Equipment

Equipment

Armor

1

Gambeson Armor

Armor

Base Score: 3

Flexible: +1 to Evasion

1

Leather Armor

Armor

Base Score: 4

1

Chainmail Armor

Armor

Base Score: 5

Heavy: −1 to Evasion

1

Full Plate Armor

Armor

Base Score: 6

Very Heavy: −2 to Evasion and −1 to Agility

1

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.

2

Improved Gambeson Armor

Armor

Base Score: 4

Flexible: +1 to Evasion

2

Improved Leather Armor

Armor

Base Score: 5

2

Improved Chainmail Armor

Armor

Base Score: 6

Heavy: −1 to Evasion

2

Improved Full Plate Armor

Armor

Base Score: 7

Very Heavy: −2 to Evasion and −1 to Agility

2

Elundrian Chain Armor

Armor

Base Score: 2

Reinforced: Increase your armor score by the number of unmarked armor slots you have

2

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.

2

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.

2

Runetan Shield

Armor

Base Score: 5

Warded: Each armor slot is worth an extra 2d4 against magic damage.

2

Tyris Soft Armor

Armor

Base Score: 5

Quiet: +2 to any rolls you make to move without being heard.

2

Rosewild Armor

Armor

Base Score: 6

Hopeful: Anytime you need to spend Hope, you may mark an Armor Slot instead.

3

Advanced Gambeson Armor

Armor

Base Score: 5

Flexible: +1 to Evasion

3

Advanced Leather Armor

Armor

Base Score: 6

3

Advanced Chainmail Armor

Armor

Base Score: 7

Heavy: −1 to Evasion

3

Advanced Full Plate Armor

Armor

Base Score: 8

Very Heavy: −2 to Evasion and −1 to Agility

3

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.

3

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.

3

Spiked Armor Plating

Armor

Base Score: 6

Sharp: Add 1d4 to any damage rolls you make on a successful Melee attack.

3

Bladefare Armor

Armor

Base Score: 8

Physical: You cannot use this armor against Magic damage.

3

Immortal Carapace

Armor

Base Score: 8

Chitinous Regeneration: Mark a Stress to repair 1 armor slot.

3

Monett’s Cloak

Armor

Base Score: 8

Magic: You cannot use this armor against Physical damage.

3

Runes of Fortification

Armor

Base Score: 10

Painful: Mark stress every time you use one or more armor slots on an attack.

4

Legendary Gambeson Armor

Armor

Base Score: 7

Flexible: +1 to Evasion

4

Legendary Leather Armor

Armor

Base Score: 8

4

Legendary Chainmail Armor

Armor

Base Score: 9

Heavy: −1 to Evasion

4

Legendary Full Plate Armor

Armor

Base Score: 10

Very Heavy: −2 to Evasion and −1 to Agility

4

Dunamis Silkchain

Armor

Base Score: 5

Timeslowing: On any incoming attacks, roll 1d4 and add its value to your Evasion score.

4

Channeling Armor

Armor

Base Score: 7

Channeling: While this armor is equipped, take +1 to all Spellcast rolls.

4

Emberwoven Armor

Armor

Base Score: 8

Burning: When an enemy strikes you in Melee, they immediately mark a stress.

4

Full Reinforced Armor

Armor

Base Score: 8

Variable: Add +1 to your armor score for every range beyond Melee the damage is coming from.

4

Veritas Opal Armor

Armor

Base Score: 8

Truthseeking: This armor glows when anyone within Close range tells a lie.

4

Savior Chainmail

Armor

Base Score: 15

Difficult: −1 to all Character Traits

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.

Ladenscree Swarm

Armor

Base Score: 9

Coruscating: Your armor score is increased by your Proficiency against ranged attacks.

Magnate’s Tunic

Armor

Liquidity Bastion: Your base armor score is equal to the handfuls of gold you are currently carrying. This armor cannot be repaired.

Primary weapon

1

Arcane Gauntlets

Primary weapon / Magic

Strength Melee - d10+3 (Mag) - Two-Handed

1

Dualstaff

Primary weapon / Magic

Instinct Far - d6+3 (Mag) - Two-Handed

1

Glowing Rings

Primary weapon / Magic

Agility Very Close - d10+2 (Mag) - Two-Handed

1

Greatstaff

Primary weapon / Magic

Knowledge Very Far - d6 (Mag) - Two-Handed

Powerful: Roll one extra damage die and drop the lowest.

1

Hallowed Axe

Primary weapon / Magic

Strength Melee - d10+1 (Mag) - One-Handed

1

Hand Runes

Primary weapon / Magic

Instinct Very Close - d10 (Mag) - One-Handed

1

Returning Blade

Primary weapon / Magic

Finesse Close - d8+1 (Mag) - One-Handed

1

Scepter

Primary weapon / Magic

Presence Far - d6 (Mag) - Two-Handed

Versatile: Presence Melee - d10

1

Shortstaff

Primary weapon / Magic

Instinct Close - d8+1 (Mag) - One-Handed

1

Wand

Primary weapon / Magic

Knowledge Far - d6+1 (Mag) - One-Handed

1

Battleaxe

Primary weapon / Physical

Strength Melee - d10+3 (Phy) - Two-Handed

1

Broadsword

Primary weapon / Physical

Agility Melee - d8 (Phy) - One-Handed

Reliable: +1 to attack rolls with this weapon

1

Crossbow

Primary weapon / Physical

Finesse Far - d6+1 (Phy) - One-Handed

1

Cutlass

Primary weapon / Physical

Presence Melee - d8+1 (Phy) - One-Handed

1

Dagger

Primary weapon / Physical

Finesse Melee - d8+1 (Phy) - One-Handed

1

Greatsword

Primary weapon / Physical

Strength Melee - d10+3 (Phy) - Two-Handed

Massive: −1 Agility, roll one extra damage die and drop the lowest

1

Halberd

Primary weapon / Physical

Strength Very Close - d8+2 (Phy) - Two-Handed

1

Longbow

Primary weapon / Physical

Agility Very Far - d6+3 (Phy) - Two-Handed

Cumbersome: −1 to Evasion

1

Longsword

Primary weapon / Physical

Agility Melee - d8+3 (Phy) - Two-Handed

1

Mace

Primary weapon / Physical

Strength Melee - d8+1 (Phy) - One-Handed

1

Quarterstaff

Primary weapon / Physical

Instinct Melee - d10+3 (Phy) - Two-Handed

1

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.

1

Shortbow

Primary weapon / Physical

Agility Far - d6+3 (Phy) - Two-Handed

1

Spear

Primary weapon / Physical

Finesse Very Close - d8+2 (Phy) - Two-Handed

1

Warhammer

Primary weapon / Physical

Strength Melee - d12+3 (Phy) - Two-Handed

Heavy: −1 to Agility

1

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.

2

Improved Arcane Gauntlets

Primary weapon / Magic

Strength Melee - d10+6 (Mag) - Two-Handed

2

Improved Dualstaff

Primary weapon / Magic

Instinct Far - d6+6 (Mag) - Two-Handed

2

Improved Glowing Rings

Primary weapon / Magic

Agility Very Close - d10+5 (Mag) - Two-Handed

2

Improved Greatstaff

Primary weapon / Magic

Knowledge Very Far - d6+3 (Mag) - Two-Handed

Powerful: Roll one extra damage die and drop the lowest.

2

Improved Hallowed Axe

Primary weapon / Magic

Strength Melee - d10+4 (Mag) - One-Handed

2

Improved Hand Runes

Primary weapon / Magic

Instinct Very Close - d10+3 (Mag) - One-Handed

2

Improved Returning Blade

Primary weapon / Magic

Finesse Close - d8+2 (Mag) - One-Handed

2

Improved Scepter

Primary weapon / Magic

Presence Far - d6+3 (Mag) - Two-Handed

Versatile: Presence Melee - d10+3

2

Improved Shortstaff

Primary weapon / Magic

Instinct Close - d8+4 (Mag) - One-Handed

2

Improved Wand

Primary weapon / Magic

Knowledge Far - d6+4 (Mag) - One-Handed

2

Improved Battleaxe

Primary weapon / Physical

Strength Melee - d10+6 (Phy) - Two-Handed

2

Improved Broadsword

Primary weapon / Physical

Agility Melee - d8+3 (Phy) - One-Handed

Reliable: +1 to attack rolls with this weapon

2

Improved Crossbow

Primary weapon / Physical

Finesse Far - d6+4 (Phy) - One-Handed

2

Improved Cutlass

Primary weapon / Physical

Presence Melee - d8+4 (Phy) - One-Handed

2

Improved Dagger

Primary weapon / Physical

Finesse Melee - d8+4 (Phy) - One-Handed

2

Improved Greatsword

Primary weapon / Physical

Strength Melee - d10+6 (Phy) - Two-Handed

Massive: −1 Agility, roll one extra damage die and drop the lowest

2

Improved Halberd

Primary weapon / Physical

Strength Very Close - d8+5 (Phy) - Two-Handed

2

Improved Longbow

Primary weapon / Physical

Agility Very Far - d6+6 (Phy) - Two-Handed

Cumbersome: −1 to Evasion

2

Improved Longsword

Primary weapon / Physical

Agility Melee - d8+6 (Phy) - Two-Handed

2

Improved Mace

Primary weapon / Physical

Strength Melee - d10+4 (Phy) - One-Handed

2

Improved Quarterstaff

Primary weapon / Physical

Instinct Melee - d10+6 (Phy) - Two-Handed

2

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.

2

Improved Shortbow

Primary weapon / Physical

Agility Far - d6+6 (Phy) - Two-Handed

2

Improved Spear

Primary weapon / Physical

Finesse Very Close - d8+5 (Phy) - Two-Handed

2

Improved Warhammer

Primary weapon / Physical

Strength Melee - d12+6 (Phy) - Two-Handed

Heavy: −1 to Agility

2

Bonded Staff

Primary weapon / Magic

Knowledge Far - d6+4 (Mag) - Two-Handed

Reliable: +1 on any attack rolls with this weapon.

2

Casting Sword

Primary weapon / Magic

Strength Melee - d10+4 (Mag) - Two-Handed

Versatile: Knowledge Far - d6+3

2

Devouring Dagger

Primary weapon / Magic

Finesse Melee - d8+4 (Mag) - One-Handed

Scary: Successful attacks also deal +1 stress.

2

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.

2

Elder Bow

Primary weapon / Magic

Instinct Far - d6+4 (Mag) - Two-Handed

Powerful: Roll one extra damage die and drop the lowest.

2

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.

2

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.

2

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.

2

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.

2

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.

2

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.

2

Finehair Bow

Primary weapon / Physical

Agility Very Far - d6+5 (Phy) - Two-Handed

Reliable: +1 on any attack rolls with this weapon.

2

Gilded Falchion

Primary weapon / Physical

Strength Melee - d10+4 (Phy) - One-Handed

Powerful: Roll one extra damage die and drop the lowest.

2

Greatbow

Primary weapon / Physical

Strength Far - d6+6 (Phy) - Two-Handed

Powerful: Roll one extra damage die and drop the lowest.

2

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.

2

Steelforged Halberd

Primary weapon / Physical

Strength Very Close - d8+4 (Phy) - Two-Handed

Scary: Successful attacks also deal an extra Stress.

2

Urok Broadsword

Primary weapon / Physical

Finesse Melee - d8+3 (Phy) - One-Handed

Deadly: When you do Severe damage, deal one extra HP.

2

War Scythe

Primary weapon / Physical

Finesse Very Close - d8+5 (Phy) - Two-Handed

Reliable: +1 on any attack rolls with this weapon.

3

Advanced Arcane Gauntlets

Primary weapon / Magic

Strength Melee - d10+9 (Mag) - Two-Handed

3

Advanced Dualstaff

Primary weapon / Magic

Instinct Far - d6+9 (Mag) - Two-Handed

3

Advanced Glowing Rings

Primary weapon / Magic

Agility Very Close - d10+8 (Mag) - Two-Handed

3

Advanced Greatstaff

Primary weapon / Magic

Knowledge Very Far - d6+6 (Mag) - Two-Handed

Powerful: Roll one extra damage die and drop the lowest.

3

Advanced Hallowed Axe

Primary weapon / Magic

Strength Melee - d10+7 (Mag) - One-Handed

3

Advanced Hand Runes

Primary weapon / Magic

Instinct Very Close - d10+6 (Mag) - One-Handed

3

Advanced Returning Blade

Primary weapon / Magic

Finesse Close - d8+7 (Mag) - One-Handed

3

Advanced Scepter

Primary weapon / Magic

Presence Far - d6+6 (Mag) - Two-Handed

Versatile: Presence Melee - d10+4

3

Advanced Shortstaff

Primary weapon / Magic

Instinct Close - d8+7 (Mag) - One-Handed

3

Advanced Wand

Primary weapon / Magic

Knowledge Far - d6+7 (Mag) - One-Handed

3

Advanced Battleaxe

Primary weapon / Physical

Strength Melee - d10+9 (Phy) - Two-Handed

3

Advanced Broadsword

Primary weapon / Physical

Agility Melee - d8+6 (Phy) - One-Handed

Reliable: +1 to attack rolls with this weapon

3

Advanced Crossbow

Primary weapon / Physical

Finesse Far - d6+7 (Phy) - One-Handed

3

Advanced Cutlass

Primary weapon / Physical

Presence Melee - d8+7 (Phy) - One-Handed

3

Advanced Dagger

Primary weapon / Physical

Finesse Melee - d8+7 (Phy) - One-Handed

3

Advanced Greatsword

Primary weapon / Physical

Strength Melee - d10+9 (Phy) - Two-Handed

Massive: −1 Agility, roll one extra damage die and drop the lowest

3

Advanced Halberd

Primary weapon / Physical

Strength Very Close - d8+8 (Phy) - Two-Handed

3

Advanced Longbow

Primary weapon / Physical

Agility Very Far - d6+9 (Phy) - Two-Handed

Cumbersome: −1 to Evasion

3

Advanced Longsword

Primary weapon / Physical

Agility Melee - d8+9 (Phy) - Two-Handed

3

Advanced Mace

Primary weapon / Physical

Strength Melee - d8+7 (Phy) - One-Handed

3

Advanced Quarterstaff

Primary weapon / Physical

Instinct Melee - d10+9 (Phy) - Two-Handed

3

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.

3

Advanced Shortbow

Primary weapon / Physical

Agility Far - d6+9 (Phy) - Two-Handed

3

Advanced Spear

Primary weapon / Physical

Finesse Very Close - d8+8 (Phy) - Two-Handed

3

Advanced Warhammer

Primary weapon / Physical

Strength Melee - d12+9 (Phy) - Two-Handed

Heavy: −1 to Agility

3

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.

3

Blessed Anlace

Primary weapon / Magic

Instinct Melee - d10+6 (Mag) - One-Handed

Healing: During downtime, automatically heal 1 hit point.

3

Firestaff

Primary weapon / Magic

Instinct Far - d6+7 (Mag) - Two-Handed

Burn: For every damage dice that rolls a 6, deal stress.

3

Ghostblade

Primary weapon / Magic

Presence Melee - d10+7 (Any) - One-Handed

Otherworldly: You can choose whether to do Physical or Magic damage.

3

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.

3

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.

3

Mage Orb

Primary weapon / Magic

Knowledge Far - d6+7 (Mag) - One-Handed

Powerful: Roll one extra damage die and drop the lowest.

3

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.

3

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.

3

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.

3

Bravesword

Primary weapon / Physical

Strength Melee - d12+7 (Phy) - Two-Handed

Dense: −1 to Agility & +3 to Severe Hit Point Threshold

3

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.

3

Double Flail

Primary weapon / Physical

Agility Very Close - d10+8 (Phy) - Two-Handed

Powerful: Roll one extra damage die and drop the lowest.

3

Flickerfly Blade

Primary weapon / Physical

Agility Melee - d8+5 (Phy) - One-Handed

Sharpwing: Add your Agility score to this weapon’s damage roll.

3

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.

3

Labrys Axe

Primary weapon / Physical

Strength Melee - d10+7 (Phy) - Two-Handed

Protective: Add +1 to your Armor score.

3

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.

3

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.

3

Spiked Bow

Primary weapon / Physical

Agility Very Far - d6+7 (Phy) - Two-Handed

Versatile: Agility Melee - d12+5

3

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.

4

Legendary Arcane Gauntlets

Primary weapon / Magic

Strength Melee - d10+12 (Mag) - Two-Handed

4

Legendary Dualstaff

Primary weapon / Magic

Instinct Far - d8+12 (Mag) - Two-Handed

4

Legendary Glowing Rings

Primary weapon / Magic

Agility Very Close - d10+11 (Mag) - Two-Handed

4

Legendary Hallowed Axe

Primary weapon / Magic

Strength Melee - d10+10 (Mag) - One-Handed

4

Legendary Hand Runes

Primary weapon / Magic

Instinct Very Close - d10+9 (Mag) - One-Handed

4

Legendary Scepter

Primary weapon / Magic

Presence Far - d6+9 (Mag) - Two-Handed

Versatile: Presence Melee - d10+6

4

Legendary Shortstaff

Primary weapon / Magic

Instinct Close - d8+10 (Mag) - One-Handed

4

Legendary Wand

Primary weapon / Magic

Knowledge Far - d6+10 (Mag) - One-Handed

4

Legendary Battleaxe

Primary weapon / Physical

Strength Melee - d10+12 (Phy) - Two-Handed

4

Legendary Broadsword

Primary weapon / Physical

Agility Melee - d8+9 (Phy) - One-Handed

Reliable: +1 to attack rolls with this weapon

4

Legendary Crossbow

Primary weapon / Physical

Finesse Far - d6+10 (Phy) - One-Handed

4

Legendary Cutlass

Primary weapon / Physical

Agility Melee - d8+10 (Phy) - One-Handed

4

Legendary Dagger

Primary weapon / Physical

Finesse Melee - d8+10 (Phy) - One-Handed

4

Legendary Greatsword

Primary weapon / Physical

Strength Melee - d10+12 (Phy) - Two-Handed

Massive: −1 Agility, roll one extra damage die and drop the lowest

4

Legendary Halberd

Primary weapon / Physical

Strength Very Close - d8+11 (Phy) - Two-Handed

4

Legendary Longbow

Primary weapon / Physical

Agility Very Far - d6+12 (Phy) - Two-Handed

Cumbersome: −1 to Evasion

4

Legendary Longsword

Primary weapon / Physical

Agility Melee - d8+12 (Phy) - Two-Handed

4

Legendary Mace

Primary weapon / Physical

Strength Melee - d8+10 (Phy) - One-Handed

4

Legendary Quarterstaff

Primary weapon / Physical

Instinct Melee - d10+12 (Phy) - Two-Handed

4

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.

4

Legendary Returning Blade

Primary weapon / Physical

Finesse Close - d8+8 (Phy) - One-Handed

4

Legendary Shortbow

Primary weapon / Physical

Agility Far - d6+12 (Phy) - Two-Handed

4

Legendary Spear

Primary weapon / Physical

Finesse Very Close - d8+11 (Phy) - Two-Handed

4

Legendary Warhammer

Primary weapon / Physical

Strength Melee - d12+12 (Phy) - Two-Handed

Heavy: −1 to Agility

4

Legendary Greatstaff

Primary weapon

Knowledge Very Far - d6+9 (Mag) - Two-Handed

Powerful: Roll one extra damage die and drop the lowest.

4

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.

4

Floating Bladeshards

Primary weapon / Magic

Instinct Close - d8+9 (Mag) - One-Handed

Powerful: Roll one extra damage die and drop the lowest.

4

Fusion Gloves

Primary weapon / Magic

Knowledge Very Far - d6+9 (Mag) - Two-Handed

Bonded: Add your Level to the damage result.

4

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.

4

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.

4

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.

4

Sword of Light & Flame

Primary weapon / Magic

Strength Melee - d10+11 (Mag) - Two-Handed

Penetrating: Cuts through solid material.

4

Thistlebow

Primary weapon / Magic

Instinct Far - d6+13 (Mag) - Two-Handed

Reliable: +1 on any attack rolls with this weapon.

4

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.

4

Aantari Bow

Primary weapon / Physical

Finesse Far - d6+11 (Phy) - Two-Handed

Reliable: +1 on any attack rolls with this weapon.

4

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.

4

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.

4

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

4

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.

4

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.

4

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.

4

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

4

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.

Asking-Stone Staff

Primary weapon / Physical

Knowledge Far - d10+10 (Phy) - One-Handed

Curious: During a rest, you must spend one of your downtime actions answering its questions, or every attack made with it until your next rest is at disadvantage.

Pneumetic Spear

Primary weapon / Physical

Agility Melee - d10+6 (Phy) - Two-Handed

Soulshear: For 24 hours after a person is killed with this spear, spend Hope to add an additional 1d10 magic damage to attacks

Secondary weapon

1

Shortsword

Secondary weapon / Physical

Agility Melee - d8 (Phy) - One-Handed

Paired: +2 to Primary Weapon damage in Melee

1

Grappler

Secondary weapon

Finesse Close - d6 (Phy) - One-Handed

Hook: On a successful attack, you may also pull the target into Melee with you

1

Hand Crossbow

Secondary weapon

Finesse Far - d6+1 (Phy) - One-Handed

1

Round Shield

Secondary weapon

Strength Melee - d4 (Phy) - One-Handed

Protective: Add +1 to your armor score.

1

Small Dagger

Secondary weapon

Finesse Melee - d8 (Phy) - One-Handed

Paired: +2 to Primary Weapon damage in Melee

1

Tower Shield

Secondary weapon

Strength Melee - d6 (Phy) - One-Handed

Barrier: Add +3 to your armor score, −2 to Evasion

1

Whip

Secondary weapon

Presence Very Close - d6 (Phy) - One-Handed

Whipcrack: Mark stress to scatter enemies in Melee into close range

1

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.

2

Improved Shortsword

Secondary weapon / Physical

Agility Melee - d8+2 (Phy) - One-Handed

Paired: +3 to Primary Weapon damage in Melee

2

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

2

Improved Hand Crossbow

Secondary weapon

Finesse Far - d6+3 (Phy) - One-Handed

2

Improved Round Shield

Secondary weapon

Strength Melee - d4+2 (Phy) - One-Handed

Protective: Add 2 to your armor score.

2

Improved Small Dagger

Secondary weapon

Finesse Melee - d8+2 (Phy) - One-Handed

Paired: +3 to Primary Weapon damage in Melee

2

Improved Tower Shield

Secondary weapon

Strength Melee - d6+2 (Phy) - One-Handed

Barrier: Add +4 to your armor score, −2 to Evasion

2

Improved Whip

Secondary weapon

Agility Very Close - d6+2 (Phy) - One-Handed

Whipcrack: Mark stress to scatter enemies in Melee into close range

2

Parrying Dagger

Secondary weapon

Finesse Melee - d6+2 (Phy) - One-Handed

Parry: On an attack against you, roll this weapon’s damage dice. If any match the attacker’s, they are removed before damage is totalled.

2

Returning Axe

Secondary weapon

Agility Close - d6+4 (Phy) - One-Handed

2

Spiked Shield

Secondary weapon

Strength Melee - d6+2 (Phy) - One-Handed

Double Duty: +2 to Armor score, +1 to Primary Weapon damage in Melee

3

Advanced Shortsword

Secondary weapon / Physical

Agility Melee - d8+4 (Phy) - One-Handed

Paired: +4 to Primary Weapon damage in Melee

3

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

3

Advanced Hand Crossbow

Secondary weapon

Finesse Far - d6+4 (Phy) - One-Handed

3

Advanced Round Shield

Secondary weapon

Strength Melee - d4+4 (Phy) - One-Handed

Protective: Add +3 to your armor score.

3

Advanced Small Dagger

Secondary weapon

Finesse Melee - d8+4 (Phy) - One-Handed

Paired: +4 to Primary Weapon damage in Melee

3

Advanced Tower Shield

Secondary weapon

Strength Melee - d6+4 (Phy) - One-Handed

Barrier: Add +5 to your armor score, −2 to Evasion

3

Advanced Whip

Secondary weapon

Agility Very Close - d6+4 (Phy) - One-Handed

Whipcrack: Mark stress to scatter enemies in Melee into Close range

3

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.

3

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.

3

Hand Sling

Secondary weapon

Finesse Very Far - d6+4 (Phy) - One-Handed

Versatile: Finesse Close - d8+4

3

Powered Gauntlet

Secondary weapon

Knowledge Close - d6+4 (Mag) - One-Handed

Charged Attack: Mark stress to increase proficiency by +1 on Primary Weapon attack

4

Legendary Shortsword

Secondary weapon / Physical

Agility Melee - d8+6 (Phy) - One-Handed

Paired: +5 to Primary Weapon damage in Melee)

4

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

4

Legendary Hand Crossbow

Secondary weapon

Finesse Far - d6+7 (Phy) - One-Handed

4

Legendary Round Shield

Secondary weapon

Strength Melee - d4+6 (Phy) - One-Handed

Protective: Add +4 to your armor score.

4

Legendary Small Dagger

Secondary weapon

Finesse Melee - d8+6 (Phy) - One-Handed

Paired: +5 to Primary Weapon damage in Melee

4

Legendary Tower Shield

Secondary weapon

Strength Melee - d4+6 (Phy) - One-Handed

Barrier: Add +6 to your armor score, −2 to Evasion

4

Legendary Whip

Secondary weapon

Agility Very Close - d6+6 (Phy) - One-Handed

Whipcrack: Mark stress to scatter enemies in Melee into Close range

4

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.

4

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.

4

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

Miser’s Bulwark

Secondary weapon / Physical

Finesse Melee - d4+4 (Phy) - One-Handed

Avaricious Hunger: You may feed the shield up to 5 handfuls of gold per long rest. When you do, add +1 to your armor score for each you add until your next long rest.

Worm Shield

Secondary weapon / Physical

Finesse Melee - d4+2 (Phy) - One-Handed

Self Sealing Carapace: Add +3 to armor score. Repairs itself 1d4 armor slots during a long rest

Consumable

Acidpaste

Consumable

Acidpaste - Eats away walls and other surfaces in bright flashes.

Attune Potion

Consumable

Attune Potion - Take a +1 to your next Instinct roll.

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.

Bolster Potion

Consumable

Bolster Potion - Take a +1 to your next Strength roll.

Bonding Honey

Consumable

Bonding Honey - Glues two objects together permanently.

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.

Charm Potion

Consumable

Charm Potion - Take a +1 to your next Presence roll.

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.

Dragonbloom Tea

Consumable

Dragonbloom Tea - Make a fiery breath attack on all close enemies in front of you. Make an Instinct roll against the targets. On a success, deal d20 physical damag…

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.

Focus Potion

Consumable

Focus Potion - Take a +1 to your next Finesse roll.

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.

Health Potion

Consumable

Health Potion - Immediately clear 1+1d4 hit points.

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 Focus Potion

Consumable

Major Focus Potion - Take a +1 to Finesse until your next short rest.

Major Health Potion

Consumable

Major Health Potion - Immediately clear 2+1d4 hit points.

Major Sharp Potion

Consumable

Major Sharp Potion - Take a +1 to Knowledge until your next short rest.

Major Stamina Potion

Consumable

Major Stamina Potion - Immediately clear 2+1d4 stress.

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.

Minor Health Potion

Consumable

Minor Health Potion - Immediately clear 1d4 hit points.

Minor Stamina Potion

Consumable

Minor Stamina Potion - Immediately clear 1d4 stress.

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.

Mythic Dust

Consumable

Mythic Dust - Apply to a magic weapon to add +1d12 to its next damage roll.

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…

Potion of Stability

Consumable

Potion of Stability - On use, take one additional downtime move.

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…

Sharp Potion

Consumable

Sharp Potion - Take a +1 to your next Knowledge roll.

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.

Snap Powder

Consumable

Snap Powder - Mark stress and clear a hit point.

Stamina Potion

Consumable

Stamina Potion - Immediately clear 1+1d4 stress.

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.

Stride Potion

Consumable

Stride Potion - Take a +1 to your next Agility roll.

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.

Varik Leaves

Consumable

Varik Leaves - Immediately gain 2 hope.

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.

Vial of Moondrip

Consumable

Vial of Moondrip - See in total darkness until your next short rest.

Wingsprout

Consumable

Wingsprout - You gain magic wings that allow you to fly for a number of minutes equal to your level.

Worm Oil

Consumable

Worm Oil. Excreted and distilled from the heat glands of the chaldworms, this oily substance can be used to coat an object or small area. Once applied, that object or surface is superheated, deali…

Item

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…

Attune Relic

Item / Relic

Add +1 to your Instinct. You cannot hold any other relics.

Bolster Relic

Item / Relic

Add +1 to your Strength. You cannot hold any other relics.

Charm Relic

Item / Relic

Add +1 to your Presence. You cannot hold any other relics.

Focus Relic

Item / Relic

Add +1 to your Finesse. You cannot hold any other relics.

Honing Relic

Item / Relic

Add +1 to one of your Experiences. You cannot hold any other relics.

Sharp Relic

Item / Relic

Add +1 to your Knowledge. You cannot hold any other relics.

Stride Relic

Item / Relic

Add +1 to your Agility. You cannot hold any other relics.

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…

Gecko Gloves

Item

Gecko Gloves - You can climb up vertical surfaces and across ceilings.

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.

Manacles

Item

A pair of locking cuffs with a key.

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 …

Premium Bedroll

Item

During any rests, you always automatically clear 1 stress.

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.

Ring of Unbreakable Resolve

Item

Ring of Unbreakable Resolve - Once per session, when the GM spends 1 Fear, you can spend 4 Hope to cancel the effects of that spent Fear.

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…

Shard of Memory

Item

Shard of Memory- Once per long rest, spend 2 Hope to recall a Domain card from your vault instead of paying its Recall Cost.

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.

Ward of the Whitefire Arcanist

Item

Ward of the Whitefire Arcanist: A carved figurine in the shape of a humanoid. While carrying this in the Sablewood, it gives you +1 to your Evasion.

Woven Net

Item

A net that can be used to trap small creatures. To use it, make a Finesse roll. On a success, the difficulty to break free is 16.