Resources
This page contains various resources that may be useful to you!
Items
Blood Pendant (+2)
This pendant has 4 charges. It regains all charges when you finish a long rest. Once per turn, you may expend its charges to use one of its abilities. (HD = your hit die, CON = your constitution modifier)
- Healing (1-4). Action: you regain 2dHD hp per charge expended + 2×CON hp.
- Fast Healing (1). Bonus Action: you regain 2dHD + 2×CON hp.
- Revive (1). While at 0 hp, an ally can use their action to cause you to regain 2dHD + 2×CON hp.
- Recharge. You may spend hit dice without regaining hp during a short rest. The pendant regains a charge for every 2 hit dice spent in this way. These hit dice may now be of any size you have.
Spear of the Tanar'ri
Uncommon
Bearer: Lyrix
- +1 Bonus. This spear has a +1 bonus to attack and damage rolls.
- Rays of Fire. This spear can be used to cast scorching ray with a +7 bonus once per day, regaining the ability to do so at dawn.
- Icy Destruction. If this spear is submerged in a frigid river from sundown to sunrise, it is destroyed.
Gauntlets of Ogre Power
Uncommon (requires attunement)
Bearer: Hark
- Your Strength score is 19 while you wear these gauntlets.
Cloak of Protection
Uncommon (requires attunement)
Bearer: Sebastian
- You gain a +1 bonus to AC and saving throws while you wear this cloak.
Cloak of Elvenkind
Uncommon (requires attunement)
Bearer: Drangea
- While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide.
Mithral Armor
Uncommon
Bearer: Lyrix
- This armor does not impose disadvantage on Dexterity (Stealth) checks.
Twisted Sword
Uncommon
Bearer: Hark
- +1 Bonus. This longsword has a +1 bonus to attack and damage rolls.
- Life Drain. When you roll a natural 20 on an attack with this weapon, you gain 2d8 temporary hit points.
- Backbite. When you roll a natural 1 on an attack with this weapon, you take 2d8 necrotic damage, and your hit point maximum is reduced by the same amount until you finish a long rest.
- Sunlight Weakness. If the sword is exposed to sunlight for 1 minute, it crumbles and is destroyed.
Cape of the Mountebank
Rare
Bearer: Drangea
- Teleportation. The wearer of this cape can cast dimension door once per day.
- Smoke Cloud. You leave behind a smoke cloud in the spaces where you disappear and appear; this smoke lightly obscures the spaces until the end of your next turn; a light wind disperses it.
Sending Stones
Uncommon
Bearer: Sebastian
- Once per day, one of these stone's bearers can cast sending to the bearer of the other stone.
Finger of Magic Missiles
Uncommon
Bearer: Hark
- This wand has 7 charges. It regains 1d6+1 charges at dawn.
- The wand can cast magic missle for 1 charge. Each charge expended above 1 increases the level by 1.
- If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Mace of Disruption
Rare, requires attunement
Bearer: Lyrix
- When you hit a fiend or an undead with this mace, that creature takes an extra 2d6 radiant damage.
- If the target has 25 hp or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed.
- On a successful save, the creature is frightened of you until the end of your next turn.
- While held, the mace sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Talisman of Ultimate Evil
Legendary, requires attunement by an evil creature
Bearer: Hark
- If a creature that is neutral or unaligned touches this talisman, that creature takes some necrotic damage.
- If a creature that is good aligned touches this talisman, that creature takes more necrotic damage.
- A creature attuned to this talisman can use it as a holy symbol.
- A creature attuned to this talisman can expend one of its limited charges to attempt to kill a good aligned creature. If successful, the creature falls into a flaming fissure and is destroyed.
- If the last charge is expended, the talisman will be destroyed.
Potion of Healing
Varies
- You can drink this potion to regain hit points. You can drink it normally as a bonus action, or you can fully consume it as an action to regain the maximum amount of hit points.
- Potion of Healing. Regain 2d4+2 (10) hp. (50 gp)
- Potion of Greater Healing. Regain 4d4+4 (20) hp. (125 gp)
- Potion of Superior Healing. Regain 8d8+8 (40) hp. (300 gp)
Potion of Resistance
Uncommon
- When you drink this potion, you gain resistance to the damage type specified when you obtain it.
Potion of Invulnerability
Rare
- When you drink this potion, you gain resistance to all damage for 1 minute.
Potion of Heroism
Rare
- For 1 hour after drinking this potion, you gain 10 temporary hit points.
- For the same duration, you are under the effects of the bless spell (no concentration required.
Elixir of Darkblood
Rare
- You gain the Darkblood Infection condition for 24 hours, at which point you are safely restored to your original state.
Special Conditions & Effects
Dark Miasma
- Levels. This condition stacks up to 30 levels. Any levels that would put you over 30 levels have no effect.
- Curing. Whenever you would regain hit points, you instead remove a number of levels equal to the healing amount. Any excess healing restores your hit points as normal.
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Penalties. You suffer penalties as described below.
- Rolls: This penalty applies to attack rolls, ability checks, and saving throws.
- Move: Your speed is reduced by the specified amount.
- Other Penalties (Cumulative): The penalties are applied as described. You have all effects of your level and below.
- Lvl 1-10: -2 Rolls, -5' Move.
- Lvl 11-20: -4 Rolls, -10' Move, can't use reactions (cumulative).
- Lvl 21-29: -5 Rolls, -15' Move, can't use spell slots/leveled spells (cumulative).
- Lvl 30: -10 Rolls, -20' Move, take 5 damage at start of turns.
Darkblood Infection
- Dark Nature. You cannot regain hit points through standard means; this includes resting and magical healing. You also cannot gain any temporary hit points.
- Darkblood Devourer. When you consume a darkblood fruit, you instead regain 5 hp. If you start your turn within 15 feet of a darkblood fruit, you must succeed on a DC 5 Wisdom saving throw or be compelled to consume it. Each time you succeed, the DC increases by 2 until you consume a darkblood fruit (willingly or not).
- Regeneration. You regain 1d6 hit points every 10 minutes. When you finish a short rest, your exhaustion level is reduced by 1. When you finish a long rest, you remove all levels of exhaustion.
Drangea's Darkness
- Resistance to Death. You gain advantage on death saving throws. Additionally, you gain the effects of death ward whenever you finish a long rest; this effect lasts until you finish a long rest. If the effect ends early (due to being triggered), you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion which lasts until you finish a short or long rest.
- Shadow Shroud. As a bonus action, you become shrouded in shadows for 1 minute. While in this state, you deal an extra 1d6 necrotic damage on weapon attacks which ignores resistance and immmunity to necrotic damage. Additionally, you extend the reach of all melee weapons by 5 feet and ignore the long range penalty on ranged weapons. You must finish a short or long rest before you can use this ability again.
Forbidden Tome Powers
- Quick Cast. A number of times per day equal to your profiency bonus (3), you can cast a spell as a bonus action if it normally has a casting time of 1 action.
- Summon Demon. Once per day, you can cast summon greater demon without a spell slot. When you cast it in this way, you gain a +2 to your save DC for this spell.
Hark's Blessing of Health
- Your Constitution score increases by 2, up to a maximum of 22.
- Maintaining this blessing is contingent upon maintaining favor with Oghma.
Special Services and Shops
Weapon Enhancement
- Silvered Weapon. 100 gp, 1 hour, requires a weapon.
- +1 Weapon. 200 gp, 2 hours, requires a weapon.
- +2 Weapon. 400 gp, 4 hours, requires a +1 weapon.
Potions
- Potion of Healing. 50 gp, restore 2d4+2 hp.
- Potion of Greater Healing. 125 gp, restore 4d4+4 hp.
- Potion of Superior Healing. 300 gp, restore 8d4+8 hp.
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Potion of Resistance
- acid, fire, lightning, poison, thunder: 125 gp, resist damage 1 hour.
- cold, necrotic: 150 gp, resist damage 1 hour.
- force, psychic, radiant: 175 gp, resist damage 1 hour.
- Potion of Invulnerability. 300 gp, resist all damage 1 minute.
- Potion of Heroism. 300 gp, +1d4 to attacks/saves, 10 temp hp 1 hour.
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Potion of Giant Strength
- hill giant: Str 21 (+5) for 1 hour. frost giant: Str 23 (+6) for 1 hour.