licked, the shell turns out to be sweet and can be eaten like delicious glass shards. For five minutes after eating, the shell grants the ability to breathe underwater and fight as if on land. Multiple people can share the shell, splitting the total duration between them. Multiple people can share it but split up the duration between them. Fish and seafolk will often accept these shells as payment for mercenary services, and it is worth twice its value to those creatures.)

750

75

Gear Up

1071

Volcanic Staff (This ashen staff smoulders with lines of fire and grants a bonus spell slot of the highest spell level an attuned creature can cast for as long as it is on fire, this ability can only grant up to one bonus spell slot each day. Spellcasters may use this staff to cast the following spells using an equivalent or higher level spell slot: Burning Hands, Scorching Ray, Fireball, and Wall of Fire. The wielder of this staff has resistance to normal fire damage and heat related effects. Fire spells they cast deal an additional 1 fire damage per damage die that ignores fire resistance and immunity.)

7500

750

Exposed to the Elements

1072

Vorpal Blade (Deep black meteorite, adorned with an obsidian and pearl pommel. A Vorpal Blade is a fearsome weapon of legend, having slain many a previously-thought-invincible foe or hero. This +4 longsword has a penchant for cutting foes in twain and deals an extra 4d8 damage on a critical hit. Creatures struck by this critical hit must make a save, DC 20, or be cut in two.)

35000

3500

Profane and Profound

1073

Wand of Binding (This black wand is tipped at one end with a white knob and adorned with a single black buttons. The Wand of Binding creates a stringed connection between any two surfaces it touches while the button is pressed. This string follows the path of the wand tip, as straight or winding as the wearer makes it, to the final surface it is touched against. The surface bond can only hold up to 100 pounds while the rope itself acts as mundane silk rope. Only 100 feet of ‘rope’ can be created with one activation. Touching the wand again to a surface bond breaks the bond and tapping it thrice upon one of its own ropes dispels the rope.)

3000

300

Gear Up

1074

Wand of Enemy Detection (When the owner’s adrenaline kicks in at the start of combat, they can call upon the magic in this segmented steel wand to push them slightly faster. Small electric shocks boost the wielders initiative roll by +1d8. This wand can be used three times each day. While it doesn’t need to be wielded to benefit from, it must be in contact with the owner’s skin. Creatures without a discernable biology gain no benefit from this wand. If this wand or its wielder suffers electric damage, the wand stops working for that many hours.)

300

30

Charged

1075

Wand of Fury (This wand of healing, having been abandoned in a place of demonic power has had its shaft turn grey and a subtle steak of red now winds through the soft blue energies. Each day it regains 1d6 charges up to its 7 charge maximum. Each charge can be used to cast a Cure Wounds spell to heal the target for 3d4+6 hit points of healing. However, the target must make a Wisdom save, DC 15, or fly into a rage. They must make a targeted attack against another creature each turn or take 1d6 damage at the end of their turn. The rage lasts for 1d4 minutes.)

300

30

Exposed to the Elements

1076

Wand of Leaden Missiles (This slender wooden rod is weighted with a metal core and affixed with iron sights for aiming. The Magic Missiles cast from this wand have an unusual weight, giving them a maximum range of five feet but also increasing their damage to 1d8+1. When used as an action, the wielder of this wand must make a Strength save, DC 13, or be flung back 10 ft. The wand regains all 7 charges each day and each casting fires a single, unerring magical bolt of force at a target in range.)

200

20

Exposed to the Elements

1077

Wand of Magic Missiles (A Wand of Magic Missiles is a sleek silver wand topped with a pointed, marquise-cut amethyst. Squeezing its handle is enough for it to send out a burst of pure magical force at the target it is pointed at. This functions as a Magic Missile spell for one bolt of 1d4+1 force damage. The wand can be activated up to thirteen times each day as an action.)

500

50

Arcane Arsenal

1078

Wand of the Battle-Medic (A Wand of the Battle-Medic is an ivory rod topped with an oval-cut ruby. Squeezing its soft, white cotton handle pushes out a fluorescent ethereal paste. If the paste is immediately applied to a wound, it heals the target for 1d6+2 points of hp. The wand slowly refills and can be used up to three times each day. After this magic is exhausted, the residual paste on the wand provides a soothing pain-killing effect for a +2 bonus to healing checks.)

300

30

Charged

1079

Wand of The Generous Host (A Wand of the Generous Host is a two tined golden fork with a round-cut sapphire pommel. Sticking this wand into meal, multiplies it, creating 1d4 copies of that meal.. This wand can only be activated twice each day.)

200

20

Charged

1080

Wand Slot Weapon (A small slot or channel has been carved into this weapon. A handheld wand can be snapped into place such that it will trigger whatever spell or effect it has when the wielder of the weapon hits with an attack.)

400

40

Arcane Arsenal

1081

War Plow (The War Plow is a large +1 breastplate with a single, foot-long, jutting prow of angled metal. The wearer can make a charge attack as an action, moving up to their full speed in a straight line, dealing 2d6 damage to each creature in that line and shoving them 5 ft. to the side. If a creature succeeds on a Strength contest made at disadvantage against the wearer of the War Plow, the charge attack stops after dealing half damage to them. If they choose to contest the movement but fail, they take double damage from the charge attack and fall prone. If the wearer has multiple attacks, this charge attack counts as one attack for the purposes of making other attacks before, during, or after the charge.)

7500

750

Arcane Arsenal

1082

War Rune (This flat, golden badge about the size of a deck of cards can be affixed by a sharp pin or metal rivet to one’s armor or clothes. The War Rune allows its owner to turn their spells and spell-like abilities into a bonus towards their combat prowess. Expending a spell grants, per spell level of the expended spell, 1d8 temporary hit points and a +1 attack and damage on weapon attacks. The channeled magical energy also increases the non-magical component of their armor class to a minimum of 10 + the spell level. This effect lasts for one round per level of the spell or equivalent magic effect expended. Channeling the magical energies into the badge costs a move action. The wearer may also channel any non-harmful ongoing enchantments affecting them into the War Rune as a free action, dispelling the effect and empowering the wearer. Only the highest-level spell inside the War Rune takes effect, although lesser spells stored in the rune will activate, in descending order, as the higher-level spells are consumed.)

12500

1250

Arcane Arsenal

1083

Warding Salts (Applying this mix of purple, pink, and silver salts to armor as an action will allow the wearer of that armor to use either the armor’s defensive bonus, including magical improvements, or the normal attribute bonus on a saving throw against a single magical effect of their choice. The Warding Salts last until used or submerged in running water. A jar of Warding Salts has enough for three doses.)

250

25

Exposed to the Elements

1084

Warning Glyph (Any liquid that remains legible once dry can be slathered on this marble stamp and pressed down to place a magical rune that will alert you to intruders. Up to three stamps can exist at any one time. When a fourth stamp is created, the oldest surviving stamp flakes and fades. The Warning Glyph’s sigils ward a 30ft radius. If a creature enters this space, the magic of the sigil creates a near deafening, minute long cacophony of bird tweets, bird song, crowing, and cawing that can be heard up to 500 feet away. Creatures that were touching the Warning Glyph or its wielder as the stamp was created are ignored by the warding magic. These stamps last until they are defaced or until they deteriorate after a month. Adding adjacent or overlapping stamps increases the warding magic. With two stamps, the radius increases to 60 feet, the noise can be heard as far away as 1000 feet, and the noise is triggered by the glyph being defaced. When all three active stamps are placed together, the radius of the circle further increases to 120 feet, the circle’s list of ignored creatures can be modified by the wielder of the Warning Glyph if they can see the sigil, and the warning also alerts the Warning Glyph holder telepathically if they are on the same plane as the sigil.)

2250

225

Charged

1085

Watch Owl (This stuffed owl will clamp down on any suitably sized perch it is placed on and watch for suspicious activity. With a beige dial set in the back of its head, the Watch Owl can be set to different sensitivities at which it will begin to loudly *Hoot*. These sizes include inanimate objects as well as creatures: tiny, small, medium, or large. The Watch Owl looks for any movement of the set size or large, as a passive perception of 15, with darkvision out to 60 feet in a 180 degree arc in front of it. If it sees any movement, it hoots loudly for a minute or until its head is softly stroked, calming it.)

1000

100

Gear Up

1086

Water Djinn's Ewer (This pure sapphire ewer is capped by an ornate crystal stopper. The Water Djinn’s Ewer sloshes with clear blue water. With its lid turned open, it can be poured forth endlessly, creating as little as a pint of water each round to as much as a high pressure blast of 10 gallons each round. This is approximately 10 cubic feet of water each minute. The blast of this water strikes a 30 foot line each round for 1d6 nonlethal damage and pushes those creatures back 5 feet unless they succeed in a Strength save (DC 14).)

9000

900

Gear Up

1087

Watersight Ring (The Watersight Ring is a wide, smoked-quartz band that sizes itself to fit on a creature’s largest finger. The wearer of this ring can see underwater as if they were under clear and sunny skies. When deep underwater, the ring also provides darkvision out to 60 feet. This ring also removes any visibility penalty in muddy or obscured waters and liquids treating total concealment as concealment and concealment as normal vision.)

4000

400

Gear Up

1088

Weather Vane (Holding this flat, metal, bird-shaped Weather Vane at least twenty feet from the ground outdoors allows the user to forecast the weather. The user becomes aware of the weather up to three days ahead, with a 20% chance of misreading the divination magic, giving an incorrect prediction.)

1000

100

Gear Up

1089

Weatherstone Plate (Plate mail formed of overlapping plates of moss-covered stone can be freely commanded, with continual concentration, to improve the weather in the nearby area. This effect starts as a 30 ft. radius but its size increases by 30 ft. each round to a maximum of 300 ft. The effect might be used to make the area a bit sunnier, overcast, increase or decrease precipitation, clear or thicken fog, minorly change the temperature, weakly modify the wind speed or direction, or another similar effect no more powerful than a circumstantial +1 or -1 to rolls. When the wearer’s concentration ends, the effect ends. Once chosen, the weather effect cannot be changed without breaking concentration.)

2500

250

Arcane Arsenal

1090

Wheel of Woe (A small, multicolored wheel and pointer that can either be held or affixed to a shield. With a thought, it can be made to spin, imposing good or bad fortune from alternate realities. Whenever the wearer rerolls a die or group of dice, the Wheel of Woe stores the result. As a reaction, the user can then replace the fortunes of another creature within sight with the stored fortunes. The target must be rolling the same die or group of dice that generated the stored result and if they succeed on a Charisma saving throw, DC 13, the Wheel of Woe expends the stored fortune without effect. A new result cannot be stored in the Wheel of Woe until the previous one is used and its effects can only be used to target creatures hostile to the wearer.)

5000

500

Profane and Profound

1091

Wheeled Rattlefire (This loud, clattering metal wagon completely encases its riders in metal and glass. A ships wheel sits at the wagons helm, along with the foot pedals from an organ or piano. Only Gnomes and madmen have been crazy enough to use crackling fireballs encased in metal to move a cart, bypassing any reasonable standard of risk to reward. This wagon will automatically move forward at its current speed each round, unless a driver uses an action to turn it. The wagon’s speed is tied to its instability die. This rumbling metal beast feeds off of oil, and consumes a gallon of oil each minute. When empty of fuel, the Wheeled Rattlefire rumbles to a stop, slowing down two speed steps each round. It can carry a maximum of 4,000 pounds with no penalty and up to twice that weight but at the penalty of rolling its instability die twice, taking the worse of the two results. This explosion powered wagon starts with an instability die size of d30, which decreases in proportion with the cart’s increasing speed. As an action, the driver can speed up or slow down the wagon by one category, with a difficult drive or disable device check letting them modify the speed by up to 1d4 additional categories. This can be done as part of the drive action to control the wagon’s movement. The instability die is rolled whenever the Wheeled Rattlefire is turning more than 30 degrees in a round, doing a stunt, driving through difficult terrain, or colliding with something. Rolling a ‘1’ on the instability die results in a crash, dealing damage to the wagon, the object collided with, and its riders as if they had fallen a distance equal to ¼ its current speed, rounded down. The wagon has 50 hp. Protection spells strap seated the riders to the wagon during a crash, but only while the wagon has hp remaining. This reduces the damage inflicted on the riders by ½, and they can react as normal to reduce this “fall damage” further. A collision also slows the vehicle's speed by 2 steps. Instability (die size) vs Speed (ft./round): d30 50; d20 100; d10 150; d12 200; d8 250; d6 300; d4 350; d3 400; d2 450 Repairing or servicing the wagon is most likely difficult, as the sorts of individual who can understand the device, let alone that are willing to work on them, are likely the sort of risky individuals not commonly still among the living. Those that are, tend to be expensive or eccentric enough to be difficult to work with. Take care that the artificer working on the Wheeled Rattlefire doesn’t test out their latest and greatest “improvements” to the design while unsupervised.)

40000

4000

Modern Mayhem

1092

Whetstone Pendant (By using the Whetstone Pendant to sharpen, hone, or maintain their weapons during a short rest, the wearer of this flat, stone pendant gains a single d6 superiority die. This die can be expended to add 1d6 to a single attack or damage roll with a weapon. For a wearer with any levels in fighter, they may copy the keyword of a weapon they are proficient with as a free action and apply it to a held weapon. The bonus keyword only functions while in the wearer’s hands and may be transferred to a new held weapon as a bonus action. This bonus keyword lasts for one minute and after use, the ability cannot be called on again until the wearer completes a short rest.)

800

80

Exposed to the Elements

1093

Whiptail Hairband (Attaching this metal-beaded length of horse-hair to one's hair allows the wearer to make whipping attacks with the lengthy hair as a free action. The wearer of the Whiptail Hairband may make an attack as a move action with their magically lengthening hair against a foe within 15 feet. This attack automatically hits a foe and deals 1 non-lethal damage.)

500

50

Arcane Arsenal

1094

Whispering Tooth Earring (The acid damage on this polished tooth has left it pitted with tiny holes that whistle and whisper in the slightest breeze. Worn as an earring, its wearer may call upon it to cast Eldritch Blast as a bonus action. It can be commanded twice this way before the wearer must complete a short rest to use it again. For a wearer with at least one Warlock level, the Whispering Tooth Earring grants a second boon. As part of a long rest, the warlock may meditate to replace one unexpended invocation with another that they meet the requirements for. When the warlock begins their next long rest, the original invocation returns and the gained invocation is lost.)

800

80

Exposed to the Elements

1095

White Rose (White spruce wood forms the haft and large, carved rose topper. Healing spells and spells cast on willing targets cast using this staff as a focus have their durations increased by 20%, their range increased by 10 ft, and restore 1 hit point per spell level in addition to their normal effects. If the spell has multiple targets, this bonus healing is divided evenly among the willing targets, rounded down. The White Rose functions as a +1 quarterstaff and its magical bonus applies to skill checks regarding gardening, healing, and foraging.)

5000

500

Profane and Profound

1096

Wild Armor (Wild armor has small vines, animal fur tufts, and shifting monster parts moving around or on it out of the corner of the eye. Wild armor shifts forms with its wearer, continuing to apply its armor bonus and magical effects in the new form.)

4000

400

Profane and Profound

1097

Will-O’-Wisp Bracelet (A sphere of amber clasped in a silver-chain bracelet holds a shimmering ball of ghostly light. If your Wisdom is less than 15, it is increased to 15, otherwise you may cast Minor Illusion as a bonus action whenever you cast a 1st level spell or higher.)

400

40

Arcane Arsenal

1098

Willow Bark (Chewing this hardy bark halves pain or nausea penalties, rounding them down, for the next 1d4+1 hours. This bonus also haves any concentration check penalties from damage taken. There is a minor risk of addiction, and addiction causes the user a slight fever when they haven’t had the bark in the last 24 hours, imposing a -2 to DEX and CON checks. Addicted people need to eat an additional dose of Willow Bark in order to benefit from the pain reduction effect for each week they’ve been addicted.)

10

1

Fantasy Foundry

1099

Windlass (This +2 steel scimitar is surrounded by a sheathe of wind that whistles and howls when held. Upon making an attack while sheathed in wind, the Windlass wielder may make a free attack dealing half damage to up to one target adjacent to the original target. Thrice per day, the wind sheathe of the Windlass may be expended as an attack to deal half damage across a 15ft cone, with a Dexterity save to reduce the damage by half, DC equal to the result of the attack roll. As an action, the wind sheathe of the Windlass may be sent at a target within 30 ft. as a ranged attack, dealing half damage. Once expended, the wind sheathe around the scimitar will not return until the weapon downs an opponent, the wielder moves twice their movement speed in a single turn, or the wielder performs a swords-dance routine during a short rest.)

8000

800

Arcane Arsenal

1100

Winged Boots (White feathers adorns the ankles of the white, leather Winged Boots. Any flying the wearer does or flight effects the wearer is given will have improved maneuverability, increasing by one step. Additionally, the wearer may fly with poor maneuverability with a speed of 60 feet for 10 minutes each day. This flight already factor in the boots own maneuverability increase. When the entirety of this duration is used, the boots no longer contribute to the wearer’s improved aerial maneuverability.)

5000

500

Charged

1101

Winnowing Needle (Winnowing Needles are finger sized sewing needles. As a bonus action, a creature may prick themselves with the needle and give up a proficiency -skill, save, or tool- to raise their proficiency bonus by 1 for one roll. This stacks with itself and the bonuses can be saved until used, the user completes a long rest, or they lose possession of the Winnowing Needle. One forfeited proficiency returns after each completed long rest.)

5000

500

Exposed to the Elements

1102

Wise Mirror (An item mirroring children’s tales, this oak-bordered hand mirror must be activated by saying “Mirror, Mirror on the wall…”. Following this activation, the user can ask the mirror a yes or no question that an Augury spell could answer. It has a 20% chance of not being able to answer that question, instead making a sarcastic or insulting comment. Each day, it may be used continuously until it fails to give an answer, after which it will answer no further questions and merely gives sarcastic replies. If fed with a particularly juicy piece of gossip, the user may make a Charisma save, DC 15, to ask another question of a mirror that has turned sour for the day. If this save fails, the spirit inhabiting the mirror plants a seed of doubt in the user’s mind, requiring them to make a Wisdom save, DC 12, the next time an impulsive, jealous, or backstabbing opportunity presents itself to not take the action.)

2500

250

Profane and Profound

1103

Wise Mirror (An item mirroring children’s tales, this oak bordered hand mirror must be activated by saying “Mirror, Mirror on the wall…”. Following this activation, the user can ask the mirror a yes or no question that an Augury spell could answer. It has a 20% chance of not being able to answer that question, instead making a sarcastic or insulting comment. Each day, it may be used continuously until it fails to give an answer, after which it will answer no further questions and merely gives sarcastic replies.)

2500

250

Arcane Arsenal

1104

Woebegotten Cloak (This is a magical cloak of stitched together banners, flags, and clothing. Once attuned, a wearer gains access to boons from the souls bound to the cloak. Attuned creatures remain attuned to the cloak until another creature becomes attuned or until they cast curse removing effect with a spell level of 7 or higher. Creatures attempting to attune to this cloak are alerted to its true nature. Should they die while attuned, a new strip of cloth is added to the cloak as their soul becomes permanently bound to the Woebegotten Cloak. The Woebegotten Cloak holds a maximum of 13 charges and regains 1 each day, plus an additional 3d4 charges while attuned. The attuned wearer may expend a charge or charges for any of the following effects assuming a soul with the relevant ability is bound to the cloak: cast a 1st level spell or cantrip using your ability modifier (1), 2nd level spell (3), 3rd level spell (6), 4th level spell (10), proficiency for 1 minute (1), proficiency for 1 hour (2), proficiency for 1 day (4), reroll one roll (5), add or subtract 1d4 from a roll (2), or gain another reaction (3). A soul bound to this cloak cannot be regenerated, reincarnated, or otherwise restored until the cloak is destroyed. Activating the cloak is a free action, but its granted abilities may take a move or action to use. During activation, the wearer of the cloak sees the spectral soul appear and aid them in the chosen task before vanishing back into the cloak. For each use of the Woebegotten Cloak each day after the first charge is expended, the wearer must make a Charisma save, DC 8 + charges used since the last long rest, or the wearer gains a random mania, phobia, tic, or compulsion from the bound soul they temporarily summon as the bound entity attempts to wrest some control from the wearer. They may attempt a new save at the end of a long rest to get rid of the malignant influence. If the influence remains at the end of seven days, it becomes permanent. Common flaws in the bound souls include paranoia, megalomania, power-hungriness, and recklessness, the very character flaws that led them to donning the cloak and eventually perishing while attuned.)

50000

5000

Profane and Profound

1105

Woodmites (A handful of wood weevils hibernate in a loose net until thrown. Then they’ll infest the area where the net lands, swarming out to bite and gnaw at those within a 10’ radius. Each creature that starts its turn in the area will have 1d4 weevils latch on to them, dealing 1 ongoing damage each. After 10 rounds, the remaining weevils on the net burrow and scatter. The weevils ignore non-magical damage resistances, armor, and hardness less than stone. Fire, alcohol, or oil applied to the attached weevils cause them to immediately drop off and scurry away. Trying to remove them with force requires a strength check as an action, DC 5, with every 3 points above 5 removing an additional weevil. Removing them this way deals 2d4 damage to the host per strength check.)

75

7.5

Save Vs. Disease

1106

Wounding (Terrific wounds are the hallmark of a Wounding weapon. Pitted blades, jutting spines, or swirling barbs of force cause 1d6 bleed on each hit. Critical hits dealt by a Wounding weapon deal an additional 1d6 bleed and cause the target to immediately take bleed damage. At the start of the afflicted creatures’ turns, they take damage equal to their bleed total. Whenever a creature is healed, it also removes bleed equal to the amount of hit points regained. A successful healing check, DC 12, removes five points of bleed as an action.)

15000

1500

Profane and Profound

1107

Wyvern Spinal Fluid (Sprinkling this clear liquid over themselves when casting a memory or thought changing spell allows the caster to create a backup copy of the original memory being modified. The original memory coalesces into a tiny, invisible pustule just behind the ear of each target. The pustule is unnoticeable to anyone but the caster or creatures using detection effects of a higher spell level than the original spell. Lancing the pustule will return the original memory, allowing the target to choose which to keep and which to forget. Wyvern Spinal Fluid is sold in wax-capped vertebrae each providing enough fluid for one spell.)

900

90

Profane and Profound

1108

X-Bow (An X-Bow is a composite long bow or short bow shaped like two bows crossing each other at a shallow angle. It is a +1 weapon and allows an extra arrow to be loosed with each shot but the extra arrow does not benefit from any bonus damage.)

2500

250

Gear Up

1109

Xeenoz’s Striders (Xeenoz’s Striders are a pair of boots with a stylized ancient soldiers helm emblem on the left ankle and a tortoise emblem on the right ankle. An attuned wearer of these boots can manipulate and distort space and time in a limited area. For up to two creatures within sight designated by the wearer as a free action, a 20 ft. radius around the wearer is considered difficult terrain for movement towards the wearer. Ranged attacks by the designated creatures outside the aura are considered to be made from twice as far away. A 10 ft. radius around the wearer for those indicated creatures is counted as incredibly difficult terrain, costing four times as much to move towards the wearer. Only a maximum of two creatures can be targeted by this effect at any time and lasts until the wearer chooses another target or they leave the wearer’s sight for more than a minute. Twice per day, the wearer can teleport halfway towards a creature in sight as a move action, rounded down.)

2500

250

Arcane Arsenal

1110

Xionic Glyph (An indescribably shaped psionic 4th dimensional non-euclidean construct of folded, dark-green glyphs delivered by alien gods. Its holder is granted visions of possible futures, allowing them a reroll of any die roll once each day. They may receive additional rerolls by allowing themselves to be flooded by the thoughts pouring from the device. Every reroll used beyond the first requires a random mental saving throw, either Wisdom, Intelligence, or Charisma, versus a DC of 10 + 3 for each Xionic Glyph reroll the wielder has used since the last long rest. On a failure, the user gains some form of insanity or an existing insanity is made worse: compulsions, phobias, manias, disorders, delusions, or vices.)

9000

900

Profane and Profound

1111

Xylem Verdant (An intricate knot of corded tree fibers, sourced from druidic groves, can be untied to empower a plant-based spell. Non-sapient plants created or affected by the spell can be made more or less tolerant to drought or water shortfalls, either extending their lifespan by 50% or decreasing it by the same amount after the spell ends. Plant based creatures and permanent objects are instead granted 5 temporary hit points and gain resistance to fire and necrotic damage. A single Xylex Verdant braid holds five mystical knots.)

250

25

Profane and Profound

1112

Yarn of Yarns (Each day, this shimmering thread can be woven into a living story that serves as inspiration to its holder, improving their skills. This provides a +2 bonus to one type of rolls chosen when the Yarn of Yarns is woven: one attribute’s saving throws, one skill or equipment checks, or a single damage type. Weaving the yarn into a symbolic shape is done over the course of a short or long rest. Between rests, the user may attempt to reweave the Yarn of Yarns to change its boon by telling it a story and making a performance check, DC 10 +5 for each previous time it has been rewoven since the last long rest. On a failure, the weaving fails, and the yarn remains unwound without providing any bonus until the user completes a long rest during which they untangle the Yarn of Yarns.)

16000

1600

Profane and Profound

1113

Yawn of a Lich (The rare, tired exhalation of a recently revived lich, harvested before their mind adapts to a body that no longer tires nor breathes, is a useful reagent in any revivifying, resurrecting, or raising spell cast on the dead. The Yawn of the Lich must be inhaled by the caster as the only air in their lungs as they finish casting the spell. Targets returned to life or transformed into undead gain a single-use spell of a level equal to half the spell level, rounded up, of the original spell cast to reverse their death. The spell they gain is a spell known by the caster of that level. For the purposes of casting that spell, the raised creature uses the caster’s spellcasting ability score minus two. This spell is cast as a free action by the creature releasing a dry and musty yawn. One flask of this fetid breath can be used to supplement the casting of up to thirty spell levels of spells, provided the caster exhales the remaining yawn back into the glass after casting.)

30000

3000

Profane and Profound

1114

Yesterwine (Drinking this wine sourced from grapes grown during temporal paradoxes will cause the drinker to resume a previous state of being. One cup reverts them one day, two a month, three a year, four a decade, and five or more reverts them by half their lifespan. If they would be reverted to a time prior to their existence, they cease to exist for the duration of the Yesterwine and reappear where they were once it ends. The reversion only applies to their own selves, minds and memories included, although they can vaguely remember all that has happened from the time they reverted. After an hour, the effects of Yesterwine quickly fade, snapping them back to their present form, requiring a Constitution save, DC 10, for each cup drunk, or else the backlash will cause a permanent loss of one random ability point unless they lose 10% of their current experience points. A bottle of Yesterwine is as large as a double-bottle of wine and holds six cups of the vinegary mix of red and white paradoxically sourced wine.)

1000

100

Arcane Arsenal

1115

Ysgaxil's Symbiote (A large, white slug, of a breed created by Ysgaxil, will attempt to attach itself to the nearest living creature. While unintelligent, it’s heavy breathing when unattached to a host sounds like a small child whispering, “Protect me, Mister”. It will disengage from a dead host and will move 5 ft each round towards the nearest living creature. Once on a living creature, it will attach with its suckered mouth onto the back of that creature’s head, and begins covering them with a thick coat of transparent, light grey gel. The Symbiote drains 20 Max HP while worn but the thick gel acts as +2 Plate armor while requiring no proficiency to use. Weaker creatures with fewer than 21 maximum hit points are left with 1 hit point, but the Symbiote will leave this host for a stronger one as soon as possible. The gel takes damage for the wearer before breaking and leaving the wearer exposed. The gel has 15 HP and will be replaced with a new layer with full hp if the old one is damaged and the wearer has not been attacked in the last two rounds. The symbiote gel pushes off and unhooks other armors. The Symbiote shares the same gel layer, but underneath has an AC of 18 and 30 hit points. It has advantage on saves against area attacks.)

12500

1250

Save Vs. Disease

1116

Ysgaxil's Symbiote, Greater (Like its lesser cousin, this symbiote drains its wearer but provides protection in return. Whether this is a deliberate improvement by Ysgaxil or an evolving magical breed, this white slug is as long and thick as a lance. After attaching to the back of a creature's neck, it coils around their shoulders. It drains 30 max HP on attaching, and builds a gel armor that functions like +4 plate mail. This light grey gel has 25 hp, and the gel will be replaced after two rounds of the wearer not being hit once it has taken damage. The Greater Symbiote’s gel, when hit with targeted magic for the first time each round, will fully absorb the magic targeting the wearer. The Greater Symbiote has an AC of 20, 50 hit points, advantage on saves against area attacks, advantage against magic, and a movement speed of 10 ft. The gel pushes off and removes other armors.)

15000

1500

Save Vs. Disease

1117

Ysgaxil’s Curious Antidote (Inside this glass phial lies a sleeping, bulbous leech about the size and rough shape of a human foot. Attaching Ysgaxil’s Curious Antidote to one’s flesh allows a creature with spells or spell-like abilities to expend their magical energies to gain temporary mutations. Expending a spell allows the user to gain a number of random mutations. The leech bulges and gulps down this released magical energy, vomiting back scurrying growths of flesh back into the host that become mutations. The user rolls for as many mutations as levels of the expended spell. From this selection, the user must take half of these mutations (rounded up). These mutations last for as many minutes as the number of levels of the expended spell or spell-like ability. Activating this effect takes as long as the expended spell or spell-like ability would take to cast. Additionally, any ongoing magical enchantments or curses affecting the wearer can be fed to Ysgaxil’s Curious Antidote. If that effect had a save associated with it, the user must pass a saving throw against that spell, with advantage, in order to feed the magical energies to the leech.)

50000

5000

Save Vs. Disease

1118

Zebra Feather (One side of this giant feather is mostly black with white stripes and the other side is the reverse. As a bonus action, the wielder can turn the Zebra Feather around in order to cast spells as if they were the opposite alignment for the purposes of spontaneously cast cure wounds or inflict wounds. Other effects or abilites that rely on this choice, such as turning or commanding undead, are also flipped. Magical abilities or spells of 5th level or lower will perceive the wielder as having this alignment.)

3000

300

Profane and Profound

1119

Zest of Life (The white sand in this sealed jar glows with a golden light shedding dim light out to 60 ft. Creatures within the faint light make death saving throws with advantage. The fertility of non-sapient plants and animals are doubled if they give birth or go to seed within the light, producing or conceiving twice as many offspring as they normally would while suffering no ill effects from the extra burden. If the jar is broken, the golden glow leaves the sand and seeks out the nearest corpse of a creature that died within the last 24 hours, then restores that creature to life while fully healing any injuries, poisons, or diseases it had, no matter how old the injury or ailment. Creatures that had perished due to age will live for another 1d4% of their original lifespan.)

100000

10000

Profane and Profound

1120

Ziggurat Gravel (Ancient blocks smashed and tumbled until tiny and round, this handful of small stones can be tossed lightly into the air during the casting of a spell with an empowering aura or area of effect. Ziggurat Gravel then scatters to the ground, rolling along the floor to stay near the center of the area of effect. The caster chooses one skill or tool proficiency and creatures that benefit from the spell’s bonuses also gain a bonus to checks of the chosen type equal to one quarter of the spell level, rounded up. That skill bonus does not stack with other bonuses the spell provides. After the spell ends, the Ziggurat Gravel can be retrieved for later use.)

12000

1200

Profane and Profound

1121

Zionblade Trisword (This longsword has a triangular cross-section and functions as a +3 piercing weapon dealing 1d8 damage. If the wielder is attuned to this blade, it functions as more than a simple magic weapon. Every third hit with this weapon gains a bonus d8 damage die as each hit causes one face of the blade to light up, flashing with energy upon the third strike. Rolling a 3 on a damage die of this weapon adds an additional d8 of damage as the blade rotates 120 degrees around its handle. Rolling a natural 3 on the attack roll of this weapon counts as a critical hit as the blade lengthens to three times its normal length to strike unexpectedly. When casting a spell as a third level spell while wielding this weapon, the wielder rolls a d20, and on a result of a 3, they regain that spell slot as the blade catches the residual magic energies of the spell and feed them back into the wielder. To gain attunement, the wielder must perform a three-minute ritual they instinctively know upon grasping the blade. This ritual requires the user to take on a minor geas where they must attempt to do things in threes where possible, with a Wisdom save, DC 15, required to avoid the compulsion. The minor geas can be shaken off by spending an action and succeeding on a Wisdom save, DC 13, but the user will lose attunement until they perform the ritual again.)

33333

3333.3

Arcane Arsenal

1122

Zombie Dust Poison (Zombie Dust is a royal purple, fine powder meant to be blown in the faces of your enemies. With a deep breathe, you can cast it out in a 5’ cone. Affected creatures must make a CON save, DC 12 or make their initiative and mental saves at disadvantage for 1d4-1 hours. Affected creatures give off blank stares and feel mentally distant from their physical forms. Creatures under the effects of Zombie Dust get +2 to attack and damage and resistance to physical damage while they are under the effects of magical compulsion. Once it wears off, the callous disregard the creature has shown for its body hits it hard, imposing a -2 to each physical attribute per hour spent under its influence, this effect lasts for 48 hours.)

200

20

Fantasy Foundry

1123