KING

A Classless RPG System

PART 7: EQUIPMENT & GEAR

EQUIPMENT

GEAR SLOTS (ENCUMBRANCE):

You can carry items equal to 10 + your Tier.

What counts as a gear slot:


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:

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:


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:

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:

Disruption (Charges Replace Stamina):

Wand Properties:

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:

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:

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:

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:

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:

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

cowards. Cap +12.

level.

(tier = ceil(level / 2), capped at 5).

says otherwise.

3+ regen at the start of their turn, exactly like a PC.

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.

  1. Declare in the enemy tactical window, loudly: name the move, show the

dread.

  1. It resolves at the start of the boss's next turn unless disrupted.
  2. 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.

  1. 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:

declarations: save or 1 wound** (2 wounds for boss ultimates).

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.