Post by brumguvnor on Sept 19, 2020 13:28:50 GMT
Party items
Figurine of Wondrous Power - elephant
Figurine of Wondrous Power - griffon
Potions of Growth, Invisibility, Poison Resistance, Acid Resistance
Alien weapon
Philter of Love
Periapt of Wound Closure
Alchemy jug
Flying carpet.
Flying Carpet
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
This carpet is 5 feet by 7 feet and has a flying speed of 40 feet. It can carry up to 1,200 pounds, but its flying speed becomes 20 feet while carrying over 600 pounds.
Everyone also has:
Elf Queen's Blessing
You have been blessed by the Elven Queen, and can use this to grant one of the following effects. Once it has been used, the blessing disappears and cannot be used again.
Advantage on one ability score for one day. This applies to any roll that requires that ability including attack rolls, saves and skill checks.
Once, if you fail a saving throw, you can choose to succeed instead.
Once, you gain hit points as if you had spent one hit die. You can use this effect even when you are reduced to 0 hit points.
Rimir
Wand of Hadar - Requires attunement by a warlock. This wand can be used to cast the Chill Touch cantrip at will.
It has 5 charges for the following functions, and regains 1d4+1 used charges daily, at dawn.
Armour of Agathys (1 charge)
Arms of Hadar (1 charge)
Hunger of Hadar (3 charges)
Using any of these functions requires the user to make a DC 10 constitution save or suffer one level of exhaustion.
Silvertongue Leaf - When licked, this silvery leaf allows the user to cast the friends cantrip at will.
Ring of the Iron Brotherhood - This magical ring of protection adds +1 to armour class and saving throws. Furthermore, it allows the wearer to cast the blade ward cantrip at will.
Voodoo Hexblade: Requires attunement by a warlock.
- This +1 magical silver dagger can be used to make a ranged spell attack against a target within 60ft and in sight. The dagger deals 1d4+1 + Cha bonus psychic damage.
- Once per day, hex attack against a target within sight. On a hit, double damage, subsequent attacks on the same target have advantage and do double damage.
Amulet of the Golden Serpent: Requires attunement by a warlock
- Warlock Spell Focus +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
- Regain one warlock spell slot as an action while wearing the amulet. Recharge Long rest.
- Arcana DC10 check to cast unknown Warlock cantrip. Recharge short rest.
- Cast Poison Spray cantrip.
Malira's Ring of Evasion
Ring of Iron brotherhood Protection +1AC & +1Saves, Cantrip Blade Ward
Dwarf band of honor: Advantage one save per day.
Dwarf band: Amulet of concentration: Concentrate on two spells.
Glamoured Studded Leather
Boots of Elvenkind Advantage on stealth
Rapier +1
Broom of flying
Tarrik
Flask of Spirit
This small flask continuously appears to have a small amount of liquid within it. You can take a sip from the flask as a move action. If anyone other than the bearer of the flask attempts to drink from it, the flask will appear empty. Each sip from the flask grants 1 temporary hit point. You can take any number of sips from the flask, but each sip after the first requires you to make a constitution save DC 8 + number of sips or become intoxicated (see below).
In addition to temporary hit points, sipping from the flask grants the following benefits:
2 sips: advantage on saves vs fear (DC 10)
3 sips: advantage on persuasion checks (DC 11)
4 sips: immunity to fear (DC 12)
5 sips: ? (DC 13)
If intoxicated, the you have disadvantage on dexterity and wisdom based skills and saving throws. You still gain the advantages, but can take no more sips.
The effects of the flask last while you have the temporary hit points, or until you finish a long rest.
Staff of the Iron Brotherhood Requires attunement by a monk.
This +1 quarterstaff, when used by a monk, can magically take the form of any monk weapon, as a bonus action. Furthermore, when a command word is spoken, it can fix in place like an immovable rod.
Boomerang of the Swift Wind - If you hit a creature with this +1 magical boomerang, you can use your reaction to make another attack on the same creature, or a different creature within range. Regardless of whether it hits or misses, it returns to the user’s hand.
Dwarf Band of Honour - Wearing this metal band signifies that you have performed a great deed and gained the favour of the dwarves. When fighting a giant, your first attack is made with advantage.
Dwarven band of Honour
Given to those who slayed Karl'Drakkar. You can re-roll one saving throw per long rest.
Ring of Jumping
Slippers of Spider Climbing
Pipe of Smoke Monsters
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Fire absorbing Tattoo
Damage Absorption. When you take Fire damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
Necrotic absorbing Tattoo
Damage Absorption. When you take Necrotic damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
Ki Headband
This headband gives you an extra Ki point and a +1 to your ki save DC.
Dwarven Amulet of the Drunkard
This amulet is a small hammer in a light silver chain. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can’t do so again until the next dawn. This amulet was gifted after the defeat of Kal'drakarr.
Eldritch Claw Tattoo
This tattoo depicts clawlike forms and other jagged shapes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee weapon attacks can reach a target up to 30 feet away from you, as tendrils of ink launch from your weapon or unarmed strike toward the target. In addition, your melee weapon attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
Keoghtom's Ointment
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Graggar
Bloodaxe - Requires attunement.
This ancient, tarnished axe becomes newer-looking and sharper if it is used to kill enemies. Each kill made with the axe adds 1 to the blood total. If attuned to the axe, you are reluctant to use any other weapon, and must make a DC 10 wisdom save to do so. If damaged in battle, you must make the same saving throw or go berserk and attack the nearest creature you can see until no creatures remain.
If the blood total is at least 5, you can spend 2 of these points to enter a 'Blood Frenzy' (see below). This property cannot be used again until the next dawn.
As the blood total increases, so does the power of the axe and the DC of the saving throw:
10 +1 weapon DC 10 Frenzy 1d10
20 +1 HP/die DC 12 Frenzy 2d10
30 +2 weapon DC 14 Frenzy 3d10
Blood Frenzy: You gain 1d10 temporary hit points (this increases as the blood total rises) and you are immune to fear. If you kill a creature with the axe, you can make a bonus attack on another creature within 10 feet of you. This frenzy lasts for one minute.
Horned Helmet
Wearing this helmet grants +1 to armour class.
You have the ability to charge into battle: the helmet grants you an extra 10 feet of movement in the first round of combat. If you move at least 10 feet during this first round, you gain advantage on the attack roll and do an additional 1d8 damage.
Magic Beans When consumed, each bean grants the effects of the equivalent potion of heroism, invulnerability, growth and storm giant strength. Alternatively, a bean can be planted, with unknown effects. (only storm giant strength left)
Seijin
Staff of Thorns Requires attunement by a druid.
This +1 magical quarterstaff can be used to cast the thorn whip cantrip at will. If the wielder of the staff has multiple attacks, thorn whip can replace one of those attacks.
The staff also has the following properties, which cause damage to the wielder when activated. The wielder takes an amount of piercing damage from the staff. If the wielder has resistance or immunity to the damage, the property will not function.
1hp Thorn Whip 5th level version, 2d6 damage
1d6hp Ensnaring Strike
2d6hp Spike Growth
4d6hp Conjure 8 Needle Blights
6d6hp Wall of Thorns
Thorn Bow - This +1 magical shortbow does not require ammunition, it magically creates an arrow each time it is drawn. It can be used to cast hail of thorns on one such arrow. This property cannot be used again until the next dawn.
Pendant of the Moon - Requires attunement by a druid.
This pearl necklace allows the wearer one additional use of wild shape per rest.
It also grants an additional property while in wild shape form, dependent on the phase of the moon:
New Moon You can heal 1d8 damage without spending a spell slot
Crescent You can use Hunter’s Mark once whilst in wild shape
Gibbous You gain the benefits of Barkskin, or +1 AC
Half Moon You can Pass Without Trace whilst in wild shape
Full Moon You are treated as four levels higher when determining your wild shape ability
Bracelet of the Brotherhood - Requires attunement.
This iron bracelet grants the wearer a +1 bonus to armour class.
It also acts as a Ring of Spell Storing, and can store up to five levels of spells.
Dwarven band of Honour
Given to those who slayed Karl'Drakkar. You can re-roll one saving throw per long rest.
Shape of the Beast - inherent power granted by the Sphinx: once per day whilst in wildshape, you do +2 damage and get resistance to slashing, bludgeoning and piercing.
Amulet of proof against poison - immune to poison whilst wearing.
Jesus
Amulet of the Golden Serpent - (requires attunement by a warlock)
While wearing this bracelet, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while wearing the amulet. You can't use this property again until you finish a long rest.
You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a short rest.
This amulet also enables you to cast the poison spray cantrip.
Ring of shooting stars[
Ramas
Holy Symbol of Set - Requires attunement by a cleric of Set.
This ancient relic was crafted centuries ago and only recently unearthed by treasure hunters. It is a golden amulet depicting a jackal-like creature.
You can use the amulet as a spellcasting focus for your cleric spells. You gain a +2 bonus to spell attack rolls and to the saving throw DCs of your spells.
The amulet enables you to cast the fire bolt cantrip.
In addition, you can use the symbol to summon forth the spirit animal of Set, which takes the form of a Shadow Mastiff. It will aid you for one hour, then this property cannot be used again until the next dawn.
+1 Flame tongue scimitar.
Spell guard shield.
+1 Half Plate.
Pearl of Power
Amulet of health
+1 Scimitar that heals the damage done when a foe is killed.
Axe that does +1d6 lightning and returns when thrown.
Dwarf Honour band - reroll 1 save / long rest.
Elven blessing - 1/week succeed on failed save or heal 1 hit die of damage.
Figurine of Wondrous Power - elephant
Figurine of Wondrous Power - griffon
Potions of Growth, Invisibility, Poison Resistance, Acid Resistance
Alien weapon
Philter of Love
Periapt of Wound Closure
Alchemy jug
Flying carpet.
Flying Carpet
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
This carpet is 5 feet by 7 feet and has a flying speed of 40 feet. It can carry up to 1,200 pounds, but its flying speed becomes 20 feet while carrying over 600 pounds.
Everyone also has:
Elf Queen's Blessing
You have been blessed by the Elven Queen, and can use this to grant one of the following effects. Once it has been used, the blessing disappears and cannot be used again.
Advantage on one ability score for one day. This applies to any roll that requires that ability including attack rolls, saves and skill checks.
Once, if you fail a saving throw, you can choose to succeed instead.
Once, you gain hit points as if you had spent one hit die. You can use this effect even when you are reduced to 0 hit points.
Rimir
Wand of Hadar - Requires attunement by a warlock. This wand can be used to cast the Chill Touch cantrip at will.
It has 5 charges for the following functions, and regains 1d4+1 used charges daily, at dawn.
Armour of Agathys (1 charge)
Arms of Hadar (1 charge)
Hunger of Hadar (3 charges)
Using any of these functions requires the user to make a DC 10 constitution save or suffer one level of exhaustion.
Silvertongue Leaf - When licked, this silvery leaf allows the user to cast the friends cantrip at will.
Ring of the Iron Brotherhood - This magical ring of protection adds +1 to armour class and saving throws. Furthermore, it allows the wearer to cast the blade ward cantrip at will.
Voodoo Hexblade: Requires attunement by a warlock.
- This +1 magical silver dagger can be used to make a ranged spell attack against a target within 60ft and in sight. The dagger deals 1d4+1 + Cha bonus psychic damage.
- Once per day, hex attack against a target within sight. On a hit, double damage, subsequent attacks on the same target have advantage and do double damage.
Amulet of the Golden Serpent: Requires attunement by a warlock
- Warlock Spell Focus +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
- Regain one warlock spell slot as an action while wearing the amulet. Recharge Long rest.
- Arcana DC10 check to cast unknown Warlock cantrip. Recharge short rest.
- Cast Poison Spray cantrip.
Malira's Ring of Evasion
Ring of Iron brotherhood Protection +1AC & +1Saves, Cantrip Blade Ward
Dwarf band of honor: Advantage one save per day.
Dwarf band: Amulet of concentration: Concentrate on two spells.
Glamoured Studded Leather
Boots of Elvenkind Advantage on stealth
Rapier +1
Broom of flying
Tarrik
Flask of Spirit
This small flask continuously appears to have a small amount of liquid within it. You can take a sip from the flask as a move action. If anyone other than the bearer of the flask attempts to drink from it, the flask will appear empty. Each sip from the flask grants 1 temporary hit point. You can take any number of sips from the flask, but each sip after the first requires you to make a constitution save DC 8 + number of sips or become intoxicated (see below).
In addition to temporary hit points, sipping from the flask grants the following benefits:
2 sips: advantage on saves vs fear (DC 10)
3 sips: advantage on persuasion checks (DC 11)
4 sips: immunity to fear (DC 12)
5 sips: ? (DC 13)
If intoxicated, the you have disadvantage on dexterity and wisdom based skills and saving throws. You still gain the advantages, but can take no more sips.
The effects of the flask last while you have the temporary hit points, or until you finish a long rest.
Staff of the Iron Brotherhood Requires attunement by a monk.
This +1 quarterstaff, when used by a monk, can magically take the form of any monk weapon, as a bonus action. Furthermore, when a command word is spoken, it can fix in place like an immovable rod.
Boomerang of the Swift Wind - If you hit a creature with this +1 magical boomerang, you can use your reaction to make another attack on the same creature, or a different creature within range. Regardless of whether it hits or misses, it returns to the user’s hand.
Dwarf Band of Honour - Wearing this metal band signifies that you have performed a great deed and gained the favour of the dwarves. When fighting a giant, your first attack is made with advantage.
Dwarven band of Honour
Given to those who slayed Karl'Drakkar. You can re-roll one saving throw per long rest.
Ring of Jumping
Slippers of Spider Climbing
Pipe of Smoke Monsters
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Fire absorbing Tattoo
Damage Absorption. When you take Fire damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
Necrotic absorbing Tattoo
Damage Absorption. When you take Necrotic damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
Ki Headband
This headband gives you an extra Ki point and a +1 to your ki save DC.
Dwarven Amulet of the Drunkard
This amulet is a small hammer in a light silver chain. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can’t do so again until the next dawn. This amulet was gifted after the defeat of Kal'drakarr.
Eldritch Claw Tattoo
This tattoo depicts clawlike forms and other jagged shapes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee weapon attacks can reach a target up to 30 feet away from you, as tendrils of ink launch from your weapon or unarmed strike toward the target. In addition, your melee weapon attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
Keoghtom's Ointment
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Graggar
Bloodaxe - Requires attunement.
This ancient, tarnished axe becomes newer-looking and sharper if it is used to kill enemies. Each kill made with the axe adds 1 to the blood total. If attuned to the axe, you are reluctant to use any other weapon, and must make a DC 10 wisdom save to do so. If damaged in battle, you must make the same saving throw or go berserk and attack the nearest creature you can see until no creatures remain.
If the blood total is at least 5, you can spend 2 of these points to enter a 'Blood Frenzy' (see below). This property cannot be used again until the next dawn.
As the blood total increases, so does the power of the axe and the DC of the saving throw:
10 +1 weapon DC 10 Frenzy 1d10
20 +1 HP/die DC 12 Frenzy 2d10
30 +2 weapon DC 14 Frenzy 3d10
Blood Frenzy: You gain 1d10 temporary hit points (this increases as the blood total rises) and you are immune to fear. If you kill a creature with the axe, you can make a bonus attack on another creature within 10 feet of you. This frenzy lasts for one minute.
Horned Helmet
Wearing this helmet grants +1 to armour class.
You have the ability to charge into battle: the helmet grants you an extra 10 feet of movement in the first round of combat. If you move at least 10 feet during this first round, you gain advantage on the attack roll and do an additional 1d8 damage.
Magic Beans When consumed, each bean grants the effects of the equivalent potion of heroism, invulnerability, growth and storm giant strength. Alternatively, a bean can be planted, with unknown effects. (only storm giant strength left)
Seijin
Staff of Thorns Requires attunement by a druid.
This +1 magical quarterstaff can be used to cast the thorn whip cantrip at will. If the wielder of the staff has multiple attacks, thorn whip can replace one of those attacks.
The staff also has the following properties, which cause damage to the wielder when activated. The wielder takes an amount of piercing damage from the staff. If the wielder has resistance or immunity to the damage, the property will not function.
1hp Thorn Whip 5th level version, 2d6 damage
1d6hp Ensnaring Strike
2d6hp Spike Growth
4d6hp Conjure 8 Needle Blights
6d6hp Wall of Thorns
Thorn Bow - This +1 magical shortbow does not require ammunition, it magically creates an arrow each time it is drawn. It can be used to cast hail of thorns on one such arrow. This property cannot be used again until the next dawn.
Pendant of the Moon - Requires attunement by a druid.
This pearl necklace allows the wearer one additional use of wild shape per rest.
It also grants an additional property while in wild shape form, dependent on the phase of the moon:
New Moon You can heal 1d8 damage without spending a spell slot
Crescent You can use Hunter’s Mark once whilst in wild shape
Gibbous You gain the benefits of Barkskin, or +1 AC
Half Moon You can Pass Without Trace whilst in wild shape
Full Moon You are treated as four levels higher when determining your wild shape ability
Bracelet of the Brotherhood - Requires attunement.
This iron bracelet grants the wearer a +1 bonus to armour class.
It also acts as a Ring of Spell Storing, and can store up to five levels of spells.
Dwarven band of Honour
Given to those who slayed Karl'Drakkar. You can re-roll one saving throw per long rest.
Shape of the Beast - inherent power granted by the Sphinx: once per day whilst in wildshape, you do +2 damage and get resistance to slashing, bludgeoning and piercing.
Amulet of proof against poison - immune to poison whilst wearing.
Jesus
Amulet of the Golden Serpent - (requires attunement by a warlock)
While wearing this bracelet, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while wearing the amulet. You can't use this property again until you finish a long rest.
You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a short rest.
This amulet also enables you to cast the poison spray cantrip.
Ring of shooting stars[
Ramas
Holy Symbol of Set - Requires attunement by a cleric of Set.
This ancient relic was crafted centuries ago and only recently unearthed by treasure hunters. It is a golden amulet depicting a jackal-like creature.
You can use the amulet as a spellcasting focus for your cleric spells. You gain a +2 bonus to spell attack rolls and to the saving throw DCs of your spells.
The amulet enables you to cast the fire bolt cantrip.
In addition, you can use the symbol to summon forth the spirit animal of Set, which takes the form of a Shadow Mastiff. It will aid you for one hour, then this property cannot be used again until the next dawn.
+1 Flame tongue scimitar.
Spell guard shield.
+1 Half Plate.
Pearl of Power
Amulet of health
+1 Scimitar that heals the damage done when a foe is killed.
Axe that does +1d6 lightning and returns when thrown.
Dwarf Honour band - reroll 1 save / long rest.
Elven blessing - 1/week succeed on failed save or heal 1 hit die of damage.