+0 | Strength |
+15 | Dexterity |
+14 | Constitution |
+18 | Intelligence |
+2 | Wisdom |
+4 | Charisma |
+24 | Acrobatics |
+1 | Animal Handling |
+25 | Arcana |
+7 | Athletics |
+11 | Deception |
+9 | History |
+1 | Insight |
+11 | Intimidation |
+25 | Investigation |
+1 | Medicine |
+9 | Nature |
+1 | Perception |
+3 | Performance |
+3 | Persuasion |
+9 | Religion |
+24 | Sleight of Hands |
+24 | Stealth |
+1 | Survival |
Weapon | Attack | Damage | |
---|---|---|---|
+1 Dark iron Short sword | +14 | 1d6+7 | |
Black rose | +14 | 1d4+7 | |
Poison dagger | +14 | 1d4 +7 | |
+2 Short bow | +16 | 1d6 +8 | |
The Arcane Separator | +16 | 1d4+8 | |
The spell Sword | +17 | 1d10+9 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
World of Aloth
Weapon
Very Rare Requires Attunement
Finesse, Light, Range, Thrown
This dagger is made from a dark iron handle with a silvery steel blade imbued with arcane manipulated dementrium. The weapon was created to counter mages. It was originally created and owned by the mage hunters during the time of Thornheart.
You have a +2 bonus to Attack and Damage Rolls made with this weapon.
Arcane Cut: When you hit a creature with this dagger you can decide to activate the arcane cut ability. The creature is then forced to make a saving throw using their spellcasting ability against a 18 DC. On a failure, the spellcaster takes an extra 2d8 force damage and can not cast a spell for one minute. At the end of each of the target's turns they can make another saving throw. On a success, the target can cast spells as normal. On a successful save the target takes 2d8 force damage. This ability is recharged after a short or long rest.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4+2 | Piercing | 20/60 |
Cost: 35 000gp
Weight: 1lb
Wand
Uncommon Requires Attunement
While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Cost: 750 gp
World of Aloth
Weapon
Rare Proficiency with poisoner’s kit Requires Attunement
Magical, Light, Loading, Range
The Piercing Injector is a masterpiece when it comes to alchemical and mechanical wonder. This hand crossbow is a powerful weapon in any gifted alchemist’s hands. Originally invented by Doctor Traymester in an effort to inject his enemies with deadly poisons and venoms without risking his well being.
Duplicating Formula: The hand crossbow can be loaded with one vial of poison or venom as an action, while in the crossbow the poison does not go bad and has the same lifespan as if in a vial. The poison or venom loaded into the crossbow has two uses instead of one as the crossbow magically duplicates parts of the poison.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d6+1 | Piercing | 30/120 |
Cost: 5 000gp
Weight: 4lb
World of Aloth
Wondrous Item
Rare Requires Attunement
Winter’s Embrace: When you are attuned to this cloak you are resistant to cold damage and you can tolerate temperatures as low as –50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as –100 degrees Fahrenheit.
Gone in a flurry: When attuned to this cloak you can spend a bonus action that causes a flurry of magical snowflakes to swirl around you as you move. No attack of opportunity can be made against you whilst this is active, and if a creature hits you with a melee weapon attack they take 1d4 cold damage. This effect lasts for 3 rounds and can be used up to 2 times per day.
Cost: 7000 gp
Weight: 7lbs
World of Aloth
Wondrous Item
Uncommon
Lift-off. Whenyou are standing on solid ground, you can use a bonus action to actiavte these boots. When you do, you launch up to 45ft in a vertical line upward. After using this feature, you can not use it again for 1 minute.
Absorbing Soles. While wearing these boots you do not suffer any falling damage and land on your feet when falling 60ft or less.
Cost: 500gp
Weight: 5lb
World of Aloth
Wondrous Item
Legendary
The Weave Separator is a marvel of both technology and arcane magic. It is a powerful device capable of disconnecting a spellcaster from the weave permanently. The Separator is a complicated syringe-like device holding a special concoction. To be used the weapon must first be prepared which takes an action. To inject the concoction into a creature an attack must be made wielding the Separator. A creature with proficiency in martial weapons has proficiency with the separator.
A creature injected with the concoction must make a constitution saving throw DC 30 or take the effects of the Separator. On a successful save the concoction is wasted and the creature resists the effects. On a failed save the creature can no longer cast spells or use other magical abilities. The creature loses all magical abilities and any magical effects the creature was under ends immediately. The creature can also not benefit from magical items or activate any magical items. No spell or divine intervention can reverse the effects of the Weave Separator as the creature loses all connection they once had to the weave.
Cost: Priceless
Weight: 6lb
World of Aloth
Wand
Uncommon
This wand has 30 Charges. While holding it, you can expend 1 charge as an action to cast the Detect Magic spell from it. The wand does not regain charges and when all charges are used the wand becomes dust.
Cost: 250gp
DnD 5e SRD
Weapon
Rare
Magical, finesse, light
You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.
When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 damage of the weapon's type. For the Purpose of this weapon, "dragon" refers to any creature with the Dragon type, including Dragon turtles and wyverns.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d6+1 | Piercing |
Cost: 3500gp
Weight: 2lb
World of Aloth
Wondrous Item
Rare Requires Attunement
This magical mask is an old artifact of the queen of Vacerak Vergunaamuranth that was worn by her champions during her rule. The mask is imbued with some of her powers and was made with inspiration from the much more powerful dragon masks of Tiamat.
Damage Absorption. You have resistance against poison damage. If you already have resistance to poison damage from another source, you instead have immunity to poison damage. If you already have immunity to poison damage from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
Water Breathing. You can breathe underwater.
Cost: 4000gp
Weight: 0,5lb
DnD 5e SRD
Wondrous Item
Common Requires Attunement
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Cost: 25gp
World of Aloth
Wondrous Item
Very Rare Requires Attunement
While you wear these boots, you can use a bonus action and click the boots’ heels together to cast the Haste spell on yourself without the need for concentration. The boots cannot be used again until the next dawn.
Cost: 12 500gp
Weight: 4lb
Adventuring Gear
Rare Requires Attunement
This amulet of deception is meant to ward off any creature that would attempt to scry upon the wearer. While attuned to the charm you know when someone targets you with the scrying spell and you know the name of the caster. You can decide if the spell is successful or if it fails, alternatively you can choose to give the caster a false vision of where you are and what is happening for the duration of the spell.
Cost: 3000gp
World of Aloth
Wondrous Item
Legendary
The Anti-Life Bomb is a dangerous item from the old kingdom of Vacerak created by Protentius Wickward as a last resort against any invading armies. The bomb is extremely lethal and expensive to make. The bomb was never used and there were only a few ever made.
To arm the Anti-Life Bomb the user must spend 1 minute activating it and succeed on a DC 20 arcana check to arm it properly. Once it is armed it can be activated as an action or dearmed by the person who armed it or a dispel magic cast at 5th level. The bomb can be activated manually or mentally only by the person who first armed it. It takes an action to set it off both manually or mentally, to set it off mentally a person must be within 1000 feet of it. Once blown every creature within a 150 feet radius must make a Constitution saving throw DC 17. On a failed save any living creature that is not a construct or undead is instantly killed. On a successful save the creature only takes 10d10 poison damage and 10d10 necrotic damage.
Cost: Priceless
Weight: 6lb
World of Aloth
Wondrous Item
Uncommon Requires Attunement
This tattoo set contains a magical needle imbued with the magic needed to make a permanent Spellwrought Tattoo. The tattoo is a permanent appliance once created. To create the tattoo the set requires 500 gold worth of any one type gem dust that is consumed while applying the tattoo, the gem dust also dictates the color of the finished tattoo. To apply and create the tattoo a person must be proficient in making tattoos and have some semblance of knowledge of the arcane, an ordinary tattoo artist will not cover the requirements. It takes 1 hour to create the tattoo and it covers either half a limb or the scalp.
The spellwrought tattoo allows you to cast the spell life transference once per long rest requiring no material components. Once the spell is cast it can not be used until you finish a long rest. Unattuning from the tattoo makes the magic go dormant, and the tattoo appears and behaves as if it were a mundane tattoo. You can reattune to the tattoo at a later time, reactivating its magical properties.
Cost: 500gp
World of Aloth
Wondrous Item
Rare
This collar is made from silver and dark iron and has inscriptions carved into it. The collar is clean and beautifully made. It was created by the drow to silence slaves, but its greatest use was to stop spellcasters from speaking.
A creature can attempt to force the collar around the neck of another creature which is being grappled This requires another grapple contest against the creature. The collar then locks around the creature’s neck if it is medium or small or small creature. After it is locked around a creature's neck it must be activated by making an Intelligence (Arcane) check DC 17.
Once activated, the creature wearing the collar is unable to speak, and can’t cast spells with verbal components. Additionally any creature with a breath attack or similar abilities can not use them while the collar is around their neck. The collar can be unlocked by the person who activated it by making the same Arcane check or with the help of Thieves Tools. To unlock the collar with thieves tools a person must succeed on a DC 25 check.
Cost: 3 000gp
Weight: 5lb
World of Aloth
Wondrous Item
Rare Requires attunement by a member of house Nir’Myar
A drow house insignia is an item that denoted an individual noble drow’s allegiance. They were used by nobles holding the noble family name, which meant that they were either born into the family or held a rank in it. This specific insignia belonged to the house Nir’Myar.
The Insignia has 7 Charges for the following Properties. It regains 1d6+1 expended Charges daily at dawn.
Spells: While wearing the Insignia, you can use an action to expend some of its Charges to cast one of the following Spells from it, using either your spell save DC and spellcasting ability or the Insignia’s which has a DC 15 and a +7 to hit: Shield (1 charge), Spider Climb (2 charges), Hold Person (2 charges), blur (2 charges), Geas (5 charges).
Cost: 7 500gp
World of Aloth
Potion
Rare
This poison is imbued with a special toxin often made by the venthirs in the hopes of countering or disabling other venthirs who have strayed far from their path. The toxin disables their innate magical abilities along with weakening them.
A blood hunter who is injected with the poison must make Constitution saving throw DC 22. On a failed save the creature loses all abilities given by their class and subclass, they also gain disadvantage on Strength, Dexterity and Constitution saving throws for 1 minute. The creature can repeat the saving throw at the end of their turn, ending the effect on a success. On a successful save the creature resists the effects of the poison.
Cost: 2500gp
DnD 5e SRD
Wondrous Item
Very Rare Requires Attunement
Damage Resistance. While attuned to the tattoo, you have resistance to fire damage.
Damage Absorption. When you take damage of the chosen type, 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.
Cost: 10 000gp
DnD 5e SRD
Wondrous Item
Rare
This Spellwrough tattoo allows you to cast the reincarnate spell once per long rest requiring no material components. When you cast reincarnate in this way, its casting time is an action instead of 1 hour.
Cost: 5000gp
World of Aloth
Ring
Very Rare Requires attunement by the first venthir who wielded it Requires Attunement
Echo rings are unique magical rings only worn and made by the venthirs of Durveina. They look simple in design as they are only a thick silver ring with a symbol on them, often of an animal, but they are still powerful and worth more to venthirs than any amount of gold. The symbol is called an echo and represents the person’s personality or reflects upon something that has happened or will happen. Some say the rings guide their bonded venthir through a hint of mysticism and intelligence, their potential is unknown and some rings have grown to become more powerful with time.
Echo rings can only be attuned to by the venthir who first wore the ring and created the echo. If the venthir perishes or does not wear the ring for a long amount of time, the ring becomes docile and can not be detected as magical. While you are attuned to the ring, it will alert you to certain things by lighting up the echo symbol and giving a slight vibration. The ring lights up when within one mile of another venthir and you know their exact location while within a mile, and it will light up red if the venthir is badly hurt or incapacitated. If a venthir dies, all other echo rings will light up. The ring also warns you of dangers, you have advantage on initiative rolls, you cannot be suprised while you are conscious and the ring awakens you naturally if combat begins while you sleep.
Echo of the Raven: Those under the raven echo often have great insight, cunning and foresight. Some are also devoted to the Raven Queen. You gain advantage on death saving throws. You can cast find familiar once per long rest requiring no material components. The familiar can only take the form of a raven, you also gain advantage on Wisdom (insight) checks while the raven is perched on your shoulder.
World of Aloth
Weapon
Very Rare Requires Attunement
magical, thrown, finesse, light
This dagger is made from a rare crystal from the astral known as rift crystals. The blade is a sharpened shard from such a crystal, it has been connected with a beautiful metal handle made to focus its powers. This particular dagger is well used and has the word Kiva’r engraved in the handle.
Open Rift. As an action you can slice open a colorful shifting rift in space within 5 feet of you. When you do so choose another unoccupied space that you can see within 300 feet of you, another rift opens at that location. The rift stays open for 1 minute or until a creature willingly moves through it. Additionally, projectiles can travel parallely through the rift without closing it. Ranged attack rolls made through the rift works like normal and the space between the rifts does not impact the range the projectile can move. Additionally, attacks that hit a creature after traveling through the rift deals an additional 1d8 force damage. You can only open one rift per long or short rest.
Timestrike. When you hit a creature with the dagger you can make the attack a timestrike. When you do, the target must succeed on a DC 17 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration and returns to the space it left or in an unoccupied space nearest to that space if it’s occupied at the end of its next turn. This ability can be used twice per long rest.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4+1 | Piercing | 20/60 ft |
Cost: 25 000gp
Weight: 1lb
World of Aloth
Weapon
Legendary The Spellsword requires attunement by a good aligned arcane caster who can cast at least one 4th level spell.
Finesse, Light, Magical
The Spellsword of Mystra is a vestige originally made by the goddess Mystryl during the first age, but it was later destroyed in the third age. The sword was not seen before Dürthang where a follower of the recently deceased Mystryl found the hilt of the blade and enchanted it with her own essence and the threads of the dead god in one of her temples. When the same follower later ascended to godhood and replaced Mystryl as the Matron of the Weave, she claimed the blade as her own vestige. Though it was lost soon after Dürthang, until recently.
The blade was originally made from meteoric metal with a hilt made from arcane infused steel and a handle bound by the hide of an ancient sphinx. The blade itself was broken and when the blade was reforged, Mystra imbued it with pure arcane force which would strengthen and empower it. The blade can both be enhanced by the wielder’s connection to the weave, and channel the weave to a greater efficiency than any other spell focus.
Battle Mage: When you use your action to cast a spell, you can make one attack with the Spellsword as a bonus action.
Magical Nature: The Spellsword can be wielded as a magical shortsword that grants a +3 bonus to Attack and Damage rolls made with it and it deals 1d10 force damage instead of piercing damage. The weapon normally takes the appearance of a shortsword hilt, and while grasping the hilt, you can use a bonus Action to cause a blade of pure Force to spring in existence, or make the blade disappear. The wielder can also use the Spellsword as an arcane focus and its wielder gains a +3 to their spellcasting modifier while attuned to the blade.
Weave Imbuement: When you attack or hit a creature with the Spellsword, you can expend up to three additional spell slots to augment the effect of the hit on your turn, mixing in the raw power of the weave into the blade to empower it. The spell slot is used either before making the attack or after depending on the effect.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d10+3 | Force |
Cost: Priceless
Weight: 2lb
World of Aloth
Wondrous Item
Very Rare Requires attunement by an arcane spellcaster
The arcanist gloves are a set of gauntlets made with the intent of storing magical charges to enhance one’s own spells and siphon arcane powers from offensive spells cast against the wielder.
The gloves can be wielded as a +1 arcane focus. When you roll damage for a spell, you can treat any 1 on a damage die as a 2.
The gloves can hold up to 6 charges and regain 1d3 charges each dawn. When you cast a spell that deals damage, you can use any number of charges up to your proficiency bonus, and add an equivalent number of damage die to the roll.
When you successfully save against or are missed by a damage dealing spell of 1st level or higher, you can choose to absorb part of the spell as a reaction. You then gain a number of charges equal to the spell level absorbed. If you are attuned to more than one item which has charges, you can assign these charges to any items that you are wielding. Once you have absorbed a spell, you can not do so again until you have finished a long rest.
Cost: 25 000gp
World of Aloth
Wondrous Item
Very Rare
The teleport nullification zone lantern is a magical device which can generate an invisible field around itself where all forms of teleportation become impossible.
As an action you can activate the lantern, when you do so, the lantern produces a 120 feet radius centered on itself. All attempts to teleport within this field fail, as does any attempt to leave the current plane using any spells or abilities. The lantern can, however, not stop a creature from walking through a portal. You can use the lantern for up to 1 hour each day, each use using a minimum of 1 minute from the duration. The lantern regains its hour of use after it has not been used for 24 hours.
Cost: 25 000gp
Weight: 5lbs
World of Aloth
Wand
Uncommon
This wand has 8 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 2 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Cost: 500gp
Weight: 1lb
World of Aloth
Weapon
Very Rare The spellshot longbow requires attunement by an arcane spellcaster with 16 Dexterity
Ammunition, Heavy, Magical, Range, Two-handed
This beautifully crafted longbow is made from ancestral maple and decorated with silver and platinum runes and engravings. The string is made from the hairs of a silver dragon and the arrow rest has an astralite gem imbued where the arrow is notched.
The spellshot longbow requires attunement by an arcane spellcaster with 16 Dexterity. In the hands of a creature attuned to the spellshot longbow, it is a magical longbow which grants you a +2 bonus to attack and damage rolls made with it. It can also be used as an arcane focus which grants a +1 bonus to your spellcasting modifier.
Spellshot. When you make an attack roll with the spellshot longbow, you can choose to imbue the arrow with a spell known to you. The spell must be of a level equal to or lower than your spellcasting ability modifier. The chosen spell can be cast at a higher level, as long as it does not go above the modifier. The spell must be a single target spell which requires an attack roll. On a hit, you deal the attack’s normal damage in addition to the spell’s effect. You can choose to use your spellcasting modifier for this attack. You can use this ability twice per long rest.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d8+2 | Piercing | 150/600 |
Cost: 30 000gp
Weight: 2
World of Aloth
Weapon
Legendary The Blade of Chek’vez’thur requires attunement by a chaotic aligned creature
Finesse, Magical, Versatile
The blade of Chek’vez’thur is a powerful blade made from the spine of the obyrith Chek’vez’thur and wrapped in the leather of Fraz’Urb-luu. The blade sings the madness of the obyrith of which it was made from. The blade is thin and almost completely indestructible as well as being immune to magic. The wielder gains horrible nightmares while attuned to the blade.
The Blade of Chek’vez’thur requires attunement by a chaotic aligned creature. A creature who attempts to attune to the blade who does not fulfill any of the requirements must make a DC 21 Intelligence saving throw. On a failed save, the creature takes 55 (10d10) psychic damage.
In the hands of a creature who has attuned to the blade,it is a magical longsword that grants a +2 bonus to attack and damage rolls made with it. The blade also has the finesse trait.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Maddening Strikes. When you hit a creature with the blade, you can choose to make the attack a maddenings strike. When you do, the creature takes an additional 4d10 psychic damage and it must succeed on a DC 21 Wisdom saving throw or become frightened of you for 1 minute. The frightened creature can repeat its saving throw at the end of its turn. On each failed save it takes an additional 4d10 psychic damage. A creature who fails by 10 or more suffers a random madness, like the mad whisper trait. You can use this ability an amount of times per long rest equal to your proficiency bonus.
Mad Whispers. When you use maddening strikes or finish a long rest. You must succeed on a DC 10 Wisdom saving throw or suffer a random madness. Roll a d10 to decide which type of madness:
Roll 1d10:
1-5 Short-term madness
6-8 Long-term madness
9-10 Indefinite Madness
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8+2 / 1d10+2 | Slashing |
Cost: Priceless
Weight: 3lb
World of Aloth
Weapon
Legendary
Finesse, Light, Magical
This vicious shortsword has been made even more vicious through a series of enchantments.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
The number you need to roll a Critical Hit while attacking with this weapon is reduced by 1 (This ability can stack). Additionally, you deal an additional 3d6 piercing damage on a critical hit.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d6+2 | Piercing |
Cost: 50 000 gp
Weight: 2lb
World of Aloth
Ring
Uncommon
This simple silver ring has a small diamond embedded in it and arcane inscriptions written within the ring.
Potent Cantrips. You gain a +1 bonus to attack rolls and damage rolls with your cantrips.
Quick Cantrip. Once per long rest, you can cast a cantrip which has a casting time of one action as a bonus action instead.
Cost: 500gp
World of Aloth
Armor (Light)
Very Rare Requires attunement by a rogue of 10th level or higher
This set of studded leather armor is inconspicuous and easy to wear beneath other clothes. It is made from dark leathers which sit tight to the body and makes it easier for the wearer to move around dexterously and nimbly.
Close Call. When you use uncanny dodge, you take no damage instead of half damage, as long as the hit was not a critical hit, in which case you take half.
Nimble Armor. You gain a +2 bonus to any Dexterity check and ability checks using Dexterity.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | 12 | No |
Cost: 20 000gp
Weight: 10lb
World of Aloth
Ring
Rare Requires Attunement
This ring contains a large darkened astralite gem which is constantly glistening, the gem is bound in a gold band which has arcane runes depicting the weave engraved within.
When attuned to the ring, you gain an additional 1st-level spell slot and you can prepare an additional amount of 1st-level spells equal to half your proficiency bonus (rounded up).
Cost: 2500gp
World of Aloth
Wondrous Item
Very Rare Requires Attunement
The Bracers of Blinding Strike are a pair of magical bracers worn on the wrists. Created by the drow and given to only their greatest warriors these bracers will imbue their wielders with immense speed and agility in addition to granting them better defense.
While wearing the bracers of blinding strike you gain a +2 bonus to AC if you are not wearing heavy armor or a shield. You can also add half your proficiency bonus (rounded down) to initiative rolls while wearing them. Your Dexterity score is also increased by 2.
Blinding Strikes: When you have used your action on your turn to make a melee weapon attack, you can activate the bracers to make an additional attack on your turn. You may use this ability four times per long rest and only one additional attack may be used per turn.
Alternative Use
Instead of wearing the bracers on your arms, you can use them on your shins instead which grants the following benefits instead of the previously listed ones:
While wearing the bracers of blinding strikes on your shins you gain a +2 bonus to AC if you are not wearing any armor or wearing light armor, your movement speed is increased by 10 and you have advantage on any Dexterity (Acrobatics) checks that you make. You can also add your proficiency bonus to initiative rolls while wearing them. Your Dexterity score is also increased by 2.
Lightning Escape: You can use your bonus action to both disengage and dash. You may use this ability four times per long rest.
Cost: 10 000gp
Weight: 1lb
World of Aloth
Wondrous Item
Rare
This dreamcatcher is made mostly from lead and decorated with ornate runes, feathers and web-like symbols. In the middle of its web there is the eye of a nightmare beast, which even now seems to be twitching and moving by itself.
Any creature who sleeps within 15 feet of the nightmare catcher has advantage on any Wisdom saving throw they have to make while asleep.
Cost: 2000 gp
Weight: 1lb
World of Aloth
Wondrous Item
Very Rare
This book contains rare and unique techniques to increase potency and the usage/delivery of poisons, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, you ignore resistance to poison damage and deal 1 additional point of poison damage for each die of poison damage you deal, when you deal poison damage with a poison (not spell or magical effect). Additionally, whenever you make a weapon attack which is coated in poison, you gain a +2 bonus to your attack roll.
Cost: 25 000gp
Weight: 10lb
World of Aloth
Wondrous Item
Rare Requires attunement by a member of house Zol’Acryll
A drow house insignia is an item that denoted an individual noble drow’s allegiance. They were used by nobles holding the noble family name, which meant that they were either born into the family or held a rank in it. This specific insignia belonged to the house Zol’Acryll. It has a black spider on it with each of its legs having a silver ring around it.
The Insignia has 9 Charges for the following Properties. It regains 1d8+1 expended Charges daily at dawn.
Spells: While wearing the Insignia, you can use an action to expend some of its Charges to cast one of the following Spells from it, using either your spell save DC and spellcasting ability or the Insignia’s which has a DC 15 and a +7 to hit: Chill Touch (free), Shield (1 charge), Spider Climb (2 charges), Wither and Bloom (2 charges), Animate dead (3 charges), Danse Macabre (5 charges), Finger of death (7 charges).
Cost: 4000gp
Wondrous Item
Rare Requires attunement by a member of house Van’Dir
A drow house insignia is an item that denoted an individual noble drow’s allegiance. They were used by nobles holding the noble family name, which meant that they were either born into the family or held a rank in it. This specific insignia belonged to the house Van’Dir.
The Insignia has 9 Charges for the following Properties. It regains 1d8+1 expended Charges daily at dawn.
Spells: While wearing the Insignia, you can use an action to expend some of its Charges to cast one of the following Spells from it, using either your spell save DC and spellcasting ability or the Insignia’s which has a DC 15 and a +7 to hit: Shadow shield (1 charge), Hold Person (2 charges), Self-harm (2 charges), Shadow blink (3 charges), Whisper blade (4 charges), Shadow speak (6 charges)
Cost: 4000gp
World of Aloth
Weapon
Uncommon
Finesse, Light, Silvered, Thrown
This beautiful dagger is made from silver and covered in beautiful runes which seems to dull light around it.
Night Strikes. The dagger deals an additional 1d4 necrotic damage on a hit, or 1d6 if the target is standing in dim-light or darkness.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4+1 | Piercing | 20/60 |
Cost: 500gp
Weight: 2lb
Wondrous Item
Rare Requires Attunement
This silver and platinum circlet is elegantly made with a central rift crystals which shines a dim pinkish light. The rift crystals are imbued with the psionic energy of a nightmare beast, to enhance their capabilities.There are always two circlets made, which are bound, until one or either circlets are broken, in which case both circlets lose their magic.
Bound Minds. When two creatures with bound circlets are within 60 feet of each other and both have to make either a Wisdom or Intelligence saving throw against the same effect, both creatures succeed on the saving throw if one of them succeeds. Additionally, if one of the creatures fail a Wisdom or Intelligence the other creature can use their reaction as long as they are within 60 feet of each other to also make the saving throw, if it succeeds its save, the original creature saves against the effect, but if the second creature also fails, it becomes affected by the original effect as well.
Greater Contact. You can cast the Sending spell once per long rest to a creature attuned to the other circlet. When you do so, there is no chance of failure from being on a different plane of existence, and the sending can contain 35 words instead of 25. Only one sending can be cast per long rest per set of circlets.
Cost: 5000gp
Weight: 1lb
The statblocks of your class features
This boon comes with a physical mark on one's body. Tiresias symbol, a staff with two serpents coiling around it marks the skin of the receiver. The mark grants you the ability to cast the Speak with Dead spell once per long rest without expending a spell slot.
After cleansing the Night Church from the shadow weave, you have gained the following benefits:
Survived the rebirth
You have survived the rebirth serum and become a venthir. You gain the following benefits:
By solving the labyrinth of thought and proving yourself in an Architect Chamber, you gain the following benefit:
By solving the planar pathway and proving yourself in an Architect Chamber, you gain the following benefit:
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