PART 7: EQUIPMENT & GEAR
EQUIPMENT
GEAR SLOTS (ENCUMBRANCE):
You can carry items equal to 10 + your Tier.
What counts as a gear slot:
- Most items = 1 slot
- Heavy/bulky items = 2-3 slots (noted in description)
- Tiny items = no slots (rings, keys, small pouches)
- Worn clothing = no slots
- First backpack = no slots (when worn)
- First 100 coins = no slots
ARMOR
| Armor | Cost | Gear Slots | AC | Properties |
|---|---|---|---|---|
| Light armor | 10 gp | 1 | 11 + Sense mod | - |
| Medium armor | 60 gp | 2 | 13 + Sense mod | Disadvantage on stealth, swim |
| Heavy armor | 130 gp | 3 | 15 | No swimming, disadvantage on stealth |
| Shield | 10 gp | 1 | +2 AC | Requires free hand |
WEAPONS
MELEE WEAPONS:
| Weapon | Cost | Type | Range | Damage | Properties |
|---|---|---|---|---|---|
| Bastard sword | 10 gp | M | 5 ft | Heavy when two-handed | V, 2 slots |
| Club | 5 cp | M | 5 ft | Light | - |
| Dagger | 1 gp | M/R | 5/20 ft | Light | Th |
| Greataxe | 10 gp | M | 5 ft | Heavy when two-handed | V, 2 slots |
| Greatsword | 12 gp | M | 5 ft | Heavy | 2H, 2 slots |
| Javelin | 5 sp | M/R | 5/60 ft | Light | Th |
| Longsword | 9 gp | M | 5 ft | Standard | - |
| Mace | 5 gp | M | 5 ft | Standard | - |
| Shortsword | 7 gp | M | 5 ft | Light | - |
| Spear | 3 gp | M/R | 5/30 ft | Standard | Th |
| Staff | 5 sp | M | 5 ft | Standard | 2H |
| Warhammer | 5 gp | M | 5 ft | Standard | - |
RANGED WEAPONS:
| Weapon | Cost | Type | Range | Damage | Properties |
|---|---|---|---|---|---|
| Crossbow | 8 gp | R | 60 ft | Standard | 2H, L, 2 slots |
| Longbow | 8 gp | R | 150 ft | Heavy | 2H, 2 slots |
| Shortbow | 7 gp | R | 60 ft | Standard | 2H |
| Sling | 5 sp | R | 60 ft | Light | - |
WEAPON PROPERTIES:
Th = Thrown: Can be thrown at listed range
2H = Two-handed: Must use with both hands
V = Versatile: Use one-handed (lower damage) or two-handed (higher damage)
L = Loading: Must forgo moving to reload (can only shoot once per turn even with multiple attacks)
RANGED WEAPON RULES:
Firing Through Allies: Ranged weapons (bows, crossbows, thrown weapons) are affected by creatures in your line of fire:
- 1 creature in the way: Disadvantage on attack. On a natural 1, you hit that creature instead.
- 2+ creatures in the way: Cannot attack that target.
- Note: Mystic attacks and spells ignore this rule.
AMMUNITION:
| Item | Cost | Per Gear Slot |
|---|---|---|
| Arrows (20) | 1 gp | 1-20 |
| Crossbow bolts (20) | 1 gp | 1-20 |
ADVENTURING GEAR
| Item | Cost | Per Gear Slot |
|---|---|---|
| Backpack | 2 gp | 1 (first one free) |
| Caltrops (bag) | 5 sp | 1 |
| Coin (100) | - | 1 (first 100 free) |
| Crowbar | 5 sp | 1 |
| Flask or bottle | 3 sp | 1 |
| Flint and steel | 5 sp | 1 |
| Grappling hook | 1 gp | 1 |
| Iron spikes (10) | 1 gp | 1-10 |
| Lantern | 5 gp | 1 |
| Mirror | 10 gp | 1 |
| Oil, flask | 5 sp | 1 |
| Pole (10') | 5 sp | 1 |
| Rations (3 days) | 5 sp | 1-3 |
| Rope (60') | 1 gp | 1 |
| Torch | 5 cp | 1 |
GEAR DESCRIPTIONS:
Backpack: Holds all the gear you can carry. First one doesn't count as a gear slot.
Caltrops: Creatures stepping on them lose 1 Vigor and move at half speed for 10 rounds.
Crowbar: Grants advantage on checks to pry open stuck objects.
Flint and steel: Routine attempts to light fires always succeed.
Grappling hook: Rope anchor with three curved tines. Requires rope.
Iron spikes: Strong spikes for hammering. Can thread rope through them.
Lantern: Casts light to 60 feet range. Requires oil. Has shutter to hide light.
Mirror: Small polished mirror. Useful for looking around corners.
Oil, flask: Fuels lantern for 1 hour. As weapon: covers 5-foot area, burns 4 rounds; creatures in it lose 1 Vigor per round (a wound on a failed save if they have none).
Pole: Wooden, 5 feet long. Essential for testing floors/ceilings.
Rations: One day of food and water. Required for resting.
Rope: Hemp rope, 60 feet long.
Torch: Sheds light to 30 feet.
CRAWLING KIT (7 gp, 7 slots):
Pre-packaged dungeoneering supplies:
- 1 Backpack (0 slots when worn)
- 1 Flint and steel
- 2 Torches
- 3 Rations (1 slot for all 3)
- 10 Iron spikes
- 1 Grappling hook
- 1 Rope, 60'
ALCHEMICAL ITEMS
Alchemical items are consumables created through mundane chemistry and herbalism. Anyone can use them. Using an alchemical item is a Declaration. declare it during the Tactical Phase, then use it on your turn.
TIER 1 - Common (5-25 gp)
| Item | Cost | Effect |
|---|---|---|
| Healing Salve | 10 gp | Restore 1 Vigor |
| Antitoxin | 15 gp | Advantage on saves vs poison for 1 hour |
| Alchemist's Fire | 25 gp | Throw (30 feet). 1 wound; target loses 1 Vigor per round for 2 rounds |
| Smokestick | 10 gp | 10-ft radius obscuring smoke for 1 minute |
| Sunrod | 5 gp | Bright light 30 ft for 6 hours. Cannot be extinguished |
| Glue Pot | 15 gp | Covers 5-ft area. Creatures stuck until Body save (1 attempt per round) |
| Universal Solvent | 20 gp | Dissolves any adhesive, including magical. 1 application |
| Featherfall Dust | 25 gp | Sprinkle on self/object. Falls slowly for 1 minute (no fall damage) |
| Chalk of Marking | 5 gp | Marks glow faintly in darkness for 1 week. Invisible in light |
| Bottled Stench | 10 gp | 10-ft radius. Creatures with smell must save or retch for 1d4 rounds |
TIER 2 - Uncommon (50-100 gp)
| Item | Cost | Effect |
|---|---|---|
| Healing Potion | 50 gp | Restore all Vigor |
| Acid Flask | 75 gp | Throw (30 feet). 1 wound (acid), eats through 1 inch of wood/metal |
| Tanglefoot Bag | 50 gp | Throw (30 feet). Target immobilized 1d4 rounds (Body save ends) |
| Thunderstone | 100 gp | Throw (30 feet). 10-ft radius deafened 1 minute (Cunning save against the effect) |
| Bottled Darkness | 75 gp | 20-ft radius magical darkness for 10 minutes |
| Spider Climb Oil | 75 gp | Walk on walls and ceilings for 10 minutes |
| Water Breathing Elixir | 60 gp | Breathe underwater for 1 hour |
| Darkvision Drops | 50 gp | See in darkness 60 ft for 4 hours |
| Shrinking Draught | 100 gp | Become 6 inches tall for 10 minutes. Gear shrinks with you |
| Iron Gut Tonic | 50 gp | Eat anything safely for 24 hours. Rocks, poison, rot. All nourishing |
| Silence Powder | 75 gp | 10-ft radius of total silence for 1 minute |
TIER 3 - Rare (150-300 gp)
| Item | Cost | Effect |
|---|---|---|
| Greater Healing Potion | 150 gp | Remove 1 wound |
| Oil of Sharpness | 200 gp | Weapon gains +1 crit range for 1 hour |
| Elixir of Speed | 250 gp | Double movement speed for 10 minutes |
| Frost Bomb | 200 gp | Throw (30 feet). 1 wound (cold) in 10-ft radius (save negates), difficult terrain 1 minute |
| Invisibility Dust | 300 gp | Invisible for 1 minute or until you attack |
| Gaseous Form Vial | 250 gp | Become mist for 10 minutes. Fly slowly, immune to physical damage, fit through cracks |
| Tongues Elixir | 200 gp | Understand and speak all languages for 1 hour |
| Levitation Oil | 175 gp | Float up to 20 ft off ground for 10 minutes. Move by pushing off surfaces |
| Bottled Sunlight | 300 gp | 60-ft radius of true sunlight for 1 minute. Harms light-sensitive creatures |
| Memory Ink | 150 gp | Write up to 1 page. Only visible to those who know the password |
| Mirrored Oil | 200 gp | Coat a surface. Reflects gaze attacks and scrying for 1 hour |
TIER 4 - Very Rare (500-1000 gp)
| Item | Cost | Effect |
|---|---|---|
| Superior Healing Potion | 500 gp | Remove 2 wounds |
| Elixir of Giant Strength | 750 gp | Body becomes 18 for 10 minutes |
| Fire Breath Potion | 600 gp | Breathe a 15-ft cone: 1 wound (fire), Cunning save negates. 3 uses in 1 hour |
| Stone Skin Oil | 800 gp | Resist mundane weapon damage for 10 minutes |
| Mind Shield Elixir | 1000 gp | Immune to mind-reading and charm for 1 hour |
| Phase Oil | 900 gp | Pass through solid matter for 1 round. Don't stop inside something |
| Flight Elixir | 1000 gp | Fly at double walking speed for 10 minutes |
| Clone Draught | 750 gp | Create illusory duplicate for 1 hour. You control it, see through its eyes |
| Bottled Tremor | 600 gp | Pour on ground. 30-ft radius earthquake, structures crack, creatures fall prone |
| Liquid Lockpick | 500 gp | Pour into any lock. Opens it, even magical locks (not arcane seals) |
| Growth Elixir | 700 gp | Grow to 12 ft tall for 10 minutes. +4 Body, double weapon damage |
TIER 5 - Legendary (2000+ gp)
| Item | Cost | Effect |
|---|---|---|
| Supreme Healing Potion | 2000 gp | Heal to full Vitality |
| Elixir of Life | 5000 gp | If consumed within 1 minute of death, return to life with one open wound slot |
| Philosopher's Oil | 3000 gp | Transmute up to 1 lb of material into gold (worth 500 gp) |
| Dragon's Blood | 4000 gp | Immune to one damage type (fire, cold, lightning, acid, poison) for 24 hours |
| Bottled Time | 5000 gp | Take an additional turn immediately after your current turn |
| True Polymorph Draught | 4000 gp | Become any creature of your size or smaller for 1 hour. Gain its abilities |
| Ethereal Mist | 3500 gp | Enter the Ethereal Plane for 10 minutes. See into material world as ghosts |
| Bottled Void | 5000 gp | 20-ft radius sphere. Everything inside is annihilated. One use |
| Sovereign Glue | 2500 gp | Permanently bonds any two surfaces. Only universal solvent separates them |
| Fate's Thread | 3000 gp | Reroll any one die roll made in the next hour. Must accept second result |
MAGICAL ITEMS
SPELL SCROLLS
Scrolls contain a single spell captured in written form. Anyone can use a scroll. You don't need to be a spellcaster.
Using a Scroll:
- Requires 1 minute of concentration to read and activate
- Cannot be used in combat (too slow)
- No check required. The spell simply works
- The scroll is consumed upon use
- The spell uses the scroll's tier for any level-dependent effects
Scroll Costs by Tier:
| Spell Tier | Cost |
|---|---|
| Tier 1 | 50 gp |
| Tier 2 | 150 gp |
| Tier 3 | 400 gp |
| Tier 4 | 1000 gp |
| Tier 5 | 2500 gp |
WANDS
Wands are magical implements containing a single spell that can be cast repeatedly using charges. Only Wizards can use wands.
Using a Wand:
- Declare wand use during the Tactical Phase (follows normal tactic rules)
- Cast the spell on your turn as your action
- No stamina cost to cast from a wand
- The spell uses your casting stat for any checks or DCs
Disruption (Charges Replace Stamina):
- In Combat: If damaged before your turn, make a disruption check as normal. If you fail, lose 1 charge (instead of stamina) or the spell is lost.
- Out of Combat: Make an ability test as normal. If you fail, lose 1 charge (instead of stamina).
Wand Properties:
- Charges: All wands have 3 charges
- Recharging: Wands regain 1 charge at dawn
- Depletion: If you expend the last charge, roll 1d20. On a 1, the wand crumbles to dust.
Wand Costs by Tier:
| Spell Tier | Cost |
|---|---|
| Tier 1 | 200 gp |
| Tier 2 | 500 gp |
| Tier 3 | 1500 gp |
| Tier 4 | 4000 gp |
| Tier 5 | 10000 gp |
RELICS
Relics are sacred objects containing captured divine power. Each provides a passive benefit while carried and holds a Litany that can be released. destroying the relic but triggering the full miraculous effect instantly.
Relic Properties:
- Passive Benefit: While you carry the relic, you gain its passive effect
- Activate Litany: As an action, release the stored Litany. The full effect occurs immediately (no Litany Die rolls needed). The relic is destroyed.
- Sacred Bond: A relic only functions for one bearer at a time. Transferring requires a 10-minute ritual.
- Divine Resonance: Relics detect as magical and holy
Tier 1 Relics
| Relic | Passive Benefit | Litany (Destroys Relic) |
|---|---|---|
| Vial of Purified Water | Water you carry never spoils | Purify Water - Permanently purify one water source |
| Healer's Prayer Beads | +1 to Medicine checks | Cure the Afflicted - Cure one disease or poison |
| Saint's Compass | Sense direction to nearest holy site | Find the Lost - Vision reveals location of one missing person |
| Mending Thread | Clothing you wear never tears | Mend the Broken - Perfectly restore one broken mundane object |
| Threshold Oil | +1 to saves while in your home | Ward a Dwelling - Protect one building for 1 year |
| Skull Candle | Undead hesitate to attack you first | Speak with Dead - Corpse answers 3 questions truthfully |
Tier 2 Relics
| Relic | Passive Benefit | Litany (Destroys Relic) |
|---|---|---|
| Blessed Weapon Oil | Weapon glows faintly near evil | Bless Weapon - Weapon gains +1 crit range vs evil for 1 week |
| Guardian's Icon | +1 AC while displayed openly | Bless the Innocent - One vulnerable person gains divine protection for 1 month |
| Confessor's Stole | Advantage on Insight vs lies | Reveal Wrongdoing - See all crimes committed in area within past week |
| Pilgrim's Boots | Never suffer blisters or foot injuries | Bless Journey - Group gains safe travel (no random encounters) for 1 week |
| Consolation Shroud | Allies within 10 ft can't be frightened | Restore Hope - Cure one person of despair, depression, or hopelessness |
Tier 3 Relics
| Relic | Passive Benefit | Litany (Destroys Relic) |
|---|---|---|
| Sanctified Earth | Ground where you sleep becomes holy until dawn | Sanctify Ground - Permanently sanctify up to 1 acre |
| Prophet's Eye | See invisible creatures within 10 ft | Prophetic Dream - Receive true vision about a specific question |
| Martyr's Blood | Stabilize automatically when dying | Heal the Wounded - Remove 1 wound from all allies within 30 ft |
| Exorcist's Censer | Demons and devils have disadvantage vs you | Banish Lesser Demon - Force one demon/devil to flee for 1 day |
| Preservation Salts | Corpses you touch don't decay | Preserve the Dead - Body becomes immune to decay and raising as undead |
Tier 4 Relics
| Relic | Passive Benefit | Litany (Destroys Relic) |
|---|---|---|
| Breath of Life Vial | +2 to death saves | Raise the Fallen - Return someone dead within 24 hours to life |
| Cursebreaker's Nail | Advantage on saves vs curses | Break Lesser Curse - Remove one curse from person or object |
| Stormcaller's Horn | Predict weather 24 hours ahead | Calm the Storm - End natural storm or harsh weather in 1-mile radius |
| Celestial Feather | Fall slowly (no fall damage) | Summon Divine Aid - Call a celestial servant to assist for 1 hour |
| Regeneration Salve | Remove 1 wound per day of rest | Restore Limb - Regrow one lost limb or organ |
MAGIC ARMOR
Magic armor provides enhanced protection through enchanted qualities. Each armor piece can hold one Quality per tier. Higher-tier armor can have multiple qualities from lower tiers.
Quality Slots:
- Tier 1 armor: 1 quality
- Tier 2 armor: 2 qualities (1 Tier 2, 1 Tier 1)
- Tier 3 armor: 3 qualities (1 Tier 3, 1 Tier 2, 1 Tier 1)
- Tier 4 armor: 4 qualities (1 each tier)
- Tier 5 armor: 5 qualities (1 each tier)
Base Armor Types: Any mundane armor (Light, Medium, Heavy) or Shield can be enchanted.
TIER 1 - Common Armor Qualities (50-150 gp)
| Quality | Effect |
|---|---|
| Reinforced | +1 AC |
| Padded | Falls cannot wound you |
| Fitted | Remove stealth disadvantage (Medium armor only) |
| Lightweight | Reduce gear slots by 1 (minimum 1) |
| Resistant | Resist one damage type (fire, cold, lightning, acid) - take 1 fewer wound (minimum 0) |
| Comfortable | During Recovery, removing a wound costs you 1 Stamina instead of 2 |
| Hardened | Critical hits against you deal normal damage (once per rest) |
| Slick | Advantage on checks to escape grapples and pins |
| Spiked | Creatures that grapple you lose 1 Vigor (a wound if they have none) |
| Steadfast | Advantage on saves vs being knocked prone |
TIER 2 - Uncommon Armor Qualities (200-400 gp)
| Quality | Effect |
|---|---|
| Warded | +1 to all saving throws |
| Deflecting | Once per rest, negate one missile attack (arrows, bolts, thrown weapons) |
| Insulated | Immune to one damage type (fire, cold, lightning, acid) |
| Buoyant | You float in water and cannot drown. Remove swim disadvantage |
| Silent | Remove all stealth penalties from armor. Advantage on stealth while motionless |
| Vigilant | Cannot be surprised while wearing this armor |
| Absorbing | When you take damage, store 1 point (max 5). Expend stored points to heal on your turn |
| Anchored | Cannot be moved against your will by non-magical means |
| Reflecting | Once per rest, reflect a spell of Tier 2 or lower back at its caster |
| Menacing | Enemies must make a Heart or have disadvantage on their first attack against you each combat |
TIER 3 - Rare Armor Qualities (500-1000 gp)
| Quality | Effect |
|---|---|
| Fortified | +2 AC |
| Regenerating | If you have 0 Vigor at the start of your turn, regain 1 without rolling |
| Displacement | Once per combat, force an attack that hits you to miss instead |
| Ethereal | Once per day, become incorporeal for 1 round (pass through walls, immune to physical damage) |
| Adaptive | Change your damage resistance (from Resistant quality) as an action |
| Returning | If removed from your person, armor teleports back to you at dawn |
| Mind-Shielded | Immune to mind-reading, scrying, and magical detection |
| Counterstrike | When a melee attack misses you, the attacker loses 1 Vigor |
| Stalwart | Advantage on all saves against spells and magical effects |
| Guarding | Once per round, as a reaction, give an adjacent ally +2 AC against one attack |
TIER 4 - Very Rare Armor Qualities (1500-3000 gp)
| Quality | Effect |
|---|---|
| Invincible | +3 AC |
| Lifebound | Once per day, negate the wound that would drop you |
| Phasing | Walk through solid objects up to 5 feet thick at will. Cannot end your turn inside solid matter |
| Spellturning | Reflect spells of Tier 3 or lower back at caster (once per rest) |
| Adamantine | Immune to critical hits. All critical hits against you become normal hits |
| Temporal | Once per day, rewind 1 round of combat (only you remember what happened) |
| Vampiric | When you drop an enemy, regain 1 Vigor |
| Elemental | Absorb elemental damage to gain temporary flight (30 ft) for 1 minute |
| Commandment | Once per day, enemies within 30 ft must make a Heart save or cannot attack you for 1 round |
| Titanic | Your size counts as one category larger for grappling, shoving, and intimidation |
TIER 5 - Legendary Armor Qualities (5000+ gp)
| Quality | Effect |
|---|---|
| Impenetrable | +4 AC. Reduce all damage you take by 2 |
| Immortal | You cannot die while wearing this armor. Wounded past your last slot, you remain conscious and dying but cannot be healed until combat ends |
| Dimensional | Teleport up to 30 feet as a bonus action (3 times per day) |
| Absolute | Immune to all conditions (charmed, frightened, paralyzed, poisoned, etc.) |
| Godslayer | Resistance to all damage types. Advantage on saves against divine magic |
| Living | The armor repairs itself, removes 1 of your wounds at dawn, and warns you of danger (cannot be surprised, +2 initiative) |
| Antimagic | Create a 10-foot antimagic field once per day for 1 minute |
| Avatar | Once per day, assume the form of a divine champion: +4 to all stats, fly 60 ft, for 1 minute |
| Cosmic | You no longer need to breathe, eat, or sleep. Immune to environmental hazards |
| Destiny | Once per day, automatically succeed on any one roll |
MAGIC WEAPONS
Magic weapons deal enhanced damage through enchanted qualities. Each weapon can hold one Quality per tier. Higher-tier weapons can have multiple qualities from lower tiers.
Quality Slots:
- Tier 1 weapon: 1 quality
- Tier 2 weapon: 2 qualities (1 Tier 2, 1 Tier 1)
- Tier 3 weapon: 3 qualities (1 Tier 3, 1 Tier 2, 1 Tier 1)
- Tier 4 weapon: 4 qualities (1 each tier)
- Tier 5 weapon: 5 qualities (1 each tier)
Base Weapon Types: Any mundane weapon can be enchanted.
TIER 1 - Common Weapon Qualities (50-150 gp)
| Quality | Effect |
|---|---|
| Keen | +1 to attack rolls |
| Brutal | +1 to damage rolls |
| Balanced | Reroll 1s on damage dice |
| Returning | Thrown weapons return to your hand at end of turn |
| Gleaming | Weapon sheds light as a torch on command |
| Quick | +2 to initiative when wielding this weapon |
| Venomous | Once per combat, a hit also deals 1 wound (poison) if the target has no Vigor |
| Elemental | Deal fire, cold, lightning, or acid damage instead of normal type |
| Reach | Melee weapon gains 5 extra feet of reach |
| Hunting | +1 crit range against a chosen creature type (choose when enchanted) |
TIER 2 - Uncommon Weapon Qualities (200-400 gp)
| Quality | Effect |
|---|---|
| Striking | +2 to attack rolls |
| Vicious | +1 crit range |
| Thundering | On critical hit, target is deafened and knocked prone |
| Flaming | Hits strip 1 additional Vigor (fire) |
| Freezing | Hits strip 1 additional Vigor (cold); on a critical, target's speed is halved on their next turn |
| Shocking | Hits strip 1 additional Vigor (lightning); target can't take reactions until their next turn |
| Wounding | Damage from this weapon can't be healed until target rests |
| Sundering | Attacks ignore 2 points of AC from armor (not natural AC or Sense) |
| Guardian | While wielding, gain +1 AC |
| Disrupting | +1 crit range against undead; an undead brought to half its wounds must save or be destroyed |
TIER 3 - Rare Weapon Qualities (500-1000 gp)
| Quality | Effect |
|---|---|
| Deadly | +3 to attack rolls |
| Savage | +2 crit range |
| Vampiric | Heal Vitality equal to half the damage dealt (once per combat) |
| Seeking | Attacks ignore cover and concealment. Can attack invisible creatures without penalty |
| Phasing | Attacks pass through armor and shields (target uses base AC 10 + Sense only) |
| Banishing | On critical hit against extraplanar creatures, they must save or be banished to their home plane |
| Speed | Make one additional attack per round with this weapon |
| Spell-Storing | Store one spell of Tier 2 or lower. Release as action, spell affects target you hit |
| Dancing | Weapon fights on its own (as your action) for 3 rounds per day within 30 feet |
| Executioner | Deal double damage to targets below half Vitality |
TIER 4 - Very Rare Weapon Qualities (1500-3000 gp)
| Quality | Effect |
|---|---|
| Legendary | +4 to attack rolls |
| Annihilating | +2 crit range; your critical hits deal +1 wound |
| Vorpal | On a natural 20, decapitate the target (creatures without heads take 2 wounds instead) |
| Holy | +1 crit range against profane creatures; crits against them deal +1 wound. Opposing Crown creatures suffer both without needing a crit, once per combat |
| Dragonslayer | +2 crit range against dragons; advantage on saves against dragon breath |
| Spell-Drinker | When you hit a spellcaster, they lose 1 stamina (or equivalent resource) |
| Dimensional | Teleport to any point within 30 feet as part of your attack action (once per round) |
| Soul-Stealing | Creatures killed by this weapon can't be raised or resurrected |
| Giant-Killer | +2 crit range against creatures larger than you; your size counts as equal to theirs for combat |
TIER 5 - Legendary Weapon Qualities (5000+ gp)
| Quality | Effect |
|---|---|
| Mythic | +5 to attack rolls. Cannot miss on rolls of 5 or higher |
| Apocalyptic | +2 crit range; your critical hits deal +1 wound and cannot be absorbed by Vigor |
| Godslayer | Bypass divine protection and damage reduction. and the target loses 1 Vigor against divine beings |
| Reality-Rending | Attacks create 5-foot tears in reality. Creatures passing through take 2 wounds (force) |
| Time-Stopping | Once per day, stop time for 1 round. Only you can act |
| Life-Ending | Creatures slain by this weapon are erased from existence. Cannot be restored by any means short of divine intervention |
| World-Breaker | Destroy any non-magical object or structure with one strike. Bypass all hardness and damage thresholds |
| Wish-Granting | Once per month, the weapon grants one wish (GM determines limitations) |
| Bound Demon | A demon is bound within. Summon it to fight for you for 10 minutes (once per week). It will try to corrupt you |
| Sentient | The weapon is fully intelligent with its own goals. It grants +3 to one stat while wielded and has 3 Tier 3 spells it can cast (once each per day) |
MAGIC ITEMS - TOOLS & ADVENTURING GEAR
Magic items in this section are OSR tool-friendly. They provide creative utility, problem-solving options, and exploration capabilities rather than direct combat bonuses. These items reward clever thinking and creative application.
Using Magic Items:
- Most items require no attunement unless noted
- Activated items typically require an action unless specified
- Items with charges regain 1d3 charges at dawn unless noted
- Items marked "consumable" are destroyed after use
TIER 1 - Common Magic Items (25-100 gp)
| Item | Effect |
|---|---|
| Everburning Torch | Sheds light as a torch. Cannot be extinguished by water or wind. Can be covered |
| Rope of Climbing (50 ft) | On command, snakes toward a point you designate and anchors itself. Holds 1000 lbs |
| Bag of Holding (Minor) | Holds 50 lbs / 5 cubic ft, weighs 5 lbs regardless of contents. 1 gear slot |
| Compass of Finding | Points toward an object you've held in the last 24 hours (within 1 mile) |
| Boots of Elvenkind | Advantage on stealth checks involving movement |
| Cloak of Elvenkind | Advantage on stealth checks while stationary |
| Goggles of Night | See in darkness as dim light out to 60 feet |
| Ring of Warmth | Comfortable in temperatures as low as -50°F. Resist damage ice magic |
| Hat of Disguise | Cast Disguise Self at will. Lasts until dismissed or you take damage |
| Immovable Rod | Button-activated. When activated, fixes in place, holds up to 8000 lbs |
| Decanter of Endless Water | Command words produce stream (1 gallon/round), fountain (5 gallons/round), or geyser (30 gallons/round, can knock creatures prone) |
| Chalk of Passage | Draw a door on a surface up to 10 ft thick. Door functions for 1 minute, then chalk crumbles (3 uses) |
| Candle of Truth | While lit (1 hour total), creatures within 10 ft cannot deliberately lie |
| Bell of Warning | Rings when hostile creature comes within 100 feet while you sleep |
| Quill of Copying | Automatically copies any text placed beneath it. Takes 1 minute per page |
TIER 2 - Uncommon Magic Items (150-400 gp)
| Item | Effect |
|---|---|
| Bag of Holding (Standard) | Holds 500 lbs / 64 cubic ft, weighs 15 lbs. 1 gear slot |
| Rope of Entanglement (50 ft) | Command word causes rope to animate and grapple one creature within 20 ft (Body save DC 14 to escape) |
| Folding Boat | Small box unfolds into 10-ft boat (4 passengers) or 24-ft ship (15 passengers) on command |
| Lantern of Revealing | Reveals invisible creatures and objects within its light (60 ft). Shows true form of shapeshifters |
| Boots of Striding and Springing | Walking speed becomes 30 ft (if lower). Jump triple distance |
| Cloak of the Manta Ray | Breathe underwater and swim 60 ft/round while hood is up |
| Portable Hole | 6-ft diameter, 10-ft deep extradimensional hole. Place on surface to open. Folds to handkerchief |
| Wind Fan | Create strong wind in 60-ft cone. Disperses gas, extinguishes flames, grants disadvantage on ranged attacks through it (3 charges) |
| Stone of Alarm | When triggered, mental alarm alerts you within 1 mile |
| Dust of Disappearance | One use. Sprinkle on up to 4 creatures. All become invisible for 2d4 minutes |
| Gem of Seeing | Peer through to gain truesight 120 ft for 10 minutes (3 charges) |
| Mirror of Life Trapping | Trap a creature that sees its reflection inside (Sense save DC 15). Holds up to 12 creatures. Command word releases them |
| Gloves of Swimming and Climbing | Climbing and swimming speed equal to walking speed. Can climb difficult surfaces without checks |
| Sending Stones (pair) | Once per day, send a 25-word message to holder of paired stone across any distance |
| Tankard of Sobriety | Any liquid poured in becomes purified water. You cannot become intoxicated while it's on your person |
TIER 3 - Rare Magic Items (500-1500 gp)
| Item | Effect |
|---|---|
| Bag of Holding (Greater) | Holds 1500 lbs / 250 cubic ft, weighs 35 lbs. 1 gear slot |
| Carpet of Flying (5x7 ft) | Fly 80 ft carrying up to 400 lbs, 40 ft carrying up to 800 lbs. Requires command word |
| Helm of Telepathy | Cast Detect Thoughts at will. Telepathically communicate with any creature within 30 ft |
| Eyes of the Eagle | Advantage on Perception checks relying on sight. Can see clearly up to 1 mile |
| Amulet of Proof Against Detection | Cannot be targeted by divination magic or perceived through magical scrying |
| Dimensional Shackles | Creature restrained by these cannot teleport or plane shift. Escape DC 30 |
| Cube of Force | Create immobile 10-ft cube of force around you. Different settings block different things. (6 charges, complex) |
| Brazier of Commanding Fire Elementals | Summon a fire elemental (as Tier 4 creature) for 1 hour once per day. Must maintain concentration |
| Eversmoking Bottle | Uncork to fill 60-ft radius with thick smoke (heavily obscured). Cork to stop |
| Horn of Blasting | 30-ft cone: 2 wounds (thunder) (Body save half), deafened 1 minute. 10% chance to explode (2 wounds to you) |
| Necklace of Adaptation | Breathe normally in any environment. Immune to inhaled poisons and gases |
| Instant Fortress | Command word: 20-ft square adamantine tower rises from the ground. Siege-scale: 10 wounds, immune to non-magical attacks |
| Periapt of Wound Closure | Stabilize automatically when dying. Double Vitality healed from spending Fate during rests |
| Ring of X-Ray Vision | See through 1 ft stone, 1 inch metal, 3 ft wood/dirt. 1 minute of use per activation (3 charges) |
| Well of Many Worlds | Unfold to create a portal to a random plane of existence. Portal lasts 1 minute. Risky but powerful |
TIER 4 - Very Rare Magic Items (2000-5000 gp)
| Item | Effect |
|---|---|
| Bag of Devouring | Appears as bag of holding. Actually the mouth of an extradimensional creature. Reach in: 50% chance it bites (2 wounds, swallowed on failed Body save). Can be weaponized |
| Cubic Gate | 6 sides, each keyed to different plane. Touch side and speak command to open gate to that plane (3 charges) |
| Mirror of Mental Prowess | Scry any creature or place you know (like Scrying spell). Telepathically communicate through mirror. Once per week, ask one question about creature viewed |
| Helm of Brilliance | Set with gems that cast various fire/light spells when commanded. Powerful but dangerous. taking damage may trigger explosion |
| Ring of Spell Storing | Stores up to 5 tiers of spells. Anyone can cast stored spells. Spells use original caster's stats |
| Ring of Regeneration | restore 1 Vigor every 10 minutes. Regrow lost limbs over 2d6 days |
| Apparatus of the Crab | Barrel-shaped vehicle that transforms into a giant crab. Seats 2, swims 30 ft, walks 15 ft, AC 20, 6 wounds, two claw attacks |
| Manual of Golems | Contains instructions to create one type of golem. Requires massive materials and 60+ days of work. Single use |
| Daern's Instant Fortress | As Instant Fortress but 30-ft square, 12 wounds, includes basic furnishings and supplies for 10 people |
| Iron Flask | Trap an extraplanar creature inside (Sense save DC 17). Can command it to serve you for 1 hour when released. Very dangerous |
| Orb of Dragonkind | Dominate dragons within 40 miles (dragon's Sense save DC varies by orb). Dragons know who holds it. Ancient artifact with its own agenda |
| Talisman of Pure Good (7 charges) | Attuned good creature only. Expend charge to destroy one evil extraplanar creature (no save) or deal 10d10 radiant to fiend/undead |
| Deck of Illusions | Draw a card to create an illusion of the depicted creature. Lasts until touched or you lose concentration. 34 cards |
| Rod of Security | Create pocket paradise that lasts 200 days (divided by occupants). Everyone inside ages and heals normally but is completely safe. Usable once per 10 days |
TIER 5 - Legendary Magic Items (10000+ gp)
| Item | Effect |
|---|---|
| Portable Fortress | Command word conjures a fully equipped stone fortress (60 ft square, 4 stories). Staffed by 20 unseen servants. Lasts until dismissed. Once per month |
| Sphere of Annihilation | 2-ft sphere of absolute void. Touch destroys anything except artifacts. Moves 30 ft/round with a Mind save for all within 30 feet. Fail by 5+ and you're pulled in |
| Cubic Gate (Legendary) | As Cubic Gate, but you choose which plane each side opens to. Unlimited uses |
| Ring of Three Wishes | Cast Wish three times. Then becomes a mundane ring |
| Well of Many Worlds (Controlled) | As Well of Many Worlds, but you choose the destination plane and can specify a location you know |
| Talisman of the Sphere | Control a Sphere of Annihilation easily (Mind check DC 15). Double sphere's movement speed |
| Tome of Clear Thought | Reading increases Mind by +2 permanently. Takes 48 hours. Single use |
| Manual of Bodily Health | Reading increases Body by +2 permanently. Takes 48 hours. Single use |
| Rod of Lordly Might | Transforms into various weapons (+3). Additional powers: flame, paralyze, drain life, earthquake. Symbol of rulership |
| Staff of the Magi | +2 AC, advantage on spell saves, absorb spells targeting you (as charges), cast numerous powerful spells. If broken: 50% teleport safely away, 50% explode for 16× remaining charges in force damage |
| Deck of Many Things | Draw cards for permanent effects ranging from incredible fortune to total destruction. Reshuffles between uses |
| Bag of Infinite Holding | Holds anything. No weight or space limit. Living creatures can survive inside indefinitely. Pulling a specific item requires knowing it's there |
| Crystal Ball of True Seeing | Scry anywhere in the multiverse. See through all illusions, invisibility, and shapechanging. Pierces magical darkness |
| Luckstone of Ultimate Fortune | +3 to all rolls. Once per day, automatically succeed on any one roll |
| Gate Key | Opens a gate to any plane at any location you can visualize or have been. Gate remains for 1 hour. Usable once per week |
CURSED ITEMS
Cursed items appear as beneficial magic items but carry hidden drawbacks. Identifying a curse requires a Mind check (item tier) or the Identify spell (which reveals the curse 75% of the time).
Removing Curses:
- Most curses can be removed with Remove Curse spell
- Some require specific conditions (destroying the item, visiting a holy site, etc.)
- Tier 5 curses may require Wish or divine intervention
Sample Cursed Items
| Item | Apparent Benefit | Curse |
|---|---|---|
| Armor of Arrow Attraction | +2 AC, appears magical | All ranged attacks against you have advantage |
| Berserker Axe | +2 to hit and +1 crit range | When reduced below half Vitality, you must attack the nearest creature (friend or foe) until no targets remain |
| Shield of Cowardice | +3 AC | When ally within 30 ft takes damage, you must make a Heart save or use your movement to flee |
| Sword of Vengeance | +1 to hit and +1 crit range | If damaged in combat, you must attack the creature that damaged you until it dies or you are dropped |
| Boots of Stumbling | Appear as Boots of Speed | Disadvantage on Cunning saves. Fall prone when rolling natural 1 on any d20 |
| Necklace of Strangulation | Appears as Necklace of Adaptation | Once worn, slowly tightens. After 1 hour, you can't breathe. After 2 hours, you die |
| Ring of Memory Loss | +1 to all saves | Each dawn, you forget one ally's name and face. They seem like strangers |
| Bag of Devouring | Appears as Bag of Holding | 50% chance reaching in causes bite (4d6), 25% chance of being swallowed |
| Demon Armor | +4 AC, resist fire | Cannot remove without Remove Curse. Demons can see through your eyes. You have disadvantage on saves vs demons |
| Sword of Wounding (Self) | +2 to hit, deals and the target loses 1 Vigor | You take 2 wounds each time you hit |
PART 7B: MONSTERS & ENCOUNTERS
Monster Roles
Every creature has a role that sets its wound count. NPC wounds are tally
marks: no injury rolls, no refills. The Nth wound kills. Only player
characters roll injuries.
| Role | Wounds | Intent |
|---|---|---|
| Minion | 1 | Dies to any hit. Fielded in numbers. |
| Soldier | 2 | The standard line. Acts twice before falling. |
| Elite | 3–4 | A mini-encounter. Uses its kit at least once. |
| Boss | 2 x Tier | The centerpiece. 4–7 rounds against a party of four. Raid dial: up to 3 x Tier. |
Standard and controller-type creatures count as soldiers for wounds; their
power is in their abilities.
Monster Statline
Level, Role, Wounds, AC, ATK, Save DC, abilities
- ATK = ceil(0.75 x level), with a +/-2 ferocity swing for brutes and
cowards. Cap +12.
- AC sits in a flat 10–16 band set by concept (hide, armor, scales), not
level.
- Save DC = tier DC: 11 / 13 / 15 / 17 / 19 for tier 1–5
(tier = ceil(level / 2), capped at 5).
- Crits: monsters crit on a natural 20 (2 wounds) unless their statblock
says otherwise.
- Vigor: ONLY bosses have it: cap = Tier, full at combat start, Heart die
3+ regen at the start of their turn, exactly like a PC.
- Multiattack is the threat scaler. A big monster that swings once per
round is a mook with extra steps: give elites a second attack from level 6
and bosses two or three attacks always.
Monster Level Scaling
| Level | ATK | Soldier Wounds | Elite Wounds | Boss Wounds | Save DC |
|---|---|---|---|---|---|
| 1 | +1 | 2 | 3 | 2 | 11 |
| 2 | +2 | 2 | 3 | 2 | 11 |
| 3 | +3 | 2 | 3 | 4 | 13 |
| 4 | +3 | 2 | 3 | 4 | 13 |
| 5 | +4 | 2 | 4 | 6 | 15 |
| 6 | +5 | 2 | 4 | 6 | 15 |
| 8 | +6 | 2 | 4 | 8 | 17 |
| 10 | +8 | 2 | 4 | 10 | 19 |
Boss Telegraphs
A boss's big move is a Declared Maneuver, announced to the table.
- Declare in the enemy tactical window, loudly: name the move, show the
dread.
- It resolves at the start of the boss's next turn unless disrupted.
- Disruption: every wound the party deals to the boss while the
telegraph is pending forces a roll of the boss's disruption die
(usually a d6, listed per ability): on a 1, the telegraph is lost.
- Telegraphed nukes hit hard: 1 wound to everyone in the area (save
negates), or 2 wounds to one target, or a battlefield-changing effect.
Chewing through the boss's Vigor is part of the game: disruption needs real
wounds, so the shield protects the spell.
Boss phases: script them at wound thresholds (two-thirds and one-third
remaining): new telegraph set, arena change, summon wave. A boss at 0 wounds
is simply dead; give escape-minded bosses a morale exit instead.
Converting Creature Abilities
For material written with damage dice:
- Dice at or below the creature's old band = its normal attack: 1 wound.
- Breath weapons, AoE riders, and big single hits = **telegraphed
declarations: save or 1 wound** (2 wounds for boss ultimates).
- "Standard attack dealing XdY" = "wounds on hit."
- Flat DCs = the tier DC above.
- Leech healing = steal 1 Vigor. Summon/wall pools = wound counts by role.
- Conditions, movement, auras, and control effects carry over unchanged;
they are the interesting part.
Morale
Creatures fight to live. When a group loses half its number, or a boss hits
one-third wounds, check morale (Heart save vs the party leader's presence, or
GM judgment): failures flee, surrender, or bargain. Morale is how fights end
early; use it.