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GregCanela

Uncommon
or Rare (400 or 1000 GP)

Unarmed strikes deal additional damage depending on the amulet's rarity.

Rare
or Very Rare

Armor or shields with this enchantment gains a bonus to Armor depending on it’s rarity.

Value: 1,000 or 6,000 GP

Uncommon
or Rare

Weapons with this enchantment deal additional damage depending on it’s rarity.

Value: 400 or 1,000 GP

This amulet grants a +1 bonus to Armor, but only if the wearer doesn’t wear armor. A creature cannot wear more then one amulet of natural armor.

Value: 800 GP

Rare
(4500 GP)

While wearing this armor, you have resistance to one of the chosen damage types at this armors creation (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder).

Uncommon
(500 GP)

This magical bag gives you an additional 50 inventory slots. The bag itself takes 1 inventory slot, and has an opening that is 2 feet wide. If the bag is turned inside out, all of it’s contents spill onto the floor.

Increase your STR +1 while wearing this belt.

Increase your DEX +1 while wearing this belt

Very Rare
(50000 GP)

Whie wearing these boots, once per Safe Rest you can use the teleport secret spell. (Game Master’s Guide).

Uncommon
(650 GP)

While wearing these bracers, you are proficient with Shortbows and Longbows. Once per encounter, when you hit with an attack using either kind of weapon you may deal an additional 2 damage.

Once per Safe Rest as an action, you can teleport yourself and one other ally to a spot within 500 feet (100 spaces).

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and you fail to teleport.

Legendary
(500000 GP)

This weapon is a +2 shortsword and crits on a 5 or 6. When you crit a creature with this weapon, they must succeed on a DC 15 STR save or become Incapacitated for 1 round. If a creature fails this save three times they become Petrified.

Rare
(2500 GP)

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless.

Uncommon
(350 GP)

While you wear this cloak, Perception checks made to perceive you have Disadvantage, and you have Advantage on Stealth checks.

Uncommon
(400 GP)

While you wield this weapon you have a +1 to armor.

The same as an elemental weapon, however when it crits it deals an additional 1d6 damage of the same element as the weapon.

Uncommon
(1000 GP)

This weapon deals an additional 1d4 damage of an elemental type. Elemental damages are acid (corrosive), cold (frost), fire (flame), lightning (shock), and thunder (thunderous).

Uncommon
(300 GP)

As an action, you can open the bottle and it creates a 8x8 cloud centered on itself. Creatures standing in the cloud are partially obscured. When you close the bottle the cloud dissipates.

Very Rare
(12000 GP)

Once per encounter, when you use a cantrip or cast a tiered spell, you can use the Dimensional Compression or Stretch Time Spellshaper abilities for free.

Very Rare
(17500 GP)

This weapon is a +1 longsword, and deals an additional 1d4 necrotic damage. When you crit a creature with this weapon, it makes a DC 13 STR save or it becomes Incapacitated until the end of it’s next turn.

Rare
(3400 GP)

As an action, you can have the armor change it’s appearance to match any normal clothing or even another armor. However, it still maintains the same weight and stats of the original armor. The glamour lasts until you change the appearance or you remove your armor.

Uncommon
(650 GP)

As an action, you can use the hat to transform and disguise yourself to look like another humanoid of your size (1 foot larger or smaller). The hat can also be transformed to match the outfit, such as a cap, a top-hat, a comb, or a hair clip. The disguise lasts for 10 minutes.

Increase your WIL +1 while wearing this headband.

Increase your INT +1 while wearing this headband.

Rare
(5000 GP)

This spear with it’s wide bladed thorn-like head makes horrible screeching as if a wild beast in anger whenever you roll a crit. This spear is a +1 weapon. When you hit a creature, you may unleash an aura of despair affecting each creature within 6 spaces. They must succeed on a DC 13 WIL save, gaining disadvantage on attacks and saves for the next 10 minutes on a failure. Once this feature is used you cannot use it again until you finish a Safe Rest.

Uncommon
(800 GP)

Once per encounter, you can have this weapon crit when it rolls the second highest number on it’s die (for example, 3 on a d4 will crit, or 7 on a d8 will crit).

Once per encounter, when you are hit with a crit you can turn it into a normal hit.

Very Rare
(100000 GP)

This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your STR increases by 1, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Very Rare
(9000 GP)

While wearing this mask, it grants advantage on saves against being Petrified. While attuned, you may attempt to Petrify a creature within 6 spaces. You can use an action to force a creature to make a DC 14 STR save or it becomes Petrified. Once you use this feature you cannot use it again until you finish a Safe Rest.

This runewell charges collecting the souls of those who die in wrath. It does not have a limit on how many charges it can hold. One who has spent 24 hours in meditation with the runewell can expend a charge for one of the following uses:

  • Spend 1 charge to summon a sinspawn.
  • Spend 2 charges to gain a temporary buff that lasts one minute. For the next minute you have advantage on attack rolls and attack rolls have disadvantage on you.

Once per Safe Rest, you may hurl a mote of fire as an action at a point in Range 16. It explodes in a 6x6 square. DC 13 DEX save for each creature in the area or 5d6 fire damage, or half on save.

Uncommon
(750 GP)

Once per Safe Rest, you can use an action to regain 3 mana points with this pearl.

Rare
(4000 GP)

The wearer of this mask gains advantage Perception checks to track creatures not immune to the Frightened condition. The wearer is also granted a +1 bonus to melee damage rolls except to undead creatures. The wearer can also cast the condemn spell (DC 15) twice per Safe Rest.

Curse. This mask mentally affects the wearer filling their minds with thoughts of murder. Wearing the mask curses you until you are targeted by a 3rd Tier heal spell or similar magic; removing the mask fails to remove the curse. While wearing the mask the creature has disadvantage on Influence checks and WIL saves.

When this weapon is thrown, whether it hits or misses, it returns to your hand.

Value: 400 GP

As an action, you can summon a magic floating shield from the ring. This magical shield counts as an iron shield, but does not require proficiency or a STR requirement. If you defend a Crit attack, the shield is destroyed and cannot be resummoned until the next Safe Rest. A creature cannnot wear more then one ring of force shield.

Value: 7000 GP

Very Rare
(10.000 GP)

While wearing this ring, once per Safe Rest you can cast the fly spell.

This ring grants an additional +1 bonus to Armor and saves. A creature cannot wear more then one ring of protection.

Value: 4000 GP

Rare
(5.000 GP)

While wearing this ring, you have resistance to one of the chosen damage types at this rings creation (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder).

A creature can wear no more then one ring of resistance.

Rare
(3.500 GP)

Once per encounter, you can use an action to have the ring attack an enemy for 2d10 damage and push them 2 spaces.

Legendary
(500000 GP)

This can only be worn by a Mage or Shadowmancer. This is epic enchantment cloth armor. While you wear this armor you have a +2 to spell save DCs and +2 additional damage to your cantrips.

Once per encounter, you can give an enemy disadvantage on a save against a spell you cast.

Very Rare
(20.000 GP)

While you wear these robes you have a +1 to spell save DCs. Once per Safe Rest, you can regain 5 mana points.

Rare
(3.500 GP)

This weapon deals an additional 1d4 cold damage. When you crit with this weapon, a creature is Frightened of you for 1 round.

Legendary
(Priceless)

A runeforged weapon can be any weapon, staff, or wand. Upon it’s creation, you choose which sin it opposes (Envy, Gluttony, Greed, Lust, Pride, Sloth, or Wrath). Attacks against Runelords and their allies associated with this sin always have advantage.

Very Rare
(12000 GP)

This whip (1d4+DEX Slashing, Light, Reach 2) is a +1 weapon and deals an additional 1d4 psychic damage. When you crit a creature with this weapon, it makes a DC 13 WIL save or is Charmed by you for 1 minute. If it takes any damage from you or an ally of yours, it immediately ends the Charmed condition.

This medallion grants a +1 bonus to saves. Once per safe rest, you can give yourself 2d4+2 Temp HP. However, when a creature is wearing this medallion, a Runelord can scry and spy on them at any time.

Value: 3,500 GP

Very Rare
(30000 GP)

This ring grants an additional +2 bonus to Armor and saves and resistance to cold damage. A creature cannot wear more then one Sihedron Ring.

You can also use an action to speak the ring’s command word and change your outfit to a different look. You decide what it looks like, including color, style, and accessories, but any armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the ring.

However, when a creature is wearing this ring, a Runelord can scry and spy on them at any time.

Rare
(800 GP)

The wearer of this mask gains advantage on Perception checks to track creatures not immune to the Frightened condition. The wearer also deals 1 additional damage on melee attacks except to undead creatures.

Curse. This mask mentally affects the wearer filling their minds with thoughts of murder. Wearing the mask curses you until you are targeted by a 3rd Tier heal spell or similar magic; removing the mask fails to remove the curse. While wearing the mask the creature has disadvantage on Influence checks and WIL saves.

Rare
(4200 GP)

While you wear this tunic, you gain a +1 armor and advantage on DEX saves. You also have advantage on saves against being Poisoned and gain resistance to poison damage.

Rare
(3000 GP)

When wearing this mask the wearer appears shadowy as their skin color desaturates. You have advantage on Stealth checks, and as an Action you can change your appearance to look like another creature they can observe within 60 feet for 1 hour. This grants you advantage on Influence checks to act like the creature, and on attacks against this creature. You can use this ability again after completing a Safe Rest.

Very Rare
(100000 GP)

This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your WIL increases by 1, as does your maximum for that score. The manual then loses its magic, but regains it in a century.