Emporium

Every blade, buckler, bottle, and bauble in one shop. Search by name or effect, or narrow the shelves with the filters.

01

Arms, Armor & Upgrades

Mundane weapons and armor, and the special materials and craftsmanship that improve them.

Full rules: Arms & Armor

Weapons · Swords & Daggers

Weapons · Axes

Weapons · Clubs & Hammers

Weapons · Polearms

Weapons · Exotic Melee

Weapons · Bows & Slings

Weapons · Crossbows

Weapons · Firearms

Light Armor

Medium Armor

Heavy Armor

Shields

Material & Craft Upgrades · Weapons

Material & Craft Upgrades · Armor

02

Gear, Alchemy & Ordnance

Tools, camp gear, reagents, medicines, and things that go bang.

Full rules: Tools & Equipment

Tools & Camp Gear

Medicines

Alchemy & Reagents

Explosives & Ordnance

03

Potions & Elixirs

Potions act the moment they are drunk. Elixirs last until the drinker’s next full rest, and only one can be active at a time. Mixing them risks a mishap; roll it below.

Full rules: Potions & Managrams · Potion Miscibility

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Tier 6

Miscibility Mishap

Roll when a second elixir is drunk while one is active, or a second type of potion (other than healing) in one day.

1–4
Safe. Nothing.
5–6
Poison. Sustain the potion’s Tier in d6’s of poison damage.
7
Illness. Violent illness for 1d6 hours.
8
Madness. Madness for 1d6 hours.
9
Coma. Fall into a coma for 1d6 hours.
10
Mutation. Gain one mutation, removable only by healing magic of 6th or higher level.
11
Heart Stops. The character’s heart stops. Instant death.
12
Explosion. The character explodes, dealing PROF d10’s of force damage in a 10’ radius. Instant death.
04

Magic Arms & Armor

Enchanted weapons and armor. A character can attune to no more than 3 magic items at once.

Full rules: Magic Weapons · Magic Armor · Attunement

Magic Weapons · Melee

Magic Weapons · Missile

Magic Weapons · Special

Magic Armor

05

Clothing

Enchanted wearables, by the slot they are worn in.

Full rules: Magical Items

Boots

Cloaks

Bracers & Gloves

Robes

Headwear

06

Rings & Amulets

Rings, amulets, necklaces, and talismans, with their charges and the spells they hold.

Full rules: Magical Items

Rings

Amulets

Collars & Chokers

Talismans

07

Wands & Staves

Spellcasting implements and the spells each one can cast.

Full rules: Magical Items

Wands

Staves

08

Curios

Oddities and wondrous relics that fit nowhere else.

Full rules: Magical Items

Wondrous Items