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Pope

This magical arrow/bolt can be fired from a ranged weapon to teleport the target to the nearest stream within Reach: 8 on a hit.

While holding this bag of magical pocket snow, you can use the following ability:

Pocket Snow! (1 action) - Cast the spell Snowblind as if you were First/Fifth/Tenth/Fifteenth/Twentieth (Common/Uncommon/Rare/Very Rare/Legendary/ level

1 action - Throw anywhere within Range: 5 to create a 10 square sphere of sunlight for 1 minute. Consumed on use.

Uncommon
Magic Staff

This staff cannot be used as part of a Hero's attack action on their turn, and can't be used for dual wielding. Holding it grants the wielder the following powers:

Counterattack - 1 reaction, when hit by an undefended melee attack within Reach: 1: Attack the enemy that hit you for 2d8+STR.

Right back at you (1/encounter) - 2 reactions, when hit by an undefended melee attack: Attack the enemy that just hit you with the exact same attack they hit you with.

Firestarter

Fires started with this firestarter give off literal and magical sunlight.

Bludgeoning

2d8+STR. Unwieldy: Attacking with this rushes you twice.

A hammer from a far off land, used by superhuman hunters to slay monsters.

Uncommon
First Aid

Using this bandage takes 3 actions and heals 1 HP. It has ten charges.

When you cast a spell using this instrument, you may also (1/day) summon a storm that forces all flying creatures to ground in a safe location. The storm lasts until you end it, or an hour passes.

Class locked: Mage

Upgraded Staff: 2d8+STR+INT bludgeoning

Upgraded Longsword: 2d8+STR+INT slashing

Spell Swording - (1/encounter): When you cast a spell using at least one action and at least one mana, you may move 4 and then make an unrushed attack for free.

Channel the Arcane - (1/day): When you kill a creature with this Staffsword, regain 3 mana and 3 HP.

Legendary
Massive Maul

This Great Maul is a 2 handed weapon with a STR requirement of 5. It deals 4d4+STR when used as a weapon.

Mega Smash - X actions (X cannot be less than 2) - Make an attack with the MegaMaul. This attack deals 4d4+STR+(X times 10) damage.

Rare
Explosive

4d8 (Range 8). Cannot miss or crit. 2 actions.

Rare
First Aid

Using this item for 3 actions grants you 10 temporary hit points.

Can be a Club, Staff, Pole Hammer, or Greatmaul. Deals an extra 2d1 damage on hit.

(1/encounter) - Free Reaction: make an attack from a Snail miss.

(1/encounter) - 1 Action: make an unrushed attack against a Snail.

Id recommend giving this as loot either before the party fights some Snails or as a side quest to make their fight against Snails easier.

This legendary spear deals 1d10+2d1+STR damage, and has the properties of 2-handed (1-handed: Req: 2 STR) and Reach 2. It also grants it's wielder 2 armor while holding it, and the following abilities:

Heart - Action (1/encounter): Restore 20 HP to a dying creature

Fire - 3 Actions (1/day): Summon 2 Fire Elemental summons (20 HP, 1d12, immune to fire) that act immediately after the heroes and follow your verbal commands. They disappear after an hour.

This legendary spear was created by an all powerful Dwarven smith of legend, along with its many other siblings. It is highly coveted by anyone who knows of it - and makes anyone with it a force to be reckoned with.

The Portal Around is a power Legendary item that allows the heroes to open a portal around a problem. It is a small hand mirror decorated with many unidentifiable jewels.

To use the Portal, the heroes must clearly state what they want solved - perhaps they need to travel from one place to another, sneak past a group of enemies, get a medicine to heal someone, or learn a key piece of information - then pull open the mirror and step through the portal.

Once they step in, time in the real world freezes, and they find themselves in a strange world that makes no sense. They may find endless fields, abandoned skyscrapers, a flooded desert, or any other kind of strange environments. They also will, almost certainly, find very dangerous inhabitants.

If they overcome the environment and it's inhabitants, their goal will be accomplished. They will find another portal somewhere, which will lead them to where they need to be. If they need a specific item, they will find it - then have to return where they came from.

The Portal will make heroes face a Very Deadly encounter (150% level) but the foes should have cryptic, confusing mechanics that shock the heroes, not just be balls or stats. The Portal can only be used once per safe rest.

A spellcaster with access to Tier 2 spells can read this tome in an hour to learn the spell Absorb Flame.

Absorb Flame: Tier 2, 1 Action, Range: 10

Remove Smoldering from X targets within Reach: 4, then attack for Xd10 damage.

3 actions - Create a stream of water that is ankle high and 5 feet wide. The water ceases to exist after a minute. If you use this over multiple turns, the stream is continuous.

This weapon is magical and when it hits (1/turn) it deals 5 radiant damage to another creature within Range: 8.

Very Rare
Berserker's Weapon

While you are wielding this weapon and Raging, at the beginning of your turn, roll a Storm Die (1d12) and set it aside. This Storm Die also counts as a Fury Die (but doesn't count towards your maximum number of Fury Die). If you would spend a Fury Die, you must spend your Storm Die if you still have it.

If you would roll a Storm Die and still have one set aside, instead a bolt of lightning strikes you. All creatures within Range: 3 (including yourself) must make a DC 10 STR save or take 8d8 lightning damage (save for half).

Uncommon
Silvered Weapon

This weapon is silvered and when it hits (1/turn) applies Smoldering to all creatures other than the wielder within range: 1.

Uncommon
Silvered Weapon

This weapon is silvered and when it hits (1/turn) it deals 5 lightning damage to another creature within Range: 8.

Uncommon
Silvered Weapon

This weapon is silvered and when it hits (1/turn) applies Slowed to all creatures other than the wielder within range: 3.