Gambeson Armor
Armor
Base Score: 3
Flexible: +1 to Evasion
Equipment
Thistlefolk Armor
Armor
Base Score: 3
Seamless: When you take minor damage, roll a d12. If it rolls your level or lower, you can mark a Stress instead.
Elundrian Chain Armor
Armor
Base Score: 2
Reinforced: Increase your armor score by the number of unmarked armor slots you have
Harrowbone Armor
Armor
Base Score: 5
Resistant: Mark 2 armor slots to make yourself resistant to the incoming damage instead of reducing it by your armor score.
Irontree Breastplate Armor
Armor
Base Score: 5
Sturdy: Before you mark your last armor slot, roll a d6. On a 6, you use the armor without marking the slot.
Runetan Shield
Armor
Base Score: 5
Warded: Each armor slot is worth an extra 2d4 against magic damage.
Rosewild Armor
Armor
Base Score: 6
Hopeful: Anytime you need to spend Hope, you may mark an Armor Slot instead.
Bellamoi Fine Armor
Armor
Base Score: 6
Gilded: When you mark an armor slot, you may spend any amount of Hope to also reduce the incoming damage by an amount equal to your proficiency per Hope spent.
Dragonscale Armor
Armor
Base Score: 6
Impenetrable: When you mark an armor slot, you cannot fill your last hit point as the result of physical damage.
Spiked Armor Plating
Armor
Base Score: 6
Sharp: Add 1d4 to any damage rolls you make on a successful Melee attack.
Runes of Fortification
Armor
Base Score: 10
Painful: Mark stress every time you use one or more armor slots on an attack.
Dunamis Silkchain
Armor
Base Score: 5
Timeslowing: On any incoming attacks, roll 1d4 and add its value to your Evasion score.
Channeling Armor
Armor
Base Score: 7
Channeling: While this armor is equipped, take +1 to all Spellcast rolls.
Full Reinforced Armor
Armor
Base Score: 8
Variable: Add +1 to your armor score for every range beyond Melee the damage is coming from.
Veritas Opal Armor
Armor
Base Score: 8
Truthseeking: This armor glows when anyone within Close range tells a lie.
Cryoclast Armor
Armor
Base Score: 4
Shattershard: When marking armor slots, deal 1d10 magic damage to the attacker per armor marked. This armor cannot be repaired.
Greatstaff
Primary weapon / Magic
Knowledge Very Far - d6 (Mag) - Two-Handed
Powerful: Roll one extra damage die and drop the lowest.
Scepter
Primary weapon / Magic
Presence Far - d6 (Mag) - Two-Handed
Versatile: Presence Melee - d10
Broadsword
Primary weapon / Physical
Agility Melee - d8 (Phy) - One-Handed
Reliable: +1 to attack rolls with this weapon
Greatsword
Primary weapon / Physical
Strength Melee - d10+3 (Phy) - Two-Handed
Massive: −1 Agility, roll one extra damage die and drop the lowest
Longbow
Primary weapon / Physical
Agility Very Far - d6+3 (Phy) - Two-Handed
Cumbersome: −1 to Evasion
Rapier
Primary weapon / Physical
Presence Melee - d8 (Phy) - One-Handed
Quick: When making an attack roll, mark a Stress to include an additional target in range.
Warhammer
Primary weapon / Physical
Strength Melee - d12+3 (Phy) - Two-Handed
Heavy: −1 to Agility
Sableblade
Primary weapon / Physical
Agility Melee - d10+1 (Phy) - One-Handed
Ancient Power: Mark stress before a damage roll to increase your damage total by +3.
Improved Greatstaff
Primary weapon / Magic
Knowledge Very Far - d6+3 (Mag) - Two-Handed
Powerful: Roll one extra damage die and drop the lowest.
Improved Scepter
Primary weapon / Magic
Presence Far - d6+3 (Mag) - Two-Handed
Versatile: Presence Melee - d10+3
Improved Broadsword
Primary weapon / Physical
Agility Melee - d8+3 (Phy) - One-Handed
Reliable: +1 to attack rolls with this weapon
Improved Greatsword
Primary weapon / Physical
Strength Melee - d10+6 (Phy) - Two-Handed
Massive: −1 Agility, roll one extra damage die and drop the lowest
Improved Longbow
Primary weapon / Physical
Agility Very Far - d6+6 (Phy) - Two-Handed
Cumbersome: −1 to Evasion
Improved Rapier
Primary weapon / Physical
Presence Melee - d8+3 (Phy) - One-Handed
Quick: When making an attack roll, mark a Stress to include an additional target in range.
Improved Warhammer
Primary weapon / Physical
Strength Melee - d12+6 (Phy) - Two-Handed
Heavy: −1 to Agility
Bonded Staff
Primary weapon / Magic
Knowledge Far - d6+4 (Mag) - Two-Handed
Reliable: +1 on any attack rolls with this weapon.
Casting Sword
Primary weapon / Magic
Strength Melee - d10+4 (Mag) - Two-Handed
Versatile: Knowledge Far - d6+3
Devouring Dagger
Primary weapon / Magic
Finesse Melee - d8+4 (Mag) - One-Handed
Scary: Successful attacks also deal +1 stress.
Ego Blade
Primary weapon / Magic
Agility Melee - d12+4 (Mag) - One-Handed
Pompous: Must have a Presence score of 0 or less to use this weapon.
Elder Bow
Primary weapon / Magic
Instinct Far - d6+4 (Mag) - Two-Handed
Powerful: Roll one extra damage die and drop the lowest.
Hammer of Exota
Primary weapon / Magic
Instinct Melee - d8+6 (Mag) - Two-Handed
Eruptive: When you hit a creature in Melee, each Very Close enemy must make a Reaction Roll (14) or take half damage as well.
Scepter of Elias
Primary weapon / Magic
Presence Far - d6+3 (Mag) - One-Handed
Invigorating: When you make a successful attack, roll a d4. On a 4, clear a stress.
Wand of Enthrallment
Primary weapon / Magic
Presence Far - d6+4 (Mag) - One-Handed
Persuasive: Mark stress before rolling Presence to add +2 to the result.
Yutari Bloodbow
Primary weapon / Magic
Finesse Far - d6+4 (Mag) - Two-Handed
Brutal: For every 6 rolled on a damage die, roll an additional d6 of damage.
Bladed Whip
Primary weapon / Physical
Agility Very Close - d8+3 (Phy) - One-Handed
Quick: When making an attack roll, mark a Stress to include an additional target in range.
Blunderbuss
Primary weapon / Physical
Finesse Far - d6+6 (Phy) - One-Handed
Reloading: Roll 1d6 after the attack. On a 1, you must use an action to reload your weapon before you can fire it again.
Finehair Bow
Primary weapon / Physical
Agility Very Far - d6+5 (Phy) - Two-Handed
Reliable: +1 on any attack rolls with this weapon.
Gilded Falchion
Primary weapon / Physical
Strength Melee - d10+4 (Phy) - One-Handed
Powerful: Roll one extra damage die and drop the lowest.
Greatbow
Primary weapon / Physical
Strength Far - d6+6 (Phy) - Two-Handed
Powerful: Roll one extra damage die and drop the lowest.
Knuckle Blades
Primary weapon / Physical
Strength Melee - d10+6 (Phy) - Two-Handed
Brutal: For every 10 rolled on a damage die, roll an extra d10 of damage.
Steelforged Halberd
Primary weapon / Physical
Strength Very Close - d8+4 (Phy) - Two-Handed
Scary: Successful attacks also deal an extra Stress.
Urok Broadsword
Primary weapon / Physical
Finesse Melee - d8+3 (Phy) - One-Handed
Deadly: When you do Severe damage, deal one extra HP.
War Scythe
Primary weapon / Physical
Finesse Very Close - d8+5 (Phy) - Two-Handed
Reliable: +1 on any attack rolls with this weapon.
Advanced Greatstaff
Primary weapon / Magic
Knowledge Very Far - d6+6 (Mag) - Two-Handed
Powerful: Roll one extra damage die and drop the lowest.
Advanced Scepter
Primary weapon / Magic
Presence Far - d6+6 (Mag) - Two-Handed
Versatile: Presence Melee - d10+4
Advanced Broadsword
Primary weapon / Physical
Agility Melee - d8+6 (Phy) - One-Handed
Reliable: +1 to attack rolls with this weapon
Advanced Greatsword
Primary weapon / Physical
Strength Melee - d10+9 (Phy) - Two-Handed
Massive: −1 Agility, roll one extra damage die and drop the lowest
Advanced Longbow
Primary weapon / Physical
Agility Very Far - d6+9 (Phy) - Two-Handed
Cumbersome: −1 to Evasion
Advanced Rapier
Primary weapon / Physical
Presence Melee - d8+6 (Phy) - One-Handed
Quick: When making an attack roll, mark a Stress to include an additional target in range.
Advanced Warhammer
Primary weapon / Physical
Strength Melee - d12+9 (Phy) - Two-Handed
Heavy: −1 to Agility
Axe of Fortunis
Primary weapon / Magic
Strength Melee - d10+8 (Mag) - Two-Handed
Lucky: Spend a Stress on a failure to reroll your attack and take the new result.
Blessed Anlace
Primary weapon / Magic
Instinct Melee - d10+6 (Mag) - One-Handed
Healing: During downtime, automatically heal 1 hit point.
Firestaff
Primary weapon / Magic
Instinct Far - d6+7 (Mag) - Two-Handed
Burn: For every damage dice that rolls a 6, deal stress.
Ghostblade
Primary weapon / Magic
Presence Melee - d10+7 (Any) - One-Handed
Otherworldly: You can choose whether to do Physical or Magic damage.
Gilded Bow
Primary weapon / Magic
Finesse Far - d6+7 (Mag) - Two-Handed
Self-Correcting: Any 1’s rolled on the damage dice may be treated as 8’s instead.
Ilmari’s Blunderbuss
Primary weapon / Magic
Finesse Very Far - d6+6 (Mag) - One-Handed
Reloading: Roll 1d6 after the attack. On a 1, you must use an action to reload your weapon before you can fire it again.
Mage Orb
Primary weapon / Magic
Knowledge Far - d6+7 (Mag) - One-Handed
Powerful: Roll one extra damage die and drop the lowest.
Runes of Ruination
Primary weapon / Magic
Knowledge Very Close - d20+4 (Mag) - One-Handed
Painful: Mark stress every time you roll damage on an attack with this weapon.
Widogast Pendant
Primary weapon / Magic
Knowledge Close - d10+5 (Mag) - One-Handed
Timebender: You may choose the target of your attack after making your attack roll.
Black Powder Revolver
Primary weapon / Physical
Finesse Very Far - d6+6 (Phy) - One-Handed
Reloading: Roll 1d6 after the attack. On a 1, you must use an action to reload your weapon before you can fire it again.
Bravesword
Primary weapon / Physical
Strength Melee - d12+7 (Phy) - Two-Handed
Dense: −1 to Agility & +3 to Severe Hit Point Threshold
Clamshucker Axe
Primary weapon / Physical
Strength Melee - d10+4 (Phy) - One-Handed
Shuck Armor: Mark stress to permanently reduce target’s damage thresholds by 1 before striking.
Double Flail
Primary weapon / Physical
Agility Very Close - d10+8 (Phy) - Two-Handed
Powerful: Roll one extra damage die and drop the lowest.
Flickerfly Blade
Primary weapon / Physical
Agility Melee - d8+5 (Phy) - One-Handed
Sharpwing: Add your Agility score to this weapon’s damage roll.
Hell’s Hammer
Primary weapon / Physical
Strength Melee - d10+7 (Phy) - Two-Handed
Devastating: Mark stress before your attack roll to use d20s as your damage dice instead.
Labrys Axe
Primary weapon / Physical
Strength Melee - d10+7 (Phy) - Two-Handed
Protective: Add +1 to your Armor score.
Meridian Cutlass
Primary weapon / Physical
Presence Melee - d10+5 (Phy) - One-Handed
Dueling: Take advantage on attack rolls when there are no other adversaries or allies in Close range besides the current target.
Retractable Saber
Primary weapon / Physical
Presence Melee - d10+7 (Phy) - One-Handed
Retractable: Blade can be hidden in hilt to avoid recognition as a weapon.
Spiked Bow
Primary weapon / Physical
Agility Very Far - d6+7 (Phy) - Two-Handed
Versatile: Agility Melee - d12+5
Talon Blades
Primary weapon / Physical
Finesse Close - d10+7 (Phy) - Two-Handed
Brutal: For every 10 rolled on a damage die, roll an additional d10 of damage.
Legendary Scepter
Primary weapon / Magic
Presence Far - d6+9 (Mag) - Two-Handed
Versatile: Presence Melee - d10+6
Legendary Broadsword
Primary weapon / Physical
Agility Melee - d8+9 (Phy) - One-Handed
Reliable: +1 to attack rolls with this weapon
Legendary Greatsword
Primary weapon / Physical
Strength Melee - d10+12 (Phy) - Two-Handed
Massive: −1 Agility, roll one extra damage die and drop the lowest
Legendary Longbow
Primary weapon / Physical
Agility Very Far - d6+12 (Phy) - Two-Handed
Cumbersome: −1 to Evasion
Legendary Rapier
Primary weapon / Physical
Presence Melee - d8+9 (Phy) - One-Handed
Quick: When making an attack roll, mark a Stress to include an additional target in range.
Legendary Warhammer
Primary weapon / Physical
Strength Melee - d12+12 (Phy) - Two-Handed
Heavy: −1 to Agility
Legendary Greatstaff
Primary weapon
Knowledge Very Far - d6+9 (Mag) - Two-Handed
Powerful: Roll one extra damage die and drop the lowest.
Bloodstaff
Primary weapon / Magic
Instinct Far - d20+7 (Mag) - Two-Handed
Painful: Mark stress every time you roll damage on an attack with this weapon.
Floating Bladeshards
Primary weapon / Magic
Instinct Close - d8+9 (Mag) - One-Handed
Powerful: Roll one extra damage die and drop the lowest.
Fusion Gloves
Primary weapon / Magic
Knowledge Very Far - d6+9 (Mag) - Two-Handed
Bonded: Add your Level to the damage result.
Magus Revolver
Primary weapon / Magic
Finesse Very Far - d6+13 (Mag) - One-Handed
Reloading: Roll 1d6 after the attack. On a 1, you must use an action to reload your weapon before you can fire it again.
Midas Scythe
Primary weapon / Magic
Knowledge Melee - d10+9 (Mag) - Two-Handed
Greedy: You may spend one handful of gold to increase your proficiency by +1 on a damage roll.
Siphoning Gauntlets
Primary weapon / Magic
Presence Melee - d10+9 (Mag) - Two-Handed
Lifestealing: On a successful attack, roll a d6. On a 6, heal a hit point or clear a Stress.
Sword of Light & Flame
Primary weapon / Magic
Strength Melee - d10+11 (Mag) - Two-Handed
Penetrating: Cuts through solid material.
Thistlebow
Primary weapon / Magic
Instinct Far - d6+13 (Mag) - Two-Handed
Reliable: +1 on any attack rolls with this weapon.
Wand of Essek
Primary weapon / Magic
Knowledge Far - d8+13 (Mag) - One-Handed
Timebender: −1 to Agility. You may choose the target of your attack after making your attack roll.
Aantari Bow
Primary weapon / Physical
Finesse Far - d6+11 (Phy) - Two-Handed
Reliable: +1 on any attack rolls with this weapon.
Curved Dagger
Primary weapon / Physical
Finesse Melee - d8+9 (Phy) - One-Handed
Serrated: Any 1’s rolled on the damage dice count as 10 points of damage.
Double-Sided Sword
Primary weapon / Physical
Agility Melee - d10+9 (Phy) - Two-Handed
Quick: When making an attack roll, mark a Stress to include an additional target in range.
Extended Polearm
Primary weapon / Physical
Finesse Very Close - d8+10 (Phy) - Two-Handed
Long: Can target all enemies in a line within range with your attack
Hand Cannon
Primary weapon / Physical
Finesse Very Far - d6+12 (Phy) - One-Handed
Reloading: Roll 1d6 after the attack. On a 1, you must use an action to reload your weapon before you can fire it again.
Impact Gauntlet
Primary weapon / Physical
Strength Melee - d10+11 (Phy) - One-Handed
Concussive: Spend Hope on a successful attack to launch the target into far range.
Ricochet Axes
Primary weapon / Physical
Agility Far - d6+11 (Phy) - Two-Handed
Bouncing: Spend any amount of stress to hit that many targets in range with the attack.
Sledge Axe
Primary weapon / Physical
Strength Melee - d12+13 (Phy) - Two-Handed
Destructive: −1 to Agility, all Very Close enemies mark stress on a successful attack
Swinging Ropeblade
Primary weapon / Physical
Presence Close - d8+9 (Phy) - Two-Handed
Grappling: Spend Hope on a successful attack to temporarily make the target Restrained, or pull them into melee with you.
Rimeshot Crossbow
Primary weapon / Magic
Agility Close - d6+4 (Mag) - One-Handed
Iceburst Bolts: Mark a Stress before an attack roll to also attack any other creatures within melee range of the target.
Shortsword
Secondary weapon / Physical
Agility Melee - d8 (Phy) - One-Handed
Paired: +2 to Primary Weapon damage in Melee
Grappler
Secondary weapon
Finesse Close - d6 (Phy) - One-Handed
Hook: On a successful attack, you may also pull the target into Melee with you
Round Shield
Secondary weapon
Strength Melee - d4 (Phy) - One-Handed
Protective: Add +1 to your armor score.
Small Dagger
Secondary weapon
Finesse Melee - d8 (Phy) - One-Handed
Paired: +2 to Primary Weapon damage in Melee
Tower Shield
Secondary weapon
Strength Melee - d6 (Phy) - One-Handed
Barrier: Add +3 to your armor score, −2 to Evasion
Whip
Secondary weapon
Presence Very Close - d6 (Phy) - One-Handed
Whipcrack: Mark stress to scatter enemies in Melee into close range
Eeligator Scale Shield
Secondary weapon / Physical
Finesse Melee - d4 (Phy) - One-Handed
Sharp: Add +2 to your armor score, add +2 to your damage rolls.
Improved Shortsword
Secondary weapon / Physical
Agility Melee - d8+2 (Phy) - One-Handed
Paired: +3 to Primary Weapon damage in Melee
Improved Grappler
Secondary weapon
Finesse Close - d6+2 (Phy) - One-Handed
Hook: On a successful attack, you may also pull the target into Melee with you
Improved Round Shield
Secondary weapon
Strength Melee - d4+2 (Phy) - One-Handed
Protective: Add 2 to your armor score.
Improved Small Dagger
Secondary weapon
Finesse Melee - d8+2 (Phy) - One-Handed
Paired: +3 to Primary Weapon damage in Melee
Improved Tower Shield
Secondary weapon
Strength Melee - d6+2 (Phy) - One-Handed
Barrier: Add +4 to your armor score, −2 to Evasion
Improved Whip
Secondary weapon
Agility Very Close - d6+2 (Phy) - One-Handed
Whipcrack: Mark stress to scatter enemies in Melee into close range
Spiked Shield
Secondary weapon
Strength Melee - d6+2 (Phy) - One-Handed
Double Duty: +2 to Armor score, +1 to Primary Weapon damage in Melee
Advanced Shortsword
Secondary weapon / Physical
Agility Melee - d8+4 (Phy) - One-Handed
Paired: +4 to Primary Weapon damage in Melee
Advanced Grappler
Secondary weapon
Finesse Close - d6+4 (Phy) - One-Handed
Hook: On a successful attack, you may also pull the target into Melee with you
Advanced Round Shield
Secondary weapon
Strength Melee - d4+4 (Phy) - One-Handed
Protective: Add +3 to your armor score.
Advanced Small Dagger
Secondary weapon
Finesse Melee - d8+4 (Phy) - One-Handed
Paired: +4 to Primary Weapon damage in Melee
Advanced Tower Shield
Secondary weapon
Strength Melee - d6+4 (Phy) - One-Handed
Barrier: Add +5 to your armor score, −2 to Evasion
Leviathan Scale Shield
Secondary weapon / Physical
Finesse Melee - d4+4 (Phy) - One-Handed
Bladed Scale: When you use at least 3 armor slots to reduce damage of an incoming melee attack, also deal 1 hit point to the attacker.
Buckler
Secondary weapon
Agility Melee - d4+4 (Phy) - One-Handed
Deflecting: On an incoming attack, you may spend an armor slot to boost your Evasion score by your Armor score.
Hand Sling
Secondary weapon
Finesse Very Far - d6+4 (Phy) - One-Handed
Versatile: Finesse Close - d8+4
Powered Gauntlet
Secondary weapon
Knowledge Close - d6+4 (Mag) - One-Handed
Charged Attack: Mark stress to increase proficiency by +1 on Primary Weapon attack
Legendary Shortsword
Secondary weapon / Physical
Agility Melee - d8+6 (Phy) - One-Handed
Paired: +5 to Primary Weapon damage in Melee)
Legendary Grappler
Secondary weapon
Finesse Close - d6+6 (Phy) - One-Handed
Hook: On a successful attack, you may also pull the target into Melee with you
Legendary Round Shield
Secondary weapon
Strength Melee - d4+6 (Phy) - One-Handed
Protective: Add +4 to your armor score.
Legendary Small Dagger
Secondary weapon
Finesse Melee - d8+6 (Phy) - One-Handed
Paired: +5 to Primary Weapon damage in Melee
Legendary Tower Shield
Secondary weapon
Strength Melee - d4+6 (Phy) - One-Handed
Barrier: Add +6 to your armor score, −2 to Evasion
Braveshield
Secondary weapon
Agility Melee - d4+6 (Phy) - One-Handed
Sheltering: Using an armor slot reduces damage for you and all allies in Melee with you.
Knuckle Claws
Secondary weapon
Strength Melee - d6+6 (Mag) - One-Handed
Doubled Up: When you make an attack with your Primary Weapon, you may also deal damage with this weapon to another creature in melee.
Primer Shard
Secondary weapon
Instinct Very Close - d? () - One-Handed
Locked On: On a successful attack with this weapon against a target, the next hit with your Primary Weapon automatically hits that target.
Diamond-Saw Glove
Secondary weapon / Physical
Strength Melee - d4+2 (Phy) - One-Handed
Delicate Touch: Mark stress to add your Finesse to any damage rolls made with your Primary Weapon
Blinding Orb
Consumable
Blinding Orb - Creates a flash of bright light that causes all creatures in close range to be Vulnerable until they next take Hit Point damage.
Blood of the Yorgi
Consumable
Blood of the Yorgi - Disappear from where you are and immediately reappear anywhere within very far distance.
Bottleship
Consumable
Crack in case of emergency! An enchanted ship in a glass bottle often kept as a failsafe for pirates and merchants alike. When broken, the small frigate inside grows to normal size and can hold 20 peo…
Bridge Seed
Consumable
Bridge Seed - Thick vines grow slowly from where you are standing to somewhere else within far distance, allowing you to climb up or across safely. It dissipates at your next short rest.
Bugbane Berry
Consumable
Bugbane Berry: A delicacy among the residents here, this is a large, red-orange berry with a small insect floating in its center like a pit. When consumed, it provides resistance to magic damage u…
Channelstone
Consumable
Channelstone - Take a spell or grimoire from your vault and use it once, then return it to your vault.
Circle of the Void
Consumable
Circle of the Void - Mark stress. Magical spells are temporarily unable to be cast everywhere within far distance of this object. Everything within this range is immune to magic damage.
Counter Tonic
Consumable
Counter Tonic - Has a chance to heal venom or poison. Roll a number of d6 equal to your Knowledge. If any roll a 6, it works.
Crushed Questions
Consumable
Crushed Questions - These are less than fragments, sand-like stones containing the offcuts of larger questions. Sprinkling them into the wind provides questions on a topic you wouldn’t have though…
Death Tea
Consumable
Death Tea - Any critical successes on an attack roll automatically kill the creature you’re facing. If you don’t get any critical successes on an attack roll before your next long rest, you die.
Dripfang Poison
Consumable
Dripfang Poison - Does 8d10 direct magic damage to a creature who consumes it.
Feast of Xuria
Consumable
Feast of Xuria - Provides a single meal for the party that clears all hit points and stress, and gives 1d4 of hope.
Featherbone
Consumable
Featherbone - Control your falling speed for a number of minutes equal to your level.
Gill Salve
Consumable
Gill Salve - You can breathe underwater for a number of minutes equal to your level.
Grindletooth Venom
Consumable
Grindletooth Venom - Apply to physical weapon to add +1d6 to its next damage roll.
Growing Potion
Consumable
Growing Potion - Makes the drinker twice as large until they choose to drop this form or take their next short rest. Take +2 Strength.
Hogling Crunch
Consumable
Hogling Crunch - Sweet and savory, fatty and acidic - if you can get past the mild dose of toxins it contains, it’ll perk you right up. Mark 2 Stress when you consume. You can move anywhere within…
Hollower’s Folly
Consumable
Hollower’s Folly - A hand made of quartz, shaped to resemble the one stolen from the Mesolith. On a successful Spellcast (16) roll, it will skitter along the ground and up onto a target’s face, la…
Homet's Secret Potion
Consumable
Homet’s Secret Potion - After consuming, on the next successful attack you make that deals magic damage, treat the damage as you would on a critical success.
Hopehold Flare
Consumable
Hopehold Flare - On use, allies within close distance always rolls a d6 when they spend a Hope. On a 6, they get the effect of that Hope without spending it. This lasts until your next short rest….
Hunter’s Ice
Consumable
Hunter’s Ice. A small tab of black ice that, when placed under the tongue, lowers their body temperature to the same as the air around it, making detection by temperature impossible and renders th…
Ice Mansion
Consumable
Ice Mansion. A tightly packed snowball that upon closer inspection is covered in complex creases and lines. When thrown it unfurls creating a large shelter made of ice. Inside is a bed, a cook pot…
Improved Arcane Shard
Consumable
Improved Arcane Shard - Use Finesse to throw at a group of enemies within far range. Any you succeed against take 2d20 magic damage.
Improved Grindletooth Venom
Consumable
Improved Grindletooth Venom - Apply to physical weapon to add +1d8 to its next damage roll.
Jar of Lost Voices
Consumable
Jar of Lost Voices - Release the voices to create a deafening echo of sound for a number of minutes equal to your Instinct score. Anyone within far distance unprepared for the sound automatically …
Jumping Root
Consumable
Jumping Root - You can leap to anywhere within Far range of you without needing to roll. This effect ends when you land there.
Knowledge Stone
Consumable
Knowledge Stone - If you die while holding this stone, one ally may take a card from your loadout to place in their own loadout or vault. When they take this knowledge, the stone crumbles.
Major Arcane Shard
Consumable
Major Arcane Shard - Use Finesse to throw at a group of enemies within far range. Any you succeed against take 4d20 magic damage.
Major Attune Potion
Consumable
Major Attune Potion - Take a +1 to Instinct until your next short rest.
Major Bolster Potion
Consumable
Major Bolster Potion - Take a +1 to Strength until your next short rest.
Major Sharp Potion
Consumable
Major Sharp Potion - Take a +1 to Knowledge until your next short rest.
Major Stride Potion
Consumable
Major Stride Potion - Take a +1 to Agility until your next short rest.
Major Umbra Potion
Consumable
Major Umbra Potion - Take a +1 to Presence until your next short rest.
Mirror of Marigold
Consumable
Mirror of Marigold - Spend hope to negate all incoming damage, shattering the mirror. You may also mark stress before it shatters to attempt to reflect it back to the attacker. If you do, make an …
Morphing Clay
Consumable
Morphing Clay - Spend one Hope. The person using this item can alter their face to change their facial features enough to make them unrecognizable until their next short rest.
Ogre Musk
Consumable
Ogre Musk- Keep from anybody from tracking you by physical or magic means until your next short rest.
Pirate’s Friend
Consumable
Enchanted maps that guarantee paydirt! Appearing normally as a blank piece of leathery parchment. When unfurled, on an island at sunrise or sunset, a map with a marked X will appear on the vellum. Cho…
Promissory Note
Consumable
Promissory Note. A devious enchantment created by the mortal realm’s greatest con artist. The holder can walk into any bank and hand this ensorcelled piece of parchment to a teller who will relinq…
Propagator Coin
Consumable
Propagator Coin. When this seemingly unremarkable coin is thrown at an object or creature it doubles itself, then both doubles again, and again, and again… This continues until a ten foot cube is …
Redthorn Saliva
Consumable
Redthorn Saliva - Apply to physical weapon to add +1d12 to its next damage roll.
Replication Parchment
Consumable
Replication Parchment - When you touch this piece of parchment to another, it will copy it exactly. Once it’s made into this copy, it is no longer Replication Parchment.
Sable Sap
Consumable
Sable Sap: The sweet sap from the Sablewood trees can be drizzled over food or eaten by the spoonful. Once per long rest, when you have a calm moment to consume this, you may clear two stress.
Sailor’s Sanctuary
Consumable
A fist sized golden anchor and foot long chain that, when flung from a ship creates a close range circle of perfectly calm, flat water and warm sunny skies around the ship. While within the circle, th…
Showstopper Elixir
Consumable
Showstopper Elixir. Whoever drinks it will feel no direct effects, but to everyone around them, they will suddenly be stunning, terrifying, or awe inducing. Used most commonly by those who wish to…
Shrinking Potion
Consumable
Shrinking Potion - Reduces the drinker’s size in half until they choose to drop this form or take their next short rest. Take +2 Agility.
Sleeping Sap
Consumable
Sleeping Sap - Puts a willing creature to sleep for a full night’s rest. When they awaken, they have all stress cleared.
Stardrop
Consumable
Stardrop - On use, it summons a hailstorm of comets that automatically deal 8d20 physical damage to all creatures within very far range of where it was triggered.
Sun Tree Sap
Consumable
Sun Tree Sap - Roll 1d6. On a 5-6, clear two Hit Points. On a 2-5, clear three stress. On a 1, see the Veil of Death and return changed, taking one Scar.
Sweet Moss
Consumable
Sweet Moss - Consume during a short rest to clear an additional 1d4 hit points or 1d4 stress.
Unstable Arcane Shard
Consumable
Unstable Arcane Shard. Use Finesse to throw at a group of enemies within far range. Any you succeed against take 1d20 magic damage.
Vial of Briarpowder
Consumable
Vial of Briarpowder: Made from shaving thorns of the Wandering Briar, when used on an enemy, it inhibits the clotting of blood. After coating a blade with this powder, the next successful attack y…
Vial of Darksmoke
Consumable
Vial of Darksmoke - Use during an incoming attack to roll a number of d6 equal to your Agility score. Add the highest result to your Evasion score against the attack.
Airblade Charm
Item / Attached
Attach to a melee weapon to make it able to attack at a Close distance. 3 uses per short rest.
Bloodstone
Item / Attached
Attach to a weapon. Adds the following feature to a weapon that doesn’t already have a feature:
Brutal *(If any of your damage dice roll their maximum value, roll an additional damage die of tha…
Gem of Alacrity
Item / Attached
Attach to a weapon to allow you to roll with Agility when using it to attack.
Gem of Audacity
Item / Attached
Attach to a weapon to allow you to roll with Presence when using it to attack.
Gem of Insight
Item / Attached
Attach to a weapon to allow you to roll with Instinct when using it to attack.
Gem of Might
Item / Attached
Attach to a weapon to allow you to roll with Strength when using it to attack.
Gem of Precision
Item / Attached
Attach to a weapon to allow you to roll with Finesse when using it to attack.
Gem of Sagacity
Item / Attached
Attach to a weapon to allow you to roll with Knowledge when using it to attack.
Greatstone
Item / Attached
Attach to a weapon. Adds the following feature to a weapon that doesn’t already have a feature:
Powerful (Roll one extra damage die and drop the lowest.)
Valorstone
Item / Attached
Attach to armor. Adds the following feature to armor that doesn’t already have a feature: Resilient *(Before you mark your last armor slot, roll a d6. On a 6, you use the armor without marking the s…
Alistair’s Torch
Item
A magic torch that lights at will and spreads light much farther than it looks like it should. This could fill a cave with light bright enough to feel like its daytime.
Arcane Prism
Item
Position this prism in a location of your choosing. Once activated, any allies that stand within close distance of this prism get +1 to their Spellcast rolls. Once it is deactivated, it can’t be activ…
Bag of Ficklesand
Item
Bag of Ficklesand - This is a small bag of sand that can be convinced to be much heavier or lighter than it should be with a Presence (10) roll. You can also blow sand in the face of an adversary …
Belt of Unity
Item
Belt of Unity - Once per session, you may spend 5 Hope to lead a Tag Team action with 3 PCs instead of 2.
Box of Many Goods
Item
Box of Many Goods - A small box that can only be opened once per long rest. When it is, roll a d12. If you roll a 1-6, it is empty. If you roll a 7-10, it contains one random consumable. If you ro…
Calming Pendant
Item
Calming Pendant - If you should ever have to mark your last stress slot, roll a d6. On a 5+, don’t mark it.
Chaos Cloak
Item
A cloak whose color, texture, and size can be adjusted by any user with the spellcast ability at will.
Charging Quiver
Item
When arrows for a bow are kept in the Charging Quiver, damage rolls using the bow deal +2 damage.
Clay Companion
Item
Clay Companion - This ball of clay can be sculpted into various animal shapes and will then behave as that animal (a clay spider can spin clay webs, a clay bird can fly). This companion has contin…
Companion Case
Item
A carrying case for a small animal companion. While they are inside, the case and the animal are immune to all harm.
Corrector Sprite
Item
Corrector Sprite - A tiny sprite who sits in the curve of your ear canal and whispers helpful advice during combat. Once per short rest, you may take advantage on an attack roll. Do not give them …
Desalination Skin
Item
Made of a unique composite of ground up immortal crab shell and kelp that’s treated with a variety of rare fish and whale oils. The result is a skin tight, flexible suit th…
Dual Flask
Item
Dual Flask - A flask that can hold two different liquids. A small button on the side allows the drinker to switch between them.
Elusive Amulet
Item
Elusive Amulet - Once per long rest, activate this to go Hidden until you move from this location. Any enemies who move into line of sight with you while you’re Hidden don’t see you.
Empty Chest
Item
A magical chest that will appear empty, even if there are items being kept inside. The owner can use a specific word, phrase, or other trigger when opening the chest to reveal these items.
Fast Fashion
Item
Fast Fashion. Enchanted threads woven through these garments allow the user to shift the color, structure, and silhouette of whatever they’re wearing on a whim. However, when removed the garments …
Fire Jar
Item
Pour out strange liquid within the contents of this jar to instantly produce fire. The contents regenerate on your next long rest.
Flickerfly Pendant
Item
Flickerfly Pendant - While wearing your melee weapons dealing physical damage extend with a gossamer sheen. You can hit creatures up to very close range.
Friction Boots
Item
Friction Boots. Heavy, warm boots with fantastic ankle support and magically attuned soles that adjust the friction to adapt to difficult surfaces of all kinds. The wearer is immune to slipping an…
Glamor Stone
Item
Activate this pebble-sized stone to memorize a look - hairdo, makeup, outfit. You may spend a Hope to instantly re-create this look at any time.
Glider
Item
Glider - A small parachute that can be deployed by marking Stress. It allows the user to glide down from a high place safely to the ground below.
Homing Compasses
Item
Homing Compasses - Two compasses that only point at each other no matter how far apart they are.
Hopekeeper Locket
Item
Hopekeeper Locket - During a long rest, if you have 5 Hope, you may spend 1 Hope and imbue the locket with your bountiful resolve. If you ever have 0 Hope, you may use the locket and gain 1 Hope. …
Icesight Goggles
Item
Icesight Goggles. Many beasts of the frozen wastes use the ice and snow as camouflage. These goggles detect minute heat signatures in blood and breath while also sharpening focus and giving a more…
Infinite Bag
Item
Infinite Bag - Items put into this bag are stored in a pocket dimension and can be retrieved at any time.
Jag-Striding Boots
Item
Jag-Striding Boots: Boots with soles of stolen stone. Heavy, but they remember the motion of the waltz. Mark stress to increase your Evasion by +2 until your next roll with Fear. When you avoid an…
Lakestrider Boots
Item
Lakestrider Boots - You may walk along the surface of water as if it were soft ground.
Lorekeeper
Item
Lorekeeper - Store the name of up to three hostile creatures. Next time you face them, take +1 on any action rolls against them.
Minor Health Potion Recipe
Item
Minor Health Potion Recipe - During downtime, spend one of your downtime moves and a handful of gold to craft a Minor Health Potion.
Minor Stamina Potion Recipe
Item
Minor Stamina Potion Recipe - During downtime, spend one of your downtime moves and a handful of gold to craft a Minor Stamina Potion.
Mythic Dust Recipe
Item
Mythic Dust Recipe - During downtime, use one of your moves and a bag of gold to craft Mythic Dust.
Paragon’s Chain
Item
Paragon’s Chain - Once per long rest, you may use a downtime move to meditate on an ideal or principle you hold dear and focus your will into the chain. Until your next long rest…
Phoenix Feather
Item
Phoenix Feather - While you have any quantity of Phoenix Feathers, when you drop unconscious and roll to see if you take a scar, always take +1 to the die result.
Piercing Arrows
Item
When firing a bow, you may use Piercing Arrows to add your proficiency to your damage roll. 3 uses per short rest.
Piper Whistle
Item
A handcrafted whistle. Each that are made have a distinctive sound, and the piercing tone can be heard across a one mile radius.
Pocket Fire
Item
Pocket Fire. The magic isn’t actually the fire, but rather the small square of magically treated cloth that it’s wrapped in. The flame can be removed from the cloth and placed on flammable materia…
Portal Seed
Item
Portal Seed - Plant this in the ground to grow a portal in this spot. The portal will be ready to use in 24 hours and you may travel to any other spot you’ve planted a portal seed. A portal may …
Returning Stone
Item
Returning Stone: This small stone can be placed anywhere, and will teleport to your hand under one of the following conditions: somebody comes within close range, somebody within very close range …
Ring of Resistance
Item
Ring of Resistance - Once per long rest, activate this ring to only take half damage on an incoming attack.
Ring of Silence
Item
Ring of Silence - Spend a Hope to activate this ring until your next short rest. Your footsteps are silent.
Sableleaf Shoes
Item
Sableleaf Shoes: A set of shoes sewn out of the leaves of the Sablewood trees. They are light and flexible. Wearing them lets you spend Hope to take advantage on agility rolls while in Sablewood.
Savings Pouch
Item
Savings Pouch. A magically entangled set that includes a coin pouch and a gilded chest. When coins are deposited into the pouch they are instantly transferred to the chest, so long as the two obje…
Silver Tongue
Item
Silver Tongue. A hollow metal tongue with attached molar bands. When worn over one’s own tongue they are granted the advantage on Presence checks to persuade or deceive.
Skeleton Key
Item
Use this to make a Finesse roll at advantage when attempting to open a locked door.
Speaking Orbs
Item
A pair of orbs that allow any creatures holding them to communicate with each other across any distance.
Strand of Raw Magic
Item
Strand of Raw Magic: This animates an object temporarily when wrapped around it, causing it to move erratically and (sometimes) take on sentience. Do not touch this with your bare hands. Ever.
Suspended Rod
Item
A flat rod inscribed with runes. When it is activated, it is immediately suspended in place where it is. It cannot move, does not abide by the rules of gravity, and will remain in place until it is de…
Untethered Tent
Item
Untethered Tent: A floating tent weighted down with stabilizing stones, the perfect place to rest for one that wants to stay just off the ground while they sleep. During a long rest, you always ga…
Vial of Darksmoke Recipe
Item
Vial of Darksmoke Recipe - During downtime, spend one of your downtime moves and mark a stress to craft a Vial of Darksmoke.