This page includes several examples of Weapons, Armor, and other Gear you might have. You are not limited to what is presented here. This is merely to serve as a point of comparison and inspiration
Cost is Determined by Durability and the items Level (Usually Determined by Size). Items can be made more durable by paying for stronger Material, or cheaper by using weaker Material. Items can also be made of expensive materials that serve no functional purpose, but greatly increase their value. Weapons, Armor and Gear listed are for Medium Creatures, larger or smaller Creatures will need Gear sized for them (this halves or doubles the price and HP of the item for every Size down or up the Creature is).
Possible Tags listed for Weapons and Armor give examples of some of the Tags that might be appropriate for that Type of Weapon, but you are not restricted to those listed.
Weapons are used for melee and Ranged Attacks. The Size and Tag of a Weapon determine it's Damage and abilities. Each Weapon has 1 Tag, but can have up to 3 with "Expert Training". If you are Untrained with a Weapon you must make Attack rolls with it at Disadvantage. (Damage listed is based on the recommended Tag, and may be different based on the Feats of the wielder) Weapons can also be designed using the rules found on the Objects page.
Name | Type | Melee/Ranged | Tag | Damage | Durability | HP | Bulk | Other Possible Tags | Cost |
Bolas | Light | Melee | Throwing (The weapon can be thrown with a 20ft range increment.) | d6+1/3 (STR+Level) | 3 | 6 | 0 | Entangling, Tripping | 0.15 |
Boomerang | Light | Melee | Throwing (The weapon can be thrown with a 20ft range increment.) | d6+1/3 (STR+Level) | 3 | 6 | 0 | Returning | 0.15 |
Brass Knuckles | Light | Melee | Big (increase die size of the weapon by one step) | d8+1/3 (STR+Level) | 4 | 8 | 0 | Grasping, Paired | 0.2 |
Dagger | Light | Melee | Piercing (You reduce the amount you need to exceed the enemies Physical Defense on an attack to score a critical hit by 1) | d6+1/3 (STR+Level) | 5 | 10 | 0 | Throwing, Backstabbing, Paired, Silent | 0.25 |
Gauntlet | Light | Melee | Grasping (You can act as if you had a free hand) | d6+1/3 (STR+Level) | 4 | 8 | 0 | Disarming, Piercing | 0.2 |
Kukri | Light | Melee | Backstabbing (You do an additional 2 damage when you hit an enemy you are flanking) | d6+1/3 (STR+Level) | 5 | 10 | 0 | Slashing | 0.25 |
Nunchaku | Light | Melee | Swinging (You deal an additional 2 damage with this weapon if you missed an attack with it on the previous action) | d6+1/3 (STR+Level) | 4 | 8 | 0 | Big, Disarming | 0.2 |
Sap | Light | Melee | Nonlethal (When you make an attack with this weapon that would bring a creatures HP below 0 you may have it fall Unconscious instead of dealing damage to it.) | d6+1/3 (STR+Level) | 4 | 8 | 0 | Big, Silent | 0.2 |
Shiv | Light | Melee | Backstabbing (You do an additional 2 damage when you hit an enemy you are flanking) | d6+1/3 (STR+Level) | 2 | 4 | 0 | Piercing | 0.1 |
Shortsword | Light | Melee | Piercing (You reduce the amount you need to exceed the enemies Physical Defense on an attack to score a critical hit by 1) | d6+1/3 (STR+Level) | 5 | 10 | 0 | Slashing, Paired | 0.25 |
Small Axe | Light | Melee | Throwing (The weapon can be thrown with a 20ft range increment.) | d6+1/3 (STR+Level) | 5 | 10 | 0 | Slashing, Disarming, Paired | 0.25 |
Small Club | Light | Melee | Big (increase die size of the weapon by one step) | d8+1/3 (STR+Level) | 2 | 4 | 0 | Throwing | 0.1 |
Small Pistol | Light | Ranged | Loading (10 shots) | d6+1 | 4 | 8 | 0 | Paired, Piercing | 0.2 |
Spring Loaded Blade | Light | Melee | Disguised (the weapon is made to look like something else. You have advantage when attempting to Conceal this weapon. You have advantage on attacks made with this weapon against creatures that don't know it's true nature.) | d6+1/3 (STR+Level) | 4 | 8 | 0 | Piercing, Silent, Backstabbing | 0.2 |
Whip | Light | Melee | Long (Your reach increases by 5ft) | d6+1/3 (STR+Level) | 3 | 6 | 0 | Tripping, Entangling | 0.15 |
Axe | Medium | Melee | Slashing (You gain a +1 bonus on an attack if you already hit a different adjacent enemy this turn) | d8+2/3 (STR+Level) | 5 | 20 | 1 | Disarming | 0.5 |
Club | Medium | Melee | Big (increase die size of the weapon by one step) | d10+2/3 (STR+Level) | 2 | 8 | 1 | Swinging, Disguised, Nonlethal | 0.2 |
Flail | Medium | Melee | Swinging (You deal an additional 2 damage with this weapon if you missed an attack with it on the previous action) | d8+2/3 (STR+Level) | 4 | 16 | 1 | Big, Piercing | 0.4 |
Hammer | Medium | Melee | Big (increase die size of the weapon by one step) | d10+2/3 (STR+Level) | 5 | 20 | 1 | Swinging | 0.5 |
Large Pistol | Medium | Ranged | Loading (5 shots) | d8+2+1/3 (STR+Level) | 4 | 16 | 1 | Piercing, Aiming | 0.4 |
Pick | Medium | Melee | Piercing (You reduce the amount you need to exceed the enemies Physical Defense on an attack to score a critical hit by 1) | d8+2/3 (STR+Level) | 5 | 20 | 1 | Backstabbing | 0.5 |
Rapier | Medium | Melee | Piercing (You reduce the amount you need to exceed the enemies Physical Defense on an attack to score a critical hit by 1) | d8+2/3 (STR+Level) | 4 | 16 | 1 | Disarming | 0.4 |
Spear | Medium | Melee | Piercing (You reduce the amount you need to exceed the enemies Physical Defense on an attack to score a critical hit by 1) | d8+2/3 (STR+Level) | 4 | 16 | 1 | Throwing, Aiming | 0.4 |
Sword | Medium | Melee | Slashing (You gain a +1 bonus on an attack if you already hit a different adjacent enemy this turn) | d8+2/3 (STR+Level) | 5 | 20 | 1 | Piercing | 0.5 |
Sword cane | Medium | Melee | Disguised (the weapon is made to look like something else. You have advantage when attempting to Conceal this weapon. You have advantage on attacks made with this weapon against creatures that don't know it's true nature.) | d8+2/3 (STR+Level) | 4 | 16 | 1 | Slashing, Piercing | 0.4 |
Torch | Medium | Melee | Flaming (The weapons damage dice deals Fire damage instead of physical damage (the bonus damage from STR is still physical)) | d8+2/3 (STR+Level) | 3 | 12 | 1 | Big | 0.3 |
Trident | Medium | Melee | Throwing (The weapon can be thrown with a 20ft range increment.) | d8+2/3 (STR+Level) | 4 | 16 | 1 | Piercing | 0.4 |
Bastard Sword | Heavy | Melee | Hand and a Half (This weapon can be used as a Heavy Weapon or a Medium Weapon.) | d10+(STR+Level) | 5 | 40 | 2 | Slashing, Piercing | 1 |
Bow | Heavy | Ranged | Piercing | d10+2/3 (STR+Level) | 3 | 24 | 2 | Aiming, Piercing, Long Ranged | 0.6 |
Great Axe | Heavy | Melee | Slashing (You gain a +1 bonus on an attack if you already hit a different adjacent enemy this turn) | d10+(STR+Level) | 5 | 40 | 2 | Swinging | 1 |
Great Sword | Heavy | Melee | Slashing (You gain a +1 bonus on an attack if you already hit a different adjacent enemy this turn) | d10+(STR+Level) | 5 | 40 | 2 | Piercing | 1 |
Halberd | Heavy | Melee | Long (Your reach increases by 5ft) | d10+(STR+Level) | 4 | 32 | 2 | Slashing, Tripping | 0.8 |
Lance | Heavy | Melee | Hand and a Half (This weapon can be used as a Heavy Weapon or a Medium Weapon.) | d10+(STR+Level) | 3 | 24 | 2 | Long, Braced, Piercing | 0.6 |
Longspear | Heavy | Melee | Long (Your reach increases by 5ft) | d10+(STR+Level) | 3 | 24 | 2 | Piercing, Aiming, Braced, Agile | 0.6 |
Pickaxe | Heavy | Melee | Piercing (You reduce the amount you need to exceed the enemies Physical Defense on an attack to score a critical hit by 1) | d10+(STR+Level) | 5 | 40 | 2 | Swinging, Backstabbing | 1 |
Quarterstaff | Heavy | Melee | Double (This weapon can be used as a Heavy Weapon or two Light weapons.) | d10+(STR+Level) | 2 | 16 | 2 | Long, Big | 0.4 |
Rifle | Heavy | Ranged | Long Ranged | d10+2/3 (STR+Level) | 4 | 32 | 2 | Aiming, Piercing, Loading (1), Loading (10) | 0.8 |
Shotgun | Heavy | Ranged | Loading (2) | d10+5+2/3 (STR+Level) | 4 | 32 | 2 | Big, Hand and a Half | 0.8 |
Warhammer | Heavy | Melee | Big (increase die size of the weapon by one step) | d12+(STR+Level) | 5 | 40 | 2 | Swinging | 1 |
Armor is used to increase your Physical Defense. The Type and Tag of Armor determine it's Armor Bonus and abilities. Each Armor has 1 Tag, but can have up to 3 with "Expert Training". (Durability and HP listed is based on the recommended Tag) Armor can also be designed using the rules found on the Objects page.
Name | Type | Armor/Shield Bonus | Max Dex | Str Req | Recommended Tags | Durability | HP | Bulk | Other Possible Tags | Cost |
Padded Cloth | Light | 1 | 9 | 3 | Mobile (The Max Dex of the Armor is treated is 1 higher than normal) | 1 | 4 | 1 | Cold Resistant, Silent | 0.1 |
Hide Armor | Light | 1 | 8 | 3 | Electricity Resistant (Gain 10 points of resistance to electricity damage (Resist Electricity 10)) | 2 | 8 | 1 | Acid Resistant, Spiked | 0.2 |
Studded Leather | Light | 1 | 8 | 3 | Cleated (You gain a +1 bonus on opposed melee attack rolls to push) | 3 | 12 | 1 | Cleated, Slippery | 0.3 |
Chain Shirt | Light | 1 | 8 | 3 | Fire Resistant (Gain 10 points of resistance to fire damage (Resist Fire 10)) | 4 | 16 | 1 | Mobile, Hard | 0.4 |
Armored Coat | Medium | 2 | 6 | 5 | Cold Resistant (Gain 10 points of resistance to cold damage (Resist Cold 10)) | 2 | 16 | 2 | Silent, Thick | 0.4 |
Chain Mail | Medium | 2 | 6 | 5 | Fire Resistant (Gain 10 points of resistance to fire damage (Resist Fire 10)) | 4 | 32 | 2 | Mobile, Hard | 0.8 |
Scale Mail | Medium | 2 | 6 | 5 | Spiked (This can be used as a light weapon and instead gains an appropriate weapon tag.) | 3 | 24 | 2 | Cleated | 0.6 |
Breastplate | Medium | 2 | 6 | 5 | Hard (The armors Durability increases by 1 making it harder to break and increasing its HP) | 6 (7) | 48 (56) | 2 | Fire Resistant, Slippery | 1.2 |
Banded Mail | Heavy | 3 | 4 | 7 | Thick (You gain one point of resistance to all damage (Resist All 1).) | 4 | 64 | 3 | Hard, Fire Resistant | 1.6 |
Splint Mail | Heavy | 3 | 4 | 7 | Spiked (This can be used as a light weapon and instead gains an appropriate weapon tag.) | 3 | 48 | 3 | Cleated, Thick | 1.2 |
Full Plate | Heavy | 3 | 4 | 7 | Hard (The armors Durability increases by 1 making it harder to break and increasing its HP) | 6 (7) | 96 (112) | 3 | Thick, Spiked | 2.4 |
Wood Shield | Shield | 1 | 9 | 3 | Thick (You gain one point of resistance to all damage (Resist All 1).) | 3 | 12 | 1 | Spiked, Electricity Resistant | 0.3 |
Steel Shield | Shield | 1 | 9 | 3 | Hard (The armors Durability increases by 1 making it harder to break and increasing its HP) | 7 (8) | 28 (32) | 1 | Spiked, Fire Resistant | 0.7 |
Gear includes all mundane items you might Encounter. These items can have practical or decorative uses on their own, but can also be enchanted or used as improvised Weapons (improvised Weapons are generally considered to be Light, Medium, or heavy based on their Size, and have no Tags). Gear can also be designed using the rules found on the Objects page.
Name | Durability | HP | Bulk | Cost |
Anvil | 6 | 96 | 3 | 2.4 |
Backpack | 2 | 16 | 2 | 0.4 |
Bandolier | 2 | 8 | 1 | 0.2 |
Bell | 4 | 4 | 0 | 0.1 |
Blanket | 1 | 4 | 1 | 0.1 |
Book | 2 | 4 | 0 | 0.1 |
Boots | 4 | 8 | 0 | 0.2 |
Bracelet | 5 | 5 | 0 | 0.125 |
Brooch | 5 | 5 | 0 | 0.125 |
Candle | 2 | 4 | 0 | 0.1 |
Cape | 2 | 8 | 1 | 0.2 |
Chain (10ft) | 5 | 20 | 1 | 0.5 |
Chalk | 1 | 1 | 0 | 0.025 |
Compass | 4 | 4 | 0 | 0.1 |
Flask | 3 | 6 | 0 | 0.15 |
Flint and Steel | 4 | 4 | 0 | 0.1 |
Grappling Hook | 5 | 10 | 0 | 0.25 |
Hat | 2 | 4 | 0 | 0.1 |
Hourglass | 2 | 4 | 0 | 0.1 |
House | 4 | 512 | 6 | 12.8 |
Ink | 1 | 1 | 0 | 0.025 |
Key | 4 | 4 | 0 | 0.1 |
Ladder (10ft) | 3 | 24 | 2 | 0.6 |
Lantern | 4 | 16 | 1 | 0.4 |
Lock (DC 21) | 4 | 4 | 0 | 0.1 |
Lock (DC 24) | 7 | 7 | 2 | 1.4 |
Lock (DC 28) | 10 | 10 | 6 | 32 |
Lookout Stand | 3 | 192 | 5 | 4.8 |
Manacles (DC 22) | 4 | 8 | 0 | 0.2 |
Manacles (DC 24) | 7 | 14 | 2 | 1.4 |
Manacles (DC 26) | 10 | 20 | 4 | 8 |
Mask | 4 | 8 | 0 | 0.2 |
Medium Chest (DC 25 Lock) | 4 | 64 | 3 | 1.6 |
Mug | 2 | 4 | 0 | 0.1 |
Necklace | 5 | 5 | 0 | 0.125 |
Net | 1 | 4 | 1 | 0.1 |
Potion Vial (empty) | 2 | 2 | 0 | 0.05 |
Quill | 1 | 1 | 0 | 0.025 |
Rope (50ft) | 1 | 4 | 1 | 0.1 |
Saw | 4 | 16 | 1 | 0.4 |
Scarf | 2 | 4 | 0 | 0.1 |
Shovel | 5 | 20 | 1 | 0.5 |
Small Chest (DC 24 Lock) | 4 | 32 | 2 | 0.8 |
Small Keep | 5 | 1280 | 7 | 32 |
Smith's Hammer | 5 | 20 | 1 | 0.5 |
Telescope | 3 | 24 | 2 | 0.6 |
Tent | 1 | 32 | 4 | 0.8 |
Tongs | 4 | 16 | 1 | 0.4 |
Torch | 3 | 12 | 1 | 0.3 |
Tower | 5 | 2560 | 8 | 64 |
Whetstone | 3 | 6 | 0 | 0.15 |
Wineskin | 1 | 4 | 1 | 0.1 |
Bombs are Diminutive items and treated as Light Weapons with the throwing Tag, except instead of dealing the normal Damage to a target they Attack all Creatures in an Area for their listed Damage (separate Attack rolls). Bombs use Ranged Attack rolls but are treated as Area Spells for determining Advantage and targets. Different types of Bombs can deal elemental Damage, create smoke, Difficult Terrain, or temporarily blind Enemies. (Bombs can not benefit from Feats or Tags that increase their Damage) Bombs can also be designed using the rules found on the Objects page.
Name | Damage | Blast Diameter | Bulk | Cost |
Basic Bomb 1 | 1d10 | 15ft | 0 | 0.2 |
Basic Bomb 2 | 2d10 | 15ft | 0 | 0.4 |
Basic Bomb 3 | 3d10 | 25ft | 0 | 0.8 |
Basic Bomb 4 | 4d10 | 25ft | 0 | 1.6 |
Basic Bomb 5 | 5d10 | 35ft | 0 | 3.2 |
Basic Bomb 6 | 6d10 | 35ft | 0 | 6.4 |
Basic Bomb 7 | 7d10 | 45ft | 0 | 12.8 |
Basic Bomb 8 | 8d10 | 45ft | 0 | 25.6 |
Basic Bomb 9 | 9d10 | 55ft | 0 | 51.2 |
Basic Bomb 10 | 10d10 | 55ft | 0 | 102.4 |
Entangling Bomb 1 | 0, DC 21 to escape | 15ft | 0 | 0.2 |
Entangling Bomb 2 | 0, DC 22 to escape | 15ft | 0 | 0.4 |
Entangling Bomb 3 | 0, DC 23 to escape | 25ft | 0 | 0.8 |
Entangling Bomb 4 | 0, DC 24 to escape | 25ft | 0 | 1.6 |
Entangling Bomb 5 | 0, DC 25 to escape | 35ft | 0 | 3.2 |
Entangling Bomb 6 | 0, DC 26 to escape | 35ft | 0 | 6.4 |
Entangling Bomb 7 | 0, DC 27 to escape | 45ft | 0 | 12.8 |
Entangling Bomb 8 | 0, DC 28 to escape | 45ft | 0 | 25.6 |
Entangling Bomb 9 | 0, DC 29 to escape | 55ft | 0 | 51.2 |
Entangling Bomb 10 | 0, DC 30 to escape | 55ft | 0 | 102.4 |
FlashBang Bomb 1 | 0, Blind creatures under 10HP for 1 round | 15ft | 0 | 0.2 |
FlashBang Bomb 2 | 0, Blind creatures under 20HP for 1 round | 15ft | 0 | 0.4 |
FlashBang Bomb 3 | 0, Blind creatures under 30HP for 1 round | 25ft | 0 | 0.8 |
FlashBang Bomb 4 | 1d10, Blind creatures under 40HP for 1 round | 25ft | 0 | 1.6 |
FlashBang Bomb 5 | 2d10, Blind creatures under 50HP for 1 round | 35ft | 0 | 3.2 |
FlashBang Bomb 6 | 3d10, Blind creatures under 60HP for 1 round | 35ft | 0 | 6.4 |
FlashBang Bomb 7 | 4d10, Blind creatures under 70HP for 1 round | 45ft | 0 | 12.8 |
FlashBang Bomb 8 | 5d10, Blind creatures under 80HP for 1 round | 45ft | 0 | 25.6 |
FlashBang Bomb 9 | 6d10, Blind creatures under 90HP for 1 round | 55ft | 0 | 51.2 |
FlashBang Bomb 10 | 7d10, Blind creatures under 10.0HP for 1 round | 55ft | 0 | 102.4 |
Smoke Bomb 1 | 0, Create a thick smoke cloud in the area | 15ft | 0 | 0.2 |
Smoke Bomb 2 | 1d10, Create a thick smoke cloud in the area | 15ft | 0 | 0.4 |
Smoke Bomb 3 | 2d10, Create a thick smoke cloud in the area | 25ft | 0 | 0.8 |
Smoke Bomb 4 | 3d10, Create a thick smoke cloud in the area | 25ft | 0 | 1.6 |
Smoke Bomb 5 | 4d10, Create a thick smoke cloud in the area | 35ft | 0 | 3.2 |
Smoke Bomb 6 | 5d10, Create a thick smoke cloud in the area | 35ft | 0 | 6.4 |
Smoke Bomb 7 | 6d10, Create a thick smoke cloud in the area | 45ft | 0 | 12.8 |
Smoke Bomb 8 | 7d10, Create a thick smoke cloud in the area | 45ft | 0 | 25.6 |
Smoke Bomb 9 | 8d10, Create a thick smoke cloud in the area | 55ft | 0 | 51.2 |
Smoke Bomb 10 | 9d10, Create a thick smoke cloud in the area | 55ft | 0 | 102.4 |
Explosive Ammunition 1 | 1d10 | 5ft | 0 | 0.2 |
Explosive Ammunition 2 | 2d10 | 15ft | 0 | 0.4 |
Explosive Ammunition 3 | 3d10 | 15ft | 0 | 0.8 |
Explosive Ammunition 4 | 4d10 | 25ft | 0 | 1.6 |
Explosive Ammunition 5 | 5d10 | 25ft | 0 | 3.2 |
Explosive Ammunition 6 | 6d10 | 35ft | 0 | 6.4 |
Explosive Ammunition 7 | 7d10 | 35ft | 0 | 12.8 |
Explosive Ammunition 8 | 8d10 | 45ft | 0 | 25.6 |
Explosive Ammunition 9 | 9d10 | 45ft | 0 | 51.2 |
Explosive Ammunition 10 | 10d10 | 55ft | 0 | 102.4 |
Poisons are applied to Weapons as an Action or ingested to cause continuous negative Effects. Poisons affect the Creature each Round for 10 Rounds after the onset. Potions can also be designed using the rules found on the Objects page.
Name | Damage | Bulk | Cost |
Basic Poison 1 | 1d6 | 0 | 0.2 |
Basic Poison 2 | 2d6 | 0 | 0.4 |
Basic Poison 3 | 3d6 | 0 | 0.8 |
Basic Poison 4 | 4d6 | 0 | 1.6 |
Basic Poison 5 | 5d6 | 0 | 3.2 |
Basic Poison 6 | 6d6 | 0 | 6.4 |
Basic Poison 7 | 7d6 | 0 | 12.8 |
Basic Poison 8 | 8d6 | 0 | 25.6 |
Basic Poison 9 | 9d6 | 0 | 51.2 |
Basic Poison 10 | 10d6 | 0 | 102.4 |
Delayed Poison 1 | 2d6, 1 hour onset | 0 | 0.2 |
Delayed Poison 2 | 3d6, 1 hour onset | 0 | 0.4 |
Delayed Poison 3 | 4d6, 1 hour onset | 0 | 0.8 |
Delayed Poison 4 | 5d6, 1 hour onset | 0 | 1.6 |
Delayed Poison 5 | 6d6, 1 hour onset | 0 | 3.2 |
Delayed Poison 6 | 7d6, 1 hour onset | 0 | 6.4 |
Delayed Poison 7 | 8d6, 1 hour onset | 0 | 12.8 |
Delayed Poison 8 | 9d6, 1 hour onset | 0 | 25.6 |
Delayed Poison 9 | 10d6, 1 hour onset | 0 | 51.2 |
Delayed Poison 10 | 11d6, 1 hour onset | 0 | 102.4 |
Knockout Poison 1 | - | 0 | 0.2 |
Knockout Poison 2 | 1d6, if this damage would bring a creature's HP below 0 they are reduced to 1 HP and fall unconscious instead | 0 | 0.4 |
Knockout Poison 3 | 2d6, if this damage would bring a creature's HP below 0 they are reduced to 1 HP and fall unconscious instead | 0 | 0.8 |
Knockout Poison 4 | 3d6, if this damage would bring a creature's HP below 0 they are reduced to 1 HP and fall unconscious instead | 0 | 1.6 |
Knockout Poison 5 | 4d6, if this damage would bring a creature's HP below 0 they are reduced to 1 HP and fall unconscious instead | 0 | 3.2 |
Knockout Poison 6 | 5d6, if this damage would bring a creature's HP below 0 they are reduced to 1 HP and fall unconscious instead | 0 | 6.4 |
Knockout Poison 7 | 6d6, if this damage would bring a creature's HP below 0 they are reduced to 1 HP and fall unconscious instead | 0 | 12.8 |
Knockout Poison 8 | 7d6, if this damage would bring a creature's HP below 0 they are reduced to 1 HP and fall unconscious instead | 0 | 25.6 |
Knockout Poison 9 | 8d6, if this damage would bring a creature's HP below 0 they are reduced to 1 HP and fall unconscious instead | 0 | 51.2 |
Knockout Poison 10 | 9d6, if this damage would bring a creature's HP below 0 they are reduced to 1 HP and fall unconscious instead | 0 | 102.4 |
Lethargy Poison 1 | 0, If the creature has less than 10HP they are also slowed | 0 | 0.2 |
Lethargy Poison 2 | 0, If the creature has less than 20HP they are also slowed | 0 | 0.4 |
Lethargy Poison 3 | 1d6, If the creature has less than 30HP they are also slowed | 0 | 0.8 |
Lethargy Poison 4 | 2d6, If the creature has less than 40HP they are also slowed | 0 | 1.6 |
Lethargy Poison 5 | 3d6, If the creature has less than 50HP they are also slowed | 0 | 3.2 |
Lethargy Poison 6 | 4d6, If the creature has less than 60HP they are also slowed | 0 | 6.4 |
Lethargy Poison 7 | 5d6, If the creature has less than 70HP they are also slowed | 0 | 12.8 |
Lethargy Poison 8 | 6d6, If the creature has less than 80HP they are also slowed | 0 | 25.6 |
Lethargy Poison 9 | 7d6, If the creature has less than 90HP they are also slowed | 0 | 51.2 |
Lethargy Poison 10 | 8d6, If the creature has less than 100HP they are also slowed | 0 | 102.4 |
Fear Poison 1 | 0, If the creature has less than 10HP they are also Shaken | 0 | 0.2 |
Fear Poison 2 | 0, If the creature has less than 20HP they are also Shaken | 0 | 0.4 |
Fear Poison 3 | 1d6, If the creature has less than 30HP they are also Shaken | 0 | 0.8 |
Fear Poison 4 | 2d6, If the creature has less than 40HP they are also Shaken | 0 | 1.6 |
Fear Poison 5 | 3d6, If the creature has less than 50HP they are also Shaken | 0 | 3.2 |
Fear Poison 6 | 4d6, If the creature has less than 60HP they are also Shaken | 0 | 6.4 |
Fear Poison 7 | 5d6, If the creature has less than 70HP they are also Shaken | 0 | 12.8 |
Fear Poison 8 | 6d6, If the creature has less than 80HP they are also Shaken | 0 | 25.6 |
Fear Poison 9 | 7d6, If the creature has less than 90HP they are also Shaken | 0 | 51.2 |
Fear Poison 10 | 8d6, If the creature has less than 100HP they are also Shaken | 0 | 102.4 |
Traps are placed in an adjacent square as an Action. The next time a Creature enters the square the Trap was placed in the Trap makes an Attack roll against the Creature. The Trap can be disabled with a Tinker Skill Check before it is triggered. (If a Trap is Hidden and is triggered by an unaware Creature it acts against them as though they were Flat Footed) Traps can also be designed using the rules found on the Objects page.
Name | Effect | Attack Bonus | Bulk | Cost |
Boulder Trap 2 | A rock falls from up to 100 ft dealing 1d8 per 10ft | 2 | 1 | 0.4 |
Boulder Trap 4 | A rock falls from up to 100 ft dealing 2d8 per 10ft | 4 | 1 | 1.6 |
Boulder Trap 6 | A rock falls from up to 100 ft dealing 3d8 per 10ft | 6 | 1 | 6.4 |
Boulder Trap 8 | A rock falls from up to 100 ft dealing 4d8 per 10ft | 8 | 1 | 25.6 |
Boulder Trap 10 | A rock falls from up to 100 ft dealing 5d8 per 10ft | 10 | 1 | 102.4 |
Explosive Trap 1 | The trap is loaded with a bomb that is triggered, attacking all creatures in a 15ft diameter for 1d10 damage. | 11 | 1 | 0.2 |
Explosive Trap 3 | The trap is loaded with a bomb that is triggered, attacking all creatures in a 25 ft diameter for 3d10 damage. | 13 | 1 | 0.8 |
Explosive Trap 5 | The trap is loaded with a bomb that is triggered, attacking all creatures in a 35ft diameter for 5d10 damage. | 15 | 1 | 3.2 |
Explosive Trap 7 | The trap is loaded with a bomb that is triggered, attacking all creatures in a 45ft diameter for 7d10 damage. | 17 | 1 | 12.8 |
Explosive Trap 9 | The trap is loaded with a bomb that is triggered, attacking all creatures in a 55ft diameter for 9d10 damage. | 19 | 1 | 51.2 |
Pendulum Trap 2 | A bladed pendulum swings down dealing 3d8 damage | 12 | 1 | 0.4 |
Pendulum Trap 4 | A bladed pendulum swings down dealing 6d8 damage | 14 | 1 | 1.6 |
Pendulum Trap 6 | A bladed pendulum swings down dealing 9d8 damage | 16 | 1 | 6.4 |
Pendulum Trap 8 | A bladed pendulum swings down dealing 12d8 damage | 18 | 1 | 25.6 |
Pendulum Trap 10 | A bladed pendulum swings down dealing 15d8 damage | 20 | 1 | 102.4 |
Pit Trap 4 | A 15 ft deep pit up to 25 ft in diameter appears beneath the trap. Any creatures on the edge of this area may use a reaction to attempt to grab the edge. The walls have a climb DC of 20. | 14 | 1 | 1.6 |
Pit Trap 8 | A 30 ft deep pit up to 30 ft in diameter appears beneath the trap. Any creatures on the edge of this area may use a reaction to attempt to grab the edge. The walls have a climb DC of 20. | 18 | 1 | 25.6 |
Poison Trap 1 | The trap is loaded with a poison to attack the creature that triggered it. On a hit the creature is poisoned, taking 1d6 damage every round for 10 rounds. | 11 | 1 | 0.2 |
Poison Trap 3 | The trap is loaded with a poison to attack the creature that triggered it. On a hit the creature is poisoned, taking 3d6 damage every round for 10 rounds. | 13 | 1 | 0.8 |
Poison Trap 5 | The trap is loaded with a poison to attack the creature that triggered it. On a hit the creature is poisoned, taking 5d6 damage every round for 10 rounds. | 15 | 1 | 3.2 |
Poison Trap 7 | The trap is loaded with a poison to attack the creature that triggered it. On a hit the creature is poisoned, taking 7d6 damage every round for 10 rounds. | 17 | 1 | 12.8 |
Poison Trap 9 | The trap is loaded with a poison to attack the creature that triggered it. On a hit the creature is poisoned, taking 9d6 damage every round for 10 rounds. | 19 | 1 | 51.2 |
Potions are Fine sized Objects that grant the Effects of a Spell when drunk as an Action. Potions can also be designed using the rules found on the Objects page.
Name | Effect | Level | Bulk | Spell type | Cost |
Potion of Stabilization | You immediately stop Bleeding | 1 | 0 | Beast Feature | 0.2 |
Potion of Healing 1 | Heal 1d10 | 1 | 0 | Heal | 0.2 |
Potion of Acid Resistance | You gain the effects of the Acid Resistance feat for up to 10 rounds | 2 | 0 | Beast Feature | 0.4 |
Potion of Bird shape | Turn into a Bird for up to 1 minute | 2 | 0 | Change Shape | 0.4 |
Potion of Breathlessness | You gain the effects of the Breathless feat for up to 10 rounds | 2 | 0 | Beast Feature | 0.4 |
Potion of Climbing | You gain the effects of the Climb feat for up to 10 rounds | 2 | 0 | Beast Feature | 0.4 |
Potion of Cold Resistance | You gain the effects of the Cold Resistance feat for up to 10 rounds | 2 | 0 | Beast Feature | 0.4 |
Potion of Damage Resistance 1 | You gain the effects of the Damage Resistance 1 feat for up to 10 rounds | 2 | 0 | Beast Feature | 0.4 |
Potion of Darkvision | You gain the effects of the Dark Vision feat for up to 10 rounds | 2 | 0 | Beast Feature | 0.4 |
Potion of Disguise | Your appearance changes for the next minute or until you make an attack. This potion only works on medium or smaller creatures, but more powerful versions can be made. This spell has a spell attack bonus of +10. | 2 | 0 | Conjure Illusion | 0.4 |
Potion of Dog shape | Turn into a Dog for up to 10 rounds | 2 | 0 | Change Shape | 0.4 |
Potion of Electricity Resistance | You gain the effects of the Electricity Resistance feat for up to 10 rounds | 2 | 0 | Beast Feature | 0.4 |
Potion of Fire Resistance | You gain the effects of the Fire Resistance feat for up to 10 rounds | 2 | 0 | Beast Feature | 0.4 |
Potion of Flight | You gain the effects of the Flight feat for up to 10 rounds | 2 | 0 | Beast Feature | 0.4 |
Potion of Healing 2 | Heal 2d10 | 2 | 0 | Heal | 0.4 |
Potion of Invisibility | You become invisible for the next minute or until you make an attack. This potion only works on medium or smaller creatures, but more powerful versions can be made. This spell has a spell attack bonus of +10. | 2 | 0 | Conjure Illusion | 0.4 |
Potion of Staunch Healing | Heal 1d10 and stop bleeding | 2 | 0 | Heal, Staunching Magic | 0.4 |
Potion of Large size | You gain the effects of the Large feat for up to 10 rounds | 2 | 0 | Beast Feature | 0.4 |
Potion of Natural Weapons | You gain the effects of the Natural Weapons feat for up to 10 rounds | 2 | 0 | Beast Feature | 0.4 |
Potion of Poison immunity | You gain the effects of the Poison immunity feat for up to 10 rounds | 2 | 0 | Beast Feature | 0.4 |
Potion of Small size | You gain the effects of the Small feat for up to 10 rounds | 2 | 0 | Beast Feature | 0.4 |
Potion of Spider shape | Turn into a Spider for up to 10 rounds | 2 | 0 | Change Shape | 0.4 |
Potion of Swimming | You gain the effects of the Swim feat for up to 10 rounds | 2 | 0 | Beast Feature | 0.4 |
Potion of Viper shape | Turn into a Viper for up to 10 rounds | 2 | 0 | Change Shape | 0.4 |
Potion of Acidic attacks | You gain the effects of the Acidic feat for up to 10 minutes | 3 | 0 | Beast Feature | 0.8 |
Potion of Breath weapon 1 | You gain the effects of the Breath weapon 1 feat for up to 10 minutes | 3 | 0 | Beast Feature | 0.8 |
Potion of Burrowing | You gain the effects of the Burrow feat for up to 10 minutes | 3 | 0 | Beast Feature | 0.8 |
Potion of Damage Resistance 2 | You gain the effects of the Damage Resistance 2 feat for up to 10 minutes | 3 | 0 | Beast Feature | 0.8 |
Potion of Echolocation | You gain the effects of the Echolocation feat for up to 10 minutes | 3 | 0 | Beast Feature | 0.8 |
Potion of Electric attacks | You gain the effects of the Electric feat for up to 10 minutes | 3 | 0 | Beast Feature | 0.8 |
Potion of Flaming attacks | You gain the effects of the Flaming feat for up to 10 minutes | 3 | 0 | Beast Feature | 0.8 |
Potion of Freezing attacks | You gain the effects of the Freezing feat for up to 10 minutes | 3 | 0 | Beast Feature | 0.8 |
Potion of Healing 3 | Heal 3d10 | 3 | 0 | Heal | 0.8 |
Potion of Horse shape | Turn into a Horse for up to 10 minutes | 3 | 0 | Change Shape | 0.8 |
Potion of Monkey shape | Turn into a Monkey for up to 10 minutes | 3 | 0 | Change Shape | 0.8 |
Potion of Regeneration | You gain the effects of the Regeneration feat for up to 10 minutes | 3 | 0 | Beast Feature | 0.8 |
Potion of Tiny size | You gain the effects of the Tiny feat for up to 10 minutes | 3 | 0 | Beast Feature | 0.8 |
Potion of Wolf shape | Turn into a Wolf for up to 10 minutes | 3 | 0 | Change Shape | 0.8 |
Potion of Constrictor Snake shape | Turn into a Constrictor Snake for up to 100 minutes | 4 | 0 | Change Shape | 1.6 |
Potion of Giant Eagle shape | Turn into a Giant Eagle for up to 100 minutes | 4 | 0 | Change Shape | 1.6 |
Potion of Healing 4 | Heal 4d10 | 4 | 0 | Heal | 1.6 |
Potion of Huge size | You gain the effects of the Huge feat for up to 100 minutes | 4 | 0 | Beast Feature | 1.6 |
Potion of Incorporealness | You gain the effects of the Incorporeal feat for up to 100 minutes | 4 | 0 | Beast Feature | 1.6 |
Potion of Bear shape | Turn into a Grizzly Bear for up to 16 hours | 5 | 0 | Change Shape | 3.2 |
Potion of Damage Resistance 3 | You gain the effects of the Damage Resistance 3 feat for up to 16 hours | 5 | 0 | Beast Feature | 3.2 |
Potion of Diminutive size | You gain the effects of the Diminutive feat for up to 16 hours | 5 | 0 | Beast Feature | 3.2 |
Potion of Healing 5 | Heal 5d10 | 5 | 0 | Heal | 3.2 |
Potion of Improved Regeneration | You gain the effects of the Improved Regeneration feat for up to 16 hours | 5 | 0 | Beast Feature | 3.2 |
Potion of Lion shape | Turn into a Lion for up to 16 hours | 5 | 0 | Change Shape | 3.2 |
Potion of Shark shape | Turn into a Shark for up to 16 hours | 5 | 0 | Change Shape | 3.2 |
Potion of Breath weapon 2 | You gain the effects of the Breath weapon 2 feat for up to week | 6 | 0 | Beast Feature | 6.4 |
Potion of Elephant shape | Turn into an Elephant for up to a week | 6 | 0 | Change Shape | 6.4 |
Potion of Gargantuan size | You gain the effects of the Gargantuan feat for up to week | 6 | 0 | Beast Feature | 6.4 |
Potion of Healing 6 | Heal 6d10 | 6 | 0 | Heal | 6.4 |
Potion of Dragon shape | Turn into a Dragon for up to 2 months | 7 | 0 | Change Shape | 12.8 |
Potion of Damage Resistance 4 | You gain the effects of the Damage Resistance 4 feat for up to 2 months | 7 | 0 | Beast Feature | 12.8 |
Potion of Greater Regeneration | You gain the effects of the Greater Regeneration feat for up to 2 months | 7 | 0 | Beast Feature | 12.8 |
Potion of Healing 7 | Heal 7d10 | 7 | 0 | Heal | 12.8 |
Potion of Colossal size | You gain the effects of the Colossal feat for up to 2 years | 8 | 0 | Beast Feature | 25.6 |
Potion of Healing 8 | Heal 8d10 | 8 | 0 | Heal | 25.6 |
Enchanted Items allow the user to Cast a specific Spell they may not be able to normally. This still requires the caster to spend an Action to Cast or Control the Spell as well as the Energy required. Enchantments can be placed on any Gear the creator wants, the names of items listed are only examples. Enchanted Items can also be designed using the rules found on the Objects page.
Name | Effect | Level | Spell type | Cost | |
Flaming Sword | Allows the user to spend 4 Energy to light the sword on fire, dealing an extra 1d6 on attacks for the next minute. (Beast Feature:2, Area:N/A, Range:0, Duration:2) | 3 | Beast Feature | 4 | |
Lightning Spear | Allows the user to spend 4 Energy to electrify the spear, dealing an extra 1d6 on attacks for the next minute. (Beast Feature:2, Area:N/A, Range:0, Duration:2) | 3 | Beast Feature | 4 | |
Frozen Axe | Allows the user to spend 4 Energy to coat the axe in ice, dealing an extra 1d6 on attacks for the next minute. (Beast Feature:2, Area:N/A, Range:0, Duration:2) | 3 | Beast Feature | 4 | |
Corrosive Club | Allows the user to spend 4 Energy to coat the club in acid, dealing an extra 1d6 on attacks for the next minute. (Beast Feature:2, Area:N/A, Range:0, Duration:2) | 3 | Beast Feature | 4 | |
Frost Cloak | Allows the user to spend 4 Energy to become immune to cold damage for the next minute (Beast Feature:2, Area:N/A Range:0, Duration:2) | 2 | Beast Feature | 2 | |
Alchemist's Clothes | Allows the user to spend 4 Energy to become immune to acid damage for the next minute (Beast Feature:2, Area:N/A Range:0, Duration:2) | 2 | Beast Feature | 2 | |
Forgemaster's Apron | Allows the user to spend 4 Energy to become immune to fire damage for the next minute (Beast Feature:2, Area:N/A Range:0, Duration:2) | 2 | Beast Feature | 2 | |
Insulated Armor | Allows the user to spend 4 Energy to become immune to electric damage for the next minute (Beast Feature:2, Area:N/A Range:0, Duration:2) | 2 | Beast Feature | 2 | |
Diver's Mask | Allows the user to spend 4 Energy to supply air to the wearer for the next minute (Beast Feature:2, Area:N/A Range:0, Duration:2) | 2 | Beast Feature | 2 | |
Monkey's Fist | Allows the user to spend 3 Energy to gain a climb speed for the next minute (Beast Feature:1, Area:N/A Range:0, Duration:2) | 2 | Beast Feature | 2 | |
Thieves Goggles | Allows the user to spend 3 Energy to see in the dark for the next minute (Beast Feature:1, Area:N/A Range:0, Duration:2) | 2 | Beast Feature | 2 | |
Goliath's Warhammer | Allows the user to spend 4 Energy to grow to Large size for the next minute (Beast Feature:2, Area:N/A Range:0, Duration:2) | 2 | Beast Feature | 2 | |
Horned Helm | Allows the user to spend 3 Energy to grow horns (medium piercing) and claws (light paired) for the next minute (Beast Feature:1, Area:N/A Range:0, Duration:2) | 2 | Beast Feature | 2 | |
Sailor's Tunic | Allows the user to spend 3 Energy to gain a swim speed for the next minute (Beast Feature:1, Area:N/A Range:0, Duration:2) | 2 | Beast Feature | 2 | |
Cloak of Flight | Allows the user to spend 4 Energy turning the cloak into a pair of wings for the next minute (Beast Feature:2, Area:N/A, Range:0, Duration:2) | 2 | Beast Feature | 2 | |
Mole bracers | Allows the user to spend 5 Energy to be able to burrow through the ground for the next minute (Beast Feature:3, Area:N/A Range:0, Duration:2) | 3 | Beast Feature | 4 | |
Enchanted Armor | Allows the user to spend 6 Energy to reduce all damage they take by 4 for the next 10 minutes (Beast Feature:3, Area:N/A Range:0, Duration:3) | 3 | Beast Feature | 4 | |
Blind Man's Fold | Allows the user to spend 6 Energy to see through echolocation for the next 10 minutes (Beast Feature:3, Area:N/A Range:0, Duration:3) | 3 | Beast Feature | 4 | |
Troll Wraps | Allows the user to spend 6 Energy to regenerate 5 HP every round for the next 10 minutes. (Beast Feature:3, Area:N/A Range:0, Duration:3) | 3 | Beast Feature | 4 | |
Vampiric Dagger | Allows the user to spend 5 energy to spend an action to heal themselves after dealing damage for the next minute. (once per round spend an action after dealing damage to heal equal to the amount of damage dealt) (Beast Feature:3, Area:N/A Range:0, Duration:2) | 3 | Beast Feature | 4 | |
Ghost Viel | Allows the user to spend 6 Energy to gain the abilities of a ghost (spend 3 Energy as an action to gain Resist All 10 and incorporeal for the next round) for the next minute (Beast Feature:4, Area:N/A Range:0, Duration:2) | 4 | Beast Feature | 8 | |
Giant Boots | Allows the user to spend 6 Energy to grow to Huge size for the next minute (Beast Feature:4, Area:N/A Range:0, Duration:2) | 4 | Beast Feature | 8 | |
Earing's of Telepathy | Allows the user to spend 8 Energy to telepathically communicate with creatures that have been within 30 ft of them since activating the enchanted item for the next 100 minutes. It costs 1 Energy to communicate this way each round if the creature is no longer within 30ft. (Beast Feature:4, Area:N/A Range:0, Duration:4) | 4 | Beast Feature | 8 | |
Shield of Great Defense | Allows the user to spend 9 Energy to reduce all damage they take by 6 for the next 100 minutes (Beast Feature:5, Area:N/A Range:0, Duration:4) | 5 | Beast Feature | 16 | |
Shrinking Ring | Allows the user to spend 8 Energy to shrink to Diminutive size for the next 10 minutes (Beast Feature:5, Area:N/A Range:0, Duration:3) | 5 | Beast Feature | 16 | |
Immortal's Crown | Allows the user to spend 10 Energy to heal 15HP every round for the next 10 minutes (Beast Feature:7, Area:N/A Range:0, Duration:3) | 7 | Beast Feature | 64 | |
Gauntlets of the Colossus | Allows the user to spend 8 Energy to grow to Colossal size for the next minute (Beast Feature:8, Area:N/A Range:0, Duration:2) | 8 | Beast Feature | 128 | |
Armor of Invulnerability | Allows the user to spend 13 Energy to reduce damage they take by 10 for the next 100 minutes. (Beast Feature:9, Area:N/A Range:0, Duration:4) | 9 | Beast Feature | 256 | |
Shifter's Charm | Allows the user to spend 2 Energy to turn into a small rodent for the next round (Change Shape:1, Area:N/A Range:0, Duration:1) | 1 | Change Shape | 1 | |
Wolf Cloak | Allows the user to spend 6 Energy to become a wolf for the next 10 minutes (Change Shape:3, Area:N/A Range:0, Duration:3) | 3 | Change Shape | 4 | |
Eagle Cape | Allows the user to spend 8 Energy to become a giant eagle for the next 100 minutes (Change Shape:4, Area:N/A Range:0, Duration:4) | 4 | Change Shape | 8 | |
Bear Fury Mantle | Allows the user to spend 8 Energy to become a Grizzly Bear for the next 10 minutes (Change Shape:5, Area:N/A Range:0, Duration:3) | 5 | Change Shape | 16 | |
Stampede Greaves | Allows the user to spend 9 Energy to become an Elephant for the next 10 minutes (Change Shape:6, Area:N/A Range:0, Duration:3) | 6 | Change Shape | 32 | |
Dragon Form Pauldrons | Allows the user to spend 10 Energy to become a Dragon for the next 10 minutes (Change Shape:7, Area:N/A Range:0, Duration:3) | 7 | Change Shape | 64 | |
Hypnotist's Watch | Allows the user to spend 13 Energy to charm a creature within 10 ft for the next 100 minutes with a successful spell attack. If the creature has less than 80 HP they become dominated instead. (Charm:8, Area:N/A, Range:1, Duration:4) | 8 | Charm | 128 | |
Merchant's Ring | Allows the user to spend 3 energy to attempt to charm a creature within 10ft for the next round, increasing their relationship to the caster by 2 steps. If the creature has less than 10 HP they become dominated instead. (Charm:1, Area:N/A, Range:1, Duration:1) | 1 | Charm | 1 | |
Charlatan's cape | Allows the user to spend 10 energy to attempt to charm a creature that they touch for the next day, increasing their relationship to the caster by 2 steps or dominate them if they have less than 50 HP. (Charm:5, Area:N/A, Range:0, Duration:5) | 5 | Charm | 16 | |
Ring of Invisibility | Allows the user to spend 4 Energy to turn invisible for the next minute as long as they don't make an attack or cast a spell. (Conjure Illusion:2, Area:N/A, Range:0, Duration:2) | 2 | Conjure Illusion | 2 | |
Unquenchable Torch | Allows the user to spend 4 Energy to cause the torch to shed light within 20 ft for 1 minute. (Conjure Illusion:2, Area:N/A, Range:0, Duration:2) | 2 | Conjure Illusion | 2 | |
Traveler's Cloak | Allows the user to spend 5 energy to conjure the illusion of a large rock 10 ft in diameter directly where they are standing for the next minute. (Conjure Illusion:3, Area:N/A, Range:0, Duration:2) | 3 | Conjure Illusion | 4 | |
Hat of Disguise | Allows the user to spend 6 Energy to take the appearance of a specific individual (chosen when the item is made) for the next 100 minutes as long as they don't make an attack or cast a spell. (Conjure Illusion:2, Area:N/A, Range:0, Duration:4) | 4 | Conjure Illusion | 8 | |
Wand of Acid Spray | Allows the user to spend 7 Energy spray acid in a 15 ft cone dealing 3d10 acid damage for the next minute. (Evoke Acid:3, Area:2, Range:0, Duration:2) | 3 | Evoke Acid | 4 | |
Caustic Staff | Allows the user to spend 13 Energy spray acid in a 30 ft cone dealing 6d10 acid damage for the next minute. (Evoke Acid:6, Area:5, Range:0, Duration:2) | 6 | Evoke Acid | 32 | |
Wand of Ice Storm | Allows the user to spend 5 Energy spray ice in a 15 ft cone dealing 3d10 cold damage. (Evoke Cold:3, Area:2, Range:0, Duration:0) | 3 | Evoke Cold | 4 | |
Frost Staff | Allows the user to spend 11 Energy spray ice in a 30 ft cone dealing 6d10 cold damage. (Evoke Cold:6, Area:5, Range:0, Duration:0) | 6 | Evoke Cold | 32 | |
Wand of Lighting Bolt | Allows the user to spend 5 Energy shoot electricity in a 50 ft line dealing 3d10 electric damage. (Evoke Cold:3, Area:2, Range:0, Duration:0) | 3 | Evoke Electricity | 4 | |
Storm Staff | Allows the user to spend 11 Energy shoot electricity in a 120 ft line dealing 6d10 electric damage. (Evoke Cold:6, Area:5, Range:0, Duration:0) | 6 | Evoke Electricity | 32 | |
Dragon's Breath Amulet | Allows the user to spend 6 Energy to breath a 20ft cone of fire dealing 3d10 fire damage (Evoke Fire:3, Area:3 Range:0, Duration:0) | 3 | Evoke Fire | 4 | |
Wand of Fireball | Allows the user to spend 9 Energy to create a 15ft diameter fireball within 1000ft that deals 3d10 fire damage with a successful spell attack. (Evoke Fire:3, Area:3, Range:3, Duration:0) | 3 | Evoke Fire | 4 | |
Phoenix Staff | Allows the user to spend 16 Energy to create a 35ft diameter fireball within 10,000ft that deals 6d10 fire damage with a successful spell attack. (Evoke Fire:6, Area:6, Range:4, Duration:0) | 6 | Evoke Fire | 32 | |
Gorgon's Head | Allows the user to spend 18 Energy to cause enemy within 100 ft to be Slowed or Stunned depending on their HP for up to a week. The user must make a spell attack each round unless they crit. (Freeze:10, Area:N/A, Range:2, Duration:6) | 10 | Freeze | 512 | |
Chronomancer Watch | Allows the user to spend 8 Energy to cause enemy within 100 ft to be Slowed or Stunned depending on their HP for up to a minute. The user must make a spell attack each round unless they crit. (Freeze:4, Area:N/A, Range:2, Duration:2) | 4 | Freeze | 8 | |
Glove of Lesser Healing | Allows the user to spend 1 Energy and heal a creature it touches 1d10 (Heal:1, Area:0, Range:0, Duration:N/A) | 1 | Heal | 1 | |
Pack Caller's Staff | Allows the user to spend 8 Energy to conjure and command a wolf within 100ft for the next minute (Summon Creature:4, Area:N/A, Range:2, Duration:2) | 4 | Summon Creature | 8 | |
Dragoncaller Orb | Allows the user to spend 15 Energy to conjure a dragon (Level 6 beast) for the next 10 minutes under their control (Summon Creature:8, Area:N/A, Range:4, Duration:3) | 8 | Summon Creature | 128 | |
Armor Locket | Allows the user to spend 8 Energy to summon a breastplate (Medium armor with Hard Tag) around them and lasts for the next 100 minutes (Summon Object:4, Area:N/A, Range:0, Duration:4) | 4 | Summon Object | 8 | |
Replicating Shield Handle | Allows the user to spend 6 Energy to summon a shield (Shield with Hard Tag) in their hand that lasts for the next minute. (Summon Object:3, Area:N/A, Range:0, Duration:2) | 3 | Summon Object | 4 | |
Glove of the Spectral Hand | Allows the user to spend 6 Energy to lift a Diminutive object within 100 ft telekinetically for the next minute. (Summon Object:2, Area:N/A, Range:2, Duration:2) | 2 | Telekinesis | 2 | |
Helm of Great Power | Allows the user to spend 13 Energy to lift a Gargantuan object within 1000 ft telekinetically for the next minute. (Summon Object:8, Area:N/A, Range:3, Duration:2) | 8 | Telekinesis | 128 | |
Cutpurse's Circlets | Allows the user to spend 5 Energy to open a Diminutive portal to anywhere within 100 ft that they can see or have been for the next 6 seconds. (Teleportation:2, Area:N/A, Range:2, Duration:1) | 2 | Teleportation | 2 | |
Gate Warden's Bracers | Allows the user to spend 16 Energy to open a Huge portal to anywhere within 2000 miles that they can see or have been for the next minute. (Teleportation:7, Area:N/A, Range:7, Duration:2) | 7 | Teleportation | 64 | |
Great Dagger | Allows the user to spend 4 energy to cause this small dagger to grow into a greatsword for the next minute (Transmute:2, Area:0, Range:0, Duration:2) | 2 | Transmute | 2 | |
Miner's Pick | Allows the user to spend 10 Energy to reduce the hardness of all stone within 10 ft by 4 for the next 10 minutes. (Transmute:4, Area:3, Range:0, Duration:3) | 4 | Transmute | 8 | |
Staff of Stone | Allows the user to spend 13 Energy to create a 15ft tall stone wall 25 ft long and 5 ft thick within 100 ft of them. This wall remains for 10 minutes. (Transmute:4, Area:4, Range:2, Duration:3) | 4 | Transmute | 8 |
Trained Beasts can be purchased for the listed prices. Trained Animals are Friendly to their owners and can be commanded as an Action in most circumstances.
Name | Cost |
Carrier Pigeon | 1 |
Guard Dog | 2 |
Riding Horse | 4 |
Level 3 Beast | 8 |
Grizzly Bear | 16 |
Elephant | 32 |
Level 6 Beast | 64 |
Level 7 Beast | 128 |
Level 8 Beast | 256 |
Level 9 Beast | 512 |
Level 10 Beast | 1024 |
Vehicles can be purchased for the prices listed.
Name | Cost |
Level 1 Vehicle | 8 |
Level 2 Vehicle | 16 |
Level 3 Vehicle | 32 |
Level 4 Vehicle | 64 |
Level 5 Vehicle | 128 |
Level 6 Vehicle | 256 |
Level 7 Vehicle | 512 |
Level 8 Vehicle | 1024 |
Level 9 Vehicle | 2048 |
Level 10 Vehicle | 4096 |