
Emporium
Every blade, buckler, bottle, and bauble in one shop. Search by name or effect, or narrow the shelves with the filters.
Arms, Armor & Upgrades
Mundane weapons and armor, and the special materials and craftsmanship that improve them.
Full rules: Arms & Armor
- Damage
- d8
- Load
- 2
- Cost
- 75+
TypeMartial · Might/Agility
Traitsfinesse, slashing, piercing
(includes shortswords, rapiers, sabers, scimitars)
- Damage
- d8/d10
- Load
- 2
- Cost
- 120+
TypeMartial · Might
Traitsslashing, piercing, versatile
- Damage
- d12
- Load
- 3
- Cost
- 150+
TypeMartial · Might
Traitsheavy, two, slashing, piercing, power
- Damage
- d6
- Load
- 0
- Cost
- 15+
TypeUnique · Simple · Might/Agility
Traitsfinesse, light, slashing, piercing, variable
- Damage
- d8/d10
- Load
- 2
- Cost
- 25+
TypeAxe · Martial · Might
Traitsversatile, slashing, crushing
- Damage
- d12
- Load
- 3
- Cost
- 50+
TypeAxe · Martial · Might
Traitstwo, heavy, slashing, crushing, power
- Damage
- d6
- Load
- 1
- Cost
- 25+
TypeAxe · Simple · Might/Agility
Traitsfinesse, light, slashing, variable
- Damage
- d6
- Load
- 1
- Cost
- 1+
TypeClub · Simple · Might/Agility
Traitslight, crushing
- Damage
- d10
- Load
- 3
- Cost
- 5+
TypeClub · Simple · Might
Traitsheavy, two, crushing
- Damage
- d8
- Load
- 1
- Cost
- 10+
TypeClub · Simple · Might
Traitscrushing
- Damage
- d12
- Load
- 3
- Cost
- 25+
TypeClub · Martial · Might
Traitsheavy, two, crushing, piercing, power
- Damage
- d8/d10
- Load
- 1
- Cost
- 40+
TypeClub · Simple · Might
Traitscrushing, piercing, versatile
- Damage
- d8/d10
- Load
- 2
- Cost
- 25+
TypeClub · Martial · Might
Traitsversatile, piercing, crushing
- Damage
- d6
- Load
- 2
- Cost
- 5+
TypePolearm · Simple · Might/Agility
Traitsfinesse, two
- Damage
- d8/d10
- Load
- 2
- Cost
- 10+
TypePolearm · Simple · Might/Agility
Traitsfinesse, reach, variable, versatile, polearm, piercing
- Damage
- d12
- Load
- 3
- Cost
- 30+
TypePolearm · Martial · Might
Traitsheavy, grab, reach, two, polearm, slashing, piercing, crushing
- Damage
- d12
- Load
- 3
- Cost
- 50+
TypePolearm · Martial · Might
Traitsreach, mounted, two, polearm, piercing
- Damage
- d10
- Load
- 2
- Cost
- 100+
TypeUnique · Martial · Might
Traitsreach, crushing, piercing
- Damage
- d6
- Load
- 1
- Cost
- 20+
TypeUnique · Simple · Might/Agility
Traitsfinesse, variable, piercing
- Damage
- 1d6
- Load
- 0
- Cost
- 30+
TypeUnique · Martial · Might/Agility
Traitsfinesse, light, piercing
- Damage
- d6
- Load
- 0
- Cost
- 25+
TypeUnique · Simple · Might/Agility
Traitsfinesse, slashing, reach
- Damage
- d8
- Load
- 2
- Cost
- 30+
TypePolearm · Simple · Might/Agility
Traitstwo, crushing, variable
- Damage
- d6
- Load
- 0
- Cost
- 5+
TypeUnique · Simple · Might/Agility
Traitsmissile, crushing
- Damage
- d6
- Load
- 1
- Cost
- 100+
TypeBow · Simple · Agility
Traitsmissile, piercing, 80/320
- Damage
- d8
- Load
- 2
- Cost
- 300+
TypeBow · Simple · Agility
Traitsmissile, piercing, 150/600
- Damage
- d10
- Load
- 2
- Cost
- 300+
TypeBow · Martial · Might/Agility
Traitsmissile, piercing, 120/480
- Damage
- d12
- Load
- 4
- Cost
- 250+
TypeX-Bow · Martial · Agility/Intellect
Traitsmissile, heavy, loading, power, trigger, two, 150/600
- Damage
- d10
- Load
- 3
- Cost
- 150+
TypeX-Bow · Simple · Agility/Intellect
Traitsmissile, loading, trigger, two, 100/400
- Damage
- d6
- Load
- 1
- Cost
- 250+
TypeX-Bow · Simple · Agility/Intellect
Traitslight, loading, missile, trigger, 30/120
- Damage
- 2d6
- Load
- 1
- Cost
- 250+
TypeGun · Martial · Agility/Intellect
Traitsmissile, powder, loading, trigger, exploding, 20/80
- Damage
- 2d8
- Load
- 2
- Cost
- 250+
TypeGun · Martial · Agility/Intellect
Traitsmissile, powder, loading, trigger, exploding, 20/80
- Damage
- 3d6
- Load
- 3
- Cost
- 350+
TypeGun · Martial · Agility/Intellect
Traitsmissile, powder, loading, trigger, exploding, two, 20/80
- Damage
- 2d10
- Load
- 3
- Cost
- 400+
TypeGun · Martial · Agility/Intellect
Traitsmissile, powder, loading, trigger, exploding, two, 150/600
- Damage
- 2d10
- Load
- 4
- Cost
- 1k+
TypeGun · Martial · Agility/Intellect
Traitsmissile, powder, loading, trigger, exploding, two, 250/1000
- Defense
- +1
- Armor Soak
- 0
- Load
- 1
- Agility Max
- 6
- Might Req.
- —
- Cost
- 125+
Clothing reinforced with a few patches of boiled, hardened leather.
- Defense
- +2
- Armor Soak
- 0
- Load
- 2
- Agility Max
- 5
- Might Req.
- —
- Cost
- 250+
A coat or bodysuit fitted with patches of hardened leather, sewn with a few dozen metal platelets on crucial spots. This is the most common form of light armor, because it is light and easy to produce.
- Defense
- +3
- Armor Soak
- 0
- Load
- 2
- Agility Max
- 4
- Might Req.
- —
- Cost
- 300+
A light shirt of chainmail covering the upper torso, arms, and thighs. Sewn onto a leather backing, so it doesn’t slide around.
- Defense
- +4
- Armor Soak
- 2
- Load
- 3
- Agility Max
- 3
- Might Req.
- 13
- Cost
- 300+
A quilted coat or vest lined on the interior with hundreds of metal platelets to cover the torso, with added vambraces and light greaves. A breastplate is an armored vest or metal breastplate. This is the most common form of medium armor, because it is light and easy to produce. It also provides reasonable protection, looks professional, and can be worn for extended periods without discomfort.
- Defense
- +5
- Armor Soak
- 2
- Load
- 5
- Agility Max
- 1
- Might Req.
- 15
- Cost
- 350+
This heavy coat of chainmail covers the torso, arms, and thighs. Usually riveted into a quilted waistcoat with leather hardpoints, with a quilted gambeson worn underneath.
- Defense
- +6
- Armor Soak
- 3
- Load
- 5
- Agility Max
- 1
- Might Req.
- 15
- Cost
- 500+
This heavy coat of chainmail has an 8-in-2 pattern and utilizes spring steel. This is much harder to produce and requires an experienced blacksmith, but the protection is superior.
- Defense
- +7
- Armor Soak
- 3
- Load
- 6
- Agility Max
- 0
- Might Req.
- 15
- Cost
- 600+
A full suit of quilted armor fitted with hardpoints of boiled leather, sewn with hundreds of interlocking steel platelets and laced together using thread and wire. It includes a skirt, vambraces, gloves, pauldrons, greaves, and boots. This is the most common heavy armor worn by elite soldiers. It provides excellent protection and can be produced by groups of people working together without an expert blacksmith.
- Defense
- +8
- Armor Soak
- 4
- Load
- 8
- Agility Max
- 0
- Might Req.
- 17
- Cost
- 2k+
A full suit of plate and chain, with a solid metal breastplate and greaves, vambraces, and pauldrons. Platemail must be custom-fitted most of the time, and is hard to resize.
- Defense
- +1
- Armor Soak
- 0
- Load
- 1
- Agility Max
- —
- Might Req.
- —
- Cost
- 25+
A small round shield about the size of a dinner plate, used for parrying.
- Defense
- +2
- Armor Soak
- 0
- Load
- 2
- Agility Max
- —
- Might Req.
- 14
- Cost
- 25+
A scale-shaped or round shield covering half the body. This is the most common form of shield used by soldiers and militias. Most armories contain lots of extra shields because they are easy to produce, prone to breakage, and provide good protection.
- Defense
- +3
- Armor Soak
- 0
- Load
- 4
- Agility Max
- —
- Might Req.
- 17
- Cost
- 120+
A large rectangular door-like shield providing nearly full cover.
Gear, Alchemy & Ordnance
Tools, camp gear, reagents, medicines, and things that go bang.
Full rules: Tools & Equipment
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
Potion — Instant
Restores 1d12 plus the characters LVL in health.
Elixir — Rest Duration (Limit 1 Active)
Immunity to poison.
Elixir — Rest Duration (Limit 1 Active)
Gain the attractive perk.
Elixir — Rest Duration (Limit 1 Active)
Gain the scent abilities of a wolf, with particular sensitivity to blood.
Elixir — Rest Duration (Limit 1 Active)
Float in liquid of all sorts, up to 5x bodyweight.
Elixir — Rest Duration (Limit 1 Active)
Cool to the touch and unaffected by environmental heat less than actual fire.
Elixir — Rest Duration (Limit 1 Active)
You enjoy the benefits of a continuous feather spell for the duration.
Potion — Instant
A small vial that shatters on impact and releases a 20' radius fog cloud for 1 minute.
Potion — Instant
Restores 6 points of mana.
Elixir — Rest Duration (Limit 1 Active)
You can mimic any creature's voice and alter your facial features.
Elixir — Rest Duration (Limit 1 Active)
You can see in darkness as well as in daylight up to a range of 120 feet.
Potion — Instant
You count as fully nourished and hydrated. Cures starvation and dehydration.
Elixir — Rest Duration (Limit 1 Active)
Alter the color of your body and all of your carried gear at will.
Potion — Instant
Causes the drinker to fall asleep and take a full rest. Rousable by rough handling.
Elixir — Rest Duration (Limit 1 Active)
Radiate heat and unaffected by environmental cold less than direct damage.
Elixir — Rest Duration (Limit 1 Active)
Survive underwater for the duration.
Elixir — Rest Duration (Limit 1 Active)
Gain +2 to initiative, defense, and reflex saves due to supernatural swiftness.
Elixir — Rest Duration (Limit 1 Active)
Exhale breathable air for the duration, at normal rate of breath.
Elixir — Rest Duration (Limit 1 Active)
Immunity to supernatural emotion effects and insanity checks.
Elixir — Rest Duration (Limit 1 Active)
Shrink down to size tiny, losing speed and reach. Statistics remain the same.
Elixir — Rest Duration (Limit 1 Active)
Grow to size large, (+10 speed/reach, +1 damage dice).
Elixir — Rest Duration (Limit 1 Active)
The drinker is smitten with the first compatible creature they see.
Elixir — Rest Duration (Limit 1 Active)
Gain advantage on athletics checks and +2 to weapon damage rolls.
Potion — Instant
The drinker is cured of any diseases, poisoning, parasites, or radiation.
Elixir — Rest Duration (Limit 1 Active)
Once per combat when taking the attack action you can make an additional attack.
Elixir — Rest Duration (Limit 1 Active)
Gain the ability to speak the native language of any creature you address.
Elixir — Rest Duration (Limit 1 Active)
Advantage on perception checks and +5 to alertness and initiative.
Elixir — Rest Duration (Limit 1 Active)
Gain an extra bonus action each round. This cannot be used to cast spells.
Elixir — Rest Duration (Limit 1 Active)
Assume a humanoid form within 50% of your original height and weight.
Potion — Instant
Drive possessing entities out of a drinker. It sustains 8d10 psychic damage.
Elixir — Rest Duration (Limit 1 Active)
Gain +2 soak for the duration.
Potion — Instant
Gain invisibility for 1 hour, or until you attack or cast a spell.
Potion — Instant
Gain a perfect memory of the next 10 minutes.
Elixir — Rest Duration (Limit 1 Active)
Gain resistance to whatever damage type the potion protects against.
Potion — Instant
Gain the effects of a haste spell for 10 minutes.
Elixir — Rest Duration (Limit 1 Active)
When bitten or a creature drinks your blood it takes 1d12 psychic damage.
Elixir — Rest Duration (Limit 1 Active)
Translate into the border ethereal plane for the duration.
Elixir — Rest Duration (Limit 1 Active)
Gain a +1d4 bonus to all attacks, saves, and skill checks.
Elixir — Rest Duration (Limit 1 Active)
Immunity to disease, poison, and fatigue for the duration.
Elixir — Rest Duration (Limit 1 Active)
Gain a flight speed of 40 for the duration.
Elixir — Rest Duration (Limit 1 Active)
Psychic resistance and immunity to charm and mind reading effects.
Elixir — Rest Duration (Limit 1 Active)
The drinker stops physically aging for the next 1d12 years.
Elixir — Rest Duration (Limit 1 Active)
Gain an extra attack when taking the attack action.
Elixir — Rest Duration (Limit 1 Active)
Recover 1 health per minute for the duration.
Potion — Instant
Inject into a corpse to resurrect it after 1d6 hours.
Elixir — Rest Duration (Limit 1 Active)
Immune to energy drain. Undead striking you take 1d10 radiant damage.
Potion — Instant
Reduce the biological age of the drinker by 1d12 years.
Elixir — Rest Duration (Limit 1 Active)
Grow 2 categories, gain +20 speed, 20' reach, and two weapon damage dice.
Elixir — Rest Duration (Limit 1 Active)
Advantage on charisma based skill checks.
Elixir — Rest Duration (Limit 1 Active)
Gain immunity to a specific type of damage the elixir wards against.
Elixir — Rest Duration (Limit 1 Active)
Resistance to slashing, piercing, and crushing damage.
Potion — Instant
Transform the drinker into a true lycanthrope after 1d6 days.
Potion — Instant
Fall asleep for 1 hour to gain the effects of a full rest.
Elixir — Rest Duration (Limit 1 Active)
Gain magic resistance.
Elixir — Rest Duration (Limit 1 Active)
Recover 1 health every 10 minutes and regrow lost limbs, like a troll.
Elixir — Rest Duration (Limit 1 Active)
The drinker does not need to eat, drink, sleep, or rest for 7 days.
Permanent
Dilute and immerse to transmute 100 lbs of metal to adamantine.
Permanent
Gain 1 experience level.
Permanent
Dilute and immerse to transmute 1 ton of base metal to silver.
Permanent
Dilute and immerse to transmute 1 ton of base metal to gold.
Elixir — Rest Duration (Limit 1 Active)
Gain advantage on all attacks, saves, skill checks, and arete rolls.
Permanent
Stop physically aging. The drinker can still die by illness or violence.
Potion — Instant
Break the effects of supernatural control, bindings, curses, and geases.
Permanent
As the elixir of disguise, but permanent.
Permanent
Gain 1 point to a statistic of choice.
Potion — Instant
Removes all curses, magical bonds, supernatural contracts, and similar.
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.
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
This armor allows its wearer to breathe air or water comfortably. The wearer also gains a swim speed equal to double their foot speed, and can fight underwater without penalty. This armor is extremely buoyant if the wearer wishes it to be.
This armor deals 1d6 points of retaliatory psychic damage to any creature that successfully damages its wearer with a melee attack. It will also grow spikes on command.
This armor looks very impressive and inspiring. The wearer gains +2 to social skill checks, and allies who can see the wearer gain immunity to magical fear and advantage on morale checks.
This wearer of this armor can use a reaction to cause a missile attack that successfully strikes them to rebound on its originator. Any missile attack made against the wearer that rolls a natural 1 automatically rebounds as well.
This armor allows its wearer to enter the ethereal plane or return to the prime material as a full round action. If the wearer of this armor is killed or rendered unconscious on the ethereal plane, they immediately return to the prime.
This armor bears an illusionary glamor. The wearer can cause it to look like any sort of armor or clothing they wish. They can also obscure their facial features, voice, and scent if desired.
This armor glows brightly on command, like the daylight spell. The wearer also gains complete immunity to supernatural blindness, and immunity to gaze-related attacks and effects. Creatures that rely on sight suffer disadvantage on melee attacks against the wearer while it is glowing, because the light becomes disorienting to them. The wearer suffers disadvantage on stealth rolls, regardless of whether or not the armor is glowing.
This armor enhances its wearer's physical strength by a number of points equal to its bonus. The wearer’s maximum encumbrance (load) is also doubled.
This wearer of this armor can cause it to transform into any sort of armor they wish during a pitstop or full rest. The armor can also assume up to three mundane enhancements, also changeable during a pitstop or full rest.
This armor has no might requirement, a load of zero while worn, does not impede stealth, and its maximum agility bonus is increased by +1 (including heavy armor).
This armor provides its wearer with resistance to one or more listed types of damage.
The wearer of this armor cannot die unless their body is fatally dismembered or destroyed. If reduced to 0 health, they become stabilized and enter suspended animation until restored to at least 1 health by magic or rest. The wearer also heals naturally at triple the normal rate.
The wearer of this armor suffers no penalties to stealth, and gains advantage on stealth checks in dim lighting or less. On command they become shrouded in gloom, obscuring their features. The wearer also gains darkvision out to a range of 120 feet.
The wearer of this armor gains a pool of temporary health after each full rest equal to three times their level.
The wearer of this armor gains perfect balance on any surface, no matter how slippery or narrow. Any effect that would knock the wearer prone or move them against their will automatically fails. Finally, the wearer does not need to make will saves to avoid sanity loss.
The wearer of this armor does not need to eat, drink, sleep, or breathe. They also count as wearing mundane clothing suitable to the local environment. So in arctic conditions the armor acts as warm furs, in a hot desert the armor would act as light linen, etc.
The wearer of this armor gains +2 to initiative checks and +10 speed. They also gain the ability to dash as a bonus action.
The wearer of this armor gains immunity to supernatural fear. Enemies that engage them in melee combat OR attempt to initiate unwanted mental contact (such as telepathy or a psychic attack) must make a morale check on their turn. The wearer also gains advantage on intimidate checks.
The wearer of this armor gains advantage on saves against magical spells and effects.
The wearer of this armor can manifest spectral wings as a reaction, gaining the benefits of a feather spell. Alternately, the wearer can choose to use the wings like a glider and fly at the prevailing wind speed and direction. The wings do not allow independent flight, however.
Clothing
Enchanted wearables, by the slot they are worn in.
Full rules: Magical Items
SlotFeet
The wearer of these boots has doubled jump distance and takes no damage from falls of 30 feet or less. The wearer also gains resistance to damage from falls beyond this distance.
SlotFeet
The wearer of these boots gains +2 defense if unarmored and unshielded.
SlotFeet
The wearer of these boots is scentless, leaves no tracks, and their steps make no sound.
SlotFeet
These boots enhance the wearer’s foot speed by +10.
SlotFeet
When struck by a melee or missile attack the wearer of these boots can use a reaction to move up to 10 feet without provoking attacks of opportunity.
SlotFeet
The wearer of these boots cannot be knocked down against their will.
SlotFeet
These boots grant perfect balance on any surface, no matter how narrow or slippery. The wearer’s kick strength is also enhanced, and such attacks deal +2 damage.
SlotFeet
The wearer of these boots looks very jaunty and dynamic, gaining +2 to perform and diplomacy checks.
SlotFeet
The wearer of these boots can move along walls and ceilings like level ground.
SlotFeet
These boots allow their wearer to fly up to double their foot speed one round per minute. The wearer must begin and end the round on a stable surface, or they fall.
SlotFeet
These boots grant the benefits of the waterwalk spell, including the ability to walk on ice and snow without leaving tracks or suffering difficult terrain.
SlotShoulders
The wearer of this cloak does not provoke attacks of opportunity.
SlotShoulders
The wearer of this cloak gets advantage on stealth rolls.
SlotShoulders
Missile attacks against the wearer of this cloak suffer disadvantage.
SlotShoulders
The wearer gains the benefits of the glide cantrip and/or the feather spell.
SlotShoulders
Creatures striking the wearer in melee take 1d8 fire damage.
SlotShoulders
This cloak can transform into any outfit the wearer wishes as a bonus action.
SlotShoulders
The wearer of this cloak can go invisible 10 minutes a day, in 1 minute increments.
SlotShoulders
The wearer of this cloak can enter cloudform 10 minutes a day, in 1 minute increments.
SlotShoulders
The wearer of this cloak gains water breathing and a swim speed of 20 km/hr.
SlotShoulders
Missile weapons that miss the wearer of this cloak rebound on their shooters.
SlotShoulders
This cloak grants +10 speed and +2 stealth and initiative in dim light or darkness.
SlotShoulders
The wearer of this cloak is immune to supernatural fear and gains +2 to intimidate.
SlotHands
These armored fingerless gloves attach to rigid dueling vambraces. They can extrude or retract twin adamantine claws as a reaction. An unarmored wearer gains +1 defense, and the claws are +1 weapons that deal 1d10 base slashing or piercing damage and score a critical hit on a 19+. The claws also retain all the properties of adamantine.
SlotHands
These armored bracers grant an unarmored wearer +2 defense.
SlotHands
Once per round the wearer of this gauntlet can cause one successful unarmed fist attack they make to deal an additional 1d8 force damage, and force an athletics save to avoid being hurled 15 feet and knocked prone.
SlotHands
This organic-looking gauntlet is made of silvery gray chitin, with a large jewel set into the back and clawed fingertips. If the wearer is not wearing armor, the gauntlet can sheathe its wearer in a form-fitting suit of chitin. The wearer’s Defense is never less than 20, and their Soak is never less than 5. As a bonus action, the gauntlet can manifest +2 claws or a razor-sharp whip with a base damage of 1d10 and a reach of 10 feet.
SlotHands
This gauntlet acts as an arcane focus and can be used to cast magemail on its wearer once per minute. The gauntlet also increases its wearer’s arete by +2.
SlotHands
These gloves grant their wearer the brawler fighting style. If the wearer is already skilled at unarmed combat, they increase unarmed damage die by one size (max d12) and add +1 to the wearer’s attack and damage.
SlotHands
If the wearer of these gloves is proficient with martial weapons, they gain the ability to make a single attack with any weapon as a bonus action. Melee attacks of opportunity in response to an enemy attacking the wearer and rolling a natural 1 also no longer require reactions.
SlotHands
The wearer of these gloves gains a swim and climb speed of 40, and the ability to hold their breath for up to 30 minutes.
SlotHands
These compact fingerless gloves grant their wearer +2 to thievery checks.
SlotBody
An attuned wearer can cause this gauzy white scarf to flow over their body, transforming into a diaphenous robe/coat or gown of glittering ice and snow. In this form, it grants cold resistance and a defense of 14+AGI as well as the ability to see clearly through blizzards and fog. The garment can take any form the wearer wishes, including forms with hoods or masks, but it is always embellished with exotic ice-themed whorls and patterns that subtly shift over time.
SlotHead
This smooth and featureless mask bonds with its wearer, melding into their body until willingly removed or the wearer is killed. The owner of the mask can change their facial features and make cosmetic alterations to their body structure and voice at will, though not total height or weight. This transformation can change visible gender if desired, but it does not change physical statistics or grant special abilities. The wearer of the mask becomes impotent while it is worn, and the mask cannot be used to accurately mimic the appearance of another living creature (though dead creatures may be impersonated).
SlotHead
This half-mask covers the wearer’s nose and mouth, resembling a gruesome set of jaws. On command, it bonds with the wearer’s face and grants their head a monstrous form and fearsome voice. The wearer gains +2 intimidate and can make bite attacks as a bonus action. The jaws deal 1d12 base damage and count as magical weapons.
Rings & Amulets
Rings, amulets, necklaces, and talismans, with their charges and the spells they hold.
Full rules: Magical Items
SlotFinger
This ring grants an attuned wearer the ability to speak with animals and use survival as a social skill to influence them.
SlotFinger
This ring grants an attuned wearer the ability to manifest or dismiss a suit of +1 armor of any type they are proficient in on their body as a bonus action. The armor can have any cosmetic appearance the wearer desires, including spikes.
SlotFinger
This ring deals 1d6 psychic damage to any creature that successfully strikes and damages its attuned wearer with a melee or missile attack.
SlotFinger
Every ring of this type is enchanted to allow an attuned wearer to assume the form(s) of 1–3 specific animals as a bonus action. This ability is identical to the druidic ability wildshape.
SlotFinger
This ring allows an attuned wearer to cast the blink spell at will.
SlotFinger
This ring increases an attuned wearer’s unarmed striking damage by +1d6 points.
SlotFinger
This ring grants an attuned wearer lightning resistance and the ability to survive without air. The ring also has 7 charges and regains 1d6+1 charges each day at dawn. If the wearer satisfies the attunement conditions of the ring, it can be used to cast the following spells: feather (1), gale (2), and lightning (3).
SlotFinger
This ring grants an attuned wearer acid resistance. The ring also has 7 charges and regains 1d6+1 charges each day at dawn. If the wearer satisfies the attunement conditions of the ring, it can be used to cast the following spells: shield (1), spikes (2), and boulder (3).
SlotFinger
This ring grants an attuned wearer fire resistance. The ring also has 7 charges and regains 1d6+1 charges each day at dawn. If the wearer satisfies the attunement conditions of the ring, it can be used to cast the following spells: backfire (1), warmth (2), and fireball (3).
SlotFinger
This ring grants an attuned wearer cold resistance and the ability to breathe water. The ring also has 7 charges and regains 1d6+1 charges each day at dawn. If the wearer satisfies the attunement conditions of the ring, it can be used to cast the following spells: torrent (1), fogbank (2), and waterwalk (3).
SlotFinger
Each ring of this type is designed to amplify one statistic while attuned. The statistic becomes 19 unless the creature’s natural statistic is higher.
SlotFinger
This ring grants an attuned wearer immunity to effects that would paralyze or restrict their movement. This includes difficult terrain, grappling, binding with ropes or manacles, and movement through water, undergrowth, or similar mediums. It has no effect on doors, walls, or similar structural obstacles.
SlotFinger
This ring allows an attuned wearer to manifest or dismiss any combination of a +1 suit of armor, a +1 shield, and a +1 melee or missile weapon of their choice as a reaction. These items can be of any sort the wearer is proficient with, and their cosmetic appearance is determined by the wearer. If a missile weapon is chosen, it creates its own ammunition.
SlotFinger
This ring glows and hums if the hand wearing it touches an enchanted item. If attuned it increases the maximum spell energy of its wearer by 2 points per character level.
SlotFinger
This ring increases the maximum jumping distance of its wearer by 5 feet. If attuned it triples the maximum jumping distance of the wearer and reduces falling damage by 30 feet to a minimum of 0.
SlotFinger
This ring doubles the maximum volume of its wearer’s voice. If attuned it also grants its wearer the ability to dash as a bonus action and the ability to grow horns from their head as a reaction. These horns can be used to make unarmed attacks with a base damage of 1d10+MIGHT. They can look like anything the wearer wishes, and while extruded the wearer’s skull hardens to grant the benefits of wearing a helmet. If the wearer makes a charge attack with the horns, their foot speed increases by 20 and they deal +4 damage.
SlotFinger
This ring cloaks its wearer’s head in an intangible field of force, granting the benefits of wearing a helmet and gorget. If attuned it grants the wearer a +1 bonus to defense, soak, and saving throws.
SlotFinger
This ring grants an attuned wearer advantage on saves against spells. If the wearer rolls a natural 20 on a save against a spell that specifically targets them (not area of effect spells), the spell is reflected back on its caster.
SlotFinger
This ring doubles its wearer’s natural healing rate. If attuned it allows the wearer to regain 6 points of lost health every hour in which no combat occurs. It regenerates lost soft tissue (including organs, eyes, tongue, etc) if worn and attuned during a full rest, but it cannot regenerate bone. If the wearer is reduced to 0 health, they automatically stabilize without need for medical attention.
SlotFinger
This ring grants an attuned wearer resistance to one form of damage.
SlotFinger
This ring allows its wearer to manifest or dismiss a shield of force on their arm as a reaction. This shield has no weight, and the wearer can choose the type (buckler/medium/door) and the appearance (transparent/opaque). In all other respects, it acts as a +1 shield.
SlotFinger
This ring grants its wearer total protection from the negative effects of non-magical cold, including water. If attuned it grants its wearer cold resistance and the ability to radiate heat up to the temperature of a campfire at will, though this heat cannot deal damage.
SlotFinger
This ring grants its wearer the effects of waterwalk at will.
SlotNeck
This amulet only works when attuned to a cleric. It increases a clerics castigation dice by one and the maximum number of castigations a cleric can perform by one.
SlotNeck
This amulet automatically stabilizes its wearer if they are dealt a blow that reduces them to 0 health or less. The wearer is covered by a very convincing illusion of death, which remains in place until they move or receive healing.
SlotNeck
These amulets are constructed in networks of 2–9. A creature cannot attune to one without the consent of every other holder in the network. Bearers can communicate with one another up to 10 kilometers away at will, as though using the whisper cantrip. Once per day, a wearer can also transfer 10 points of personal health to another wearer within the network as a reaction across any distance. This ability recharges at dawn.
SlotNeck
This amulet increases the mana pool of its wearer. These amulets vary in maximum capacity from 5 to 25 points.
SlotNeck
The bearer of this amulet can manifest a sphere of magical light above their hand as an action. This sphere is 2 feet in diameter and radiates light as the light cantrip. Spheres may also be commanded to hover in place, float alongside, or orbit the wearer at a distance of up to 5 feet. If a sphere is touched by any creature not authorized by the wearer, it vanishes and inflicts 1d12 radiant damage. If desired, the wearer can throw an orb up to 60 feet as a ranged finesse weapon. The amulet can have up to three orbs of light in existence at a time. The orbs have no set duration, but if the amulet is ever taken off all orbs it was used to create vanish. Lantern orbs are typically used for illumination or as traps in narrow spaces where passing creatures risk touching them.
SlotNeck
These amulets always come in a matched pair. A creature cannot attune to one without consent from the wearer of its counterpart. While worn, any damage sustained by either wearer is split in half and divided between both wearers equally. If the damage is of a type one wearer is resistant or immune to, these qualities still offer protection against that wearer’s share of the damage. This feature works as long as both wearers are within 1 kilometer.
SlotNeck
The bearer of this amulet can use an action to designate a location they are familiar with on another plane of existence and make an arcana check with variable difficulty. If successful, the wearer and up to 7 willing creatures within 20 feet are transported to the desired location. If unsuccessful, the wearer and every creature and object within 20 feet travel to a random location somewhere in the cosmos.
SlotNeck
The wearer of this amulet can use an action to cast fusillade at the lowest level of ability. If they are a spell caster, they also gain the ability to cast fusillade with their mana pool.
SlotNeck
The wearer of this amulet gains the telepathy ability to a range of 100 feet.
SlotNeck
The wearer gains the benefits of a tongues spell, and the ability to speak the language of any creature they are addressing.
SlotNeck
This amulet confers a pool of temporary health on the wearer which renews at sunrise each day. These amulets vary in maximum capacity from 10 to 50 points.
SlotNeck
This magical choker has 3 charges and regains 1d3 charges every dawn. If the wearer is dealt a killing blow, a charge is expended, and they are reduced to 1 health instead. The choker also protects its wearer’s throat and head from attacks with a field of intangible force, equal to that of a steel helmet. Any time the wearer suffers a critical hit, it is converted to a normal hit unless the attack roll exceeded the wearer’s defense by 6 or more.
SlotNeck
This magical collar reduces its wearer’s might and agility scores to 10 if they are not already higher, and causes the wearer to slur and babble if they try to cast a spell. The wearer cannot remove the collar themselves: it may only be removed by another who knows the command word or a decurse spell.
This jewel grants its wearer advantage on will saves against all supernatural mind-influencing effects. If the wearer is targeted by an unwanted attempt at mental communication or control (such as charm, dominate, or even telepathy), the originator takes 1d10 psychic damage per attempt.
This divine pearl must be worn against the skin of a single creature for a full lunar month to take effect. If this condition is met, the creature’s spirit statistic permanently increases by 1. No creature can gain the benefits of such a pearl more than once. The pearl has no charges, is not an attunement item, and there is theoretically no limit to the number of beings it can influence over time. Religious organizations prize these relics highly, but they are extremely rare.
Wands & Staves
Spellcasting implements and the spells each one can cast.
Full rules: Magical Items
This wand can be used to attack with arete in melee or to a range of 100 feet. It deals d12+Arete force damage. It can cast magemail, anathema, and ammunition.
This wand’s bearer ignores difficult terrain. It can cast entangle, paralyze, and slow.
This wand’s bearer gains crushing resistance. It can cast stoneshape, excavate, and stoneskin.
This wand grants fire resistance. It can cast drakefire, warmth, and fireball.
This wand grants cold resistance. It can cast fogbank, frigerate, and blizzard.
This wand becomes invisible at will. It can cast phantasm, invisibility, and borealis.
This wand increases speed by 10. It can cast blink, knock, and cloudform.
This wand grants darkvision. It can cast faefire, beckon, and daylight.
This wand grants +1 to saves. It can cast apotropaism, adaptation, and occultation.
This wand grants +3 alertness. It can cast alarm, pockets, and shelter.
This wand grants +2 defense. It can cast shield, aid, and shelter.
This wand adds +1 to Arete. It can cast scythe, smite, and boulder.
This wand grants electric resistance. It can cast arcblast, shockwave, and lightning.
This wand grants +1 to Arete. It casts translation, servant, and sending.
This wand grants cold resistance. It can cast freeze, fogbank, and blizzard.
This staff grants a +2 bonus to subterfuge rolls. It can cast informance, magelock, sending, and tongues.
This staff grants a +2 bonus on saves. It can cast the spells shield, adaptation, dispel, and banishment.
This staff allows its bearer to cast servant at will. It can cast the spells blink, steed, shelter, and carriage.
This staff allows its bearer to cast aurasight at will. It can cast identify, dowsing, clairvoyance, and oculus.
This staff grants advantage on will saves. It can cast charm, suggestion, paranoia, and amnesia.
This staff grants advantage on reflex saves. It can cast fusillade, shockwave, fireball, and blizzard.
This +2 staff grants a +2 bonus to survival rolls. It can cast entangle, barkskin, spikes, and overgrowth.
This staff allows its bearer to cast disguise at will. It can cast phantasm, invisibility, borealis, and mislead.
This staff grants its bearer necrotic resistance. It can cast obtenebration, undeath, vampirism, and blight.
This staff allows its bearer to cast feather at will. It can cast torrent, gale, cloudform, lightning, and blizzard.
This +3 staff has a retractable blade of variable length, allowing it to be used as a quarterstaff, spear, or glaive. When striking an opponent it deals an additional 1d6 force damage. An attuned wielder can burn up to 2 charges, and each charge deals an additional 1d6 force damage.
This staff grants advantage on fortitude saves. It can cast feather, resizing, haste, and polymorph.
Curios
Oddities and wondrous relics that fit nowhere else.
Full rules: Magical Items
This flat, compass-like amulet can be attached to a belt or harness. Every time the owner goes to sleep with the astrolabe in their possession, the owner can choose to have the device attune to the spot where they slept. If they are moved after falling asleep, the device will attune to whatever spot they were in when they first lost consciousness. The owner can use the device to unerringly locate whatever spot the device is attuned to, as though using the pathfinder spell.
This magical sack is reinforced with durable straps and has redundant small pockets. It can hold up to 100 load, and weighs only 2 when full. The bag cannot be accidentally pierced or damaged, and only an edged enchanted weapon may be used to intentionally damage it while it is not in a creature’s possession. If this occurs, the bag is destroyed, and all its contents are dumped into the astral plane.
This carpet can hold up to 4 medium humanoids or 1 large one. It can fly at a speed of 30 mph up to 3 hours, after which it must “rest” for 12. Creatures seated on it cannot fall or be knocked off if they do not wish it.
This baleful green lantern causes any undead creature approaching within 20 feet to glow. Additionally, whenever a creature dies within 30 feet of the lantern, all living creatures in the same area regain 1d8 health. The owner of the lantern cannot choose who to include or omit from this effect.
In addition to never running out of fuel, this lantern reveals all invisible and ethereal creatures that come within 40 feet of its light. Revealed creatures appear as ghostly and luminous.
This magical lantern does not contribute to its wearer’s load limit, never runs out of fuel, and functions even while immersed. It sheds a light of the owner’s chosen color out to a radius of anywhere from 10 to 60 feet (as desired) on command, or it may be shuttered with mirrored panels to focus a stronger 90-degree beam out to a range of 200 feet. If the flame is turned up, the flat top of the lantern can also be used as a cooking surface or a source of heat.
When this stoppered flask is opened and its command word spoken, fog issues forth and materializes into a large ornate tent suitable for up to 10 creatures. This process takes 1 full round. If the stopper is replaced, the tent dissipates in the same time. It blends into the local terrain and is warm and comfortable, regardless of local temperature or weather. It has 100 health, and if reduced to 0 health, it dissipates into fog and cannot be summoned again for 24 hours.
This 100-foot rope can magically fold down to the size of an apple. If attached to a grapnel or formed into a larriat, it will securely catch on any suitable outcropping it is thrown at. It will hold up to 4000 lbs reliably, and may be scaled by any creature regardless of its might score at a rate of 40 feet per round. If the command word is spoken and the rope has been knotted, it will unknot itself.
If embedded in a willing arcane spell caster’s body using a 1-hour ritual and the correct command word, this marble-sized jewel acts as a spell book capable of holding the knowledge of up to 100 arcane spells of any level. If attuned it also grants its owner +2 arcana and the ability to prepare 2 additional arcane spells. To peruse the spells inside the jewel, the owner must sleep or meditate while it is embedded. Regardless of whether or not it is attuned, no more than one grimoire spellshard can be embedded in a creature at a time.
If embedded in a willing creature’s body using a 1-hour ritual and the correct command word, this marble-sized jewel acts as a notebook capable of holding 1001 “pages” of information that can be accessed telepathically. Only non-magical information may be stored in this way: maps, language primers, pictures, passwords, ciphers, recipes, instructions, etc. While this is not considered an attunement item (it is a glorified notebook), no more than one mnemonic spellshard can be embedded in a creature at a time.
This magic scroll is always sealed inside an ornate, polished stone or metal tube. With 10 minutes of effort, a spell caster can record a single spell they have prepared of up to 5th level on the scroll. This spell may then be cast from the scroll by any other spell caster, after which the spell vanishes. If the owner is attuned to the scroll, they can record a spell of up to 8th level on it. If the spell is above the 5th level, only an attuned bearer of the scroll can cast the spell recorded on it. It is legal for one spell caster to attune to this item, record a powerful spell, and then give it to another caster for attunement and use.
This folding fan allows the owner to cast gale on command.
This whistle can be blown to communicate basic ideas and concepts to any sort of feathered avian creature, including monsters with bird-like characteristics. The whistle does not grant its bearer magical control over such creatures, however. Unintelligent birds will react to simple concepts impulsively. If the wielder is proficient with wind instruments they can use the performance or tool (instrument) skills to influence avians.