Pollywannahacker
Greedseek. Action: A trail of golden dust appears that only you can see, it cannot pass through solid objects. This trail leads to the nearest source of ≥5gp, you may speak 1 word into the ring to specify what item you're looking for.
CURSE. If you use successfully use Greedseek to collect at least 5 items, Andvaranaut becomes permanently attached until the curse is broken. You become unwilling to part with any item ≥5gp in value you own and must successfully use Greedseek 1/Day, +1 Disadvantage when you fail to adhere to these conditions up to 5 instances total, -1 Disadvantage when you steal something ≥5gp.
Lesser Healing Potion. Action: Drink or administer to recover 1d4+2 HP.
Omega Healing Potion. Action: Drink or administer to recover 5d10+10 HP.
A diluted version of a Healing Potion; which is effective for scratches, bruises, and other daily pains. Your typical apothecary can brew these easily, with the right ingredients.
Omega Healing Potions are believed to be--at least in part--the blood of the gods. They are rare and have many buyers, but some of the most common and most generous are always religious in nature.
Lesser Mana Potion. Action: Drink or administer to recover 1d4 mana.
Omega Mana Potion. Action: Drink or administer to recover 5d4+5 mana.
A diluted Mana Potion, which may or may not work... the cheapness, ease of use, and sweet-sour taste make up for it; to the average hedge mage that is.
Omega Mana Potions are made only by the absolute most experienced alchemists and mages working together. They are considered to be just a step below the philosopher's stone in alchemy.
A Small/Tiny creature may use this to mount a unit. They are considered to be Riding it. Their turn in combat comes immediately after Baobao, and they gain +2 speed along with any type of movement Baobao currently has.
This saddle is designed for particularly short and stout Dwarves (Dwarf Dwarf) to mount a SBA-2 "Baobao" unit into combat or an excavation worksite. It's more often used for goofing off during work hours and having oversized Dwarves break their assigned SBA-2 units.
Dance of the Sun and Stars. When you Safe Rest, roll 1d4. You may spend 1 charge to use any of the following abilities:
- Sunset. Whenever an attack would hit both you and an ally, you both teleport up to 6 spaces away and make a free attack.
- Sunrise. A Ranged attack targeting you misses and is redirected to any visible creature.
This creators of this ceremonial fan believe it holds a fragment of a Moon deities' power: to rouse a Sun deity and make make the sun rise from beyond the horizon, starting the day.
1d4+STR Slashing. (1/Round) STRd4 Slashing to a Prone or Incapacitated target, ending the condition on hit.
Properties: 2-handed (Req. 3 STR)
A tipless 2-handed sword, made for decapitating criminals instead of battle.
1d8+STR Fire. Gain a charge–shown as glowing runes inscribed on the sword's fuller–on hit, charges are lost when combat ends.
Searing Impale. When attacking an armorless target, spend an action to drive the sword into the target. Target takes dealt damage again at the beginning of it's turn for each charge, or until Fleshquench is removed by the attacker (free action).
Rarity Upgrade: Increment die (1d8 » 1d10 » 1d12), start combat with +1 charge.
Inspired by Loot Tavern's Aldrnari Sword.
Magic Doorway. Action: Place this handle on a wall and open it to create a temporary doorway through 6 spaces of solid matter. Must be retrieved from the point it was used at.
Rarity Upgrade: +3 spaces.
A golden ring with a hole in it made to fit a piton or nail. The first of these handles was made to tunnel into the earth in search of rich veins of ore.
Full-Charge Healing. +KEY healing for every d6 that rolls max when casting Heal.
Sure to supercharge your Oathsworn and Shepherds!
Lesser Healing Elixir. 2 Actions: Drink or administer to recover 10 HP.
Healing Elixir. 2 Actions: Drink or administer to recover 20 HP.
Greater Healing Elixir. 2 Actions: Drink or administer to recover 35 HP.
Supreme Healing Elixir. 2 Actions: Drink or administer to recover 55 HP.
Omega Healing Elixir. 2 Actions: Drink or administer to recover 80 HP.
A highly concentrated version of Healing Potions that only well-practiced alchemists ever successfully brew. Elixirs have a slurry-like composition, and even the hardiest of adventurers have to choke them down.
Lesser Healing Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 1d4-1 HP.
Healing Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 2d6-2 HP.
Greater Healing Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 3d8-3 HP.
Supreme Healing Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 4d10-4 HP.
Omega Healing Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 5d12-5 HP.
A traditional healing potion recipe was mixed with arboreal extracts to create this infusion. It's healthier for the body long-term than potions, allowing repeating usage.
Lesser Healing Lotion. Administer during a Field Rest to roll 1 additional Hit Die for free. Doesn't stack.
Healing Lotion. Administer during a Field Rest to roll 2 additional Hit Dice for free. Doesn't stack.
Greater Healing Lotion. Administer during a Field Rest to roll 3 additional Hit Dice for free. Doesn't stack.
Supreme Healing Lotion. Administer during a Field Rest to roll 4 additional Hit Dice for free. Doesn't stack.
Omega Healing Lotion. Administer during a Field Rest to roll 5 additional Hit Dice for free. Doesn't stack.
These scented lotions are used to alleviate aches and pains after combat, and are commonly used by Stratocracies and other military-minded nations as cultural rituals. It's not uncommon for the wealthy often use them casually.
Lesser Healing Powder. Action: All creatures in Reach 4 recover 1d4 HP.
Healing Powder. Action: All creatures in Reach 4 recover 2d4+1 HP.
Greater Healing Powder. Action: All creatures in Reach 4 recover 3d4+3 HP.
Supreme Healing Powder. Action: All creatures in Reach 4 recover 4d6+4 HP.
Omega Healing Powder. Action: All creatures in Reach 4 recover 5d8+5 HP.
Instead of being rendered in a liquid, the base for a potion was crushed down into a fine powder to be used as an airborne agent. It's indiscriminate, so be mindful!
Lesser Healing Salve (2 Uses). Administer during a Field Rest to recover 1 wound. Doesn't stack.
Healing Salve (4 Uses). Administer during a Field Rest to recover 1 wound. Doesn't stack.
Greater Healing Salve (6 Uses). Administer during a Field Rest to recover 1 wound. Doesn't stack.
Supreme Healing Salve (8 Uses). Administer during a Field Rest to recover 1 wound. Doesn't stack.
Omega Healing Salve (10 Uses). Administer during a Field Rest to recover 1 wound. Doesn't stack.
For those seeking remedy to more deeply-set injuries, curative salves are the answer. While recovery is hastened, increased stiffness for a short time after usage has been noted.
Lesser Healing Tincture. Action: Drink or administer to recover (STR×3)+LVL HP. Your first attack each round is made with Disadvantage this encounter.
Healing Tincture. Action: Drink or administer to recover (STR×6)+LVL HP. Your first attack each round is made with Disadvantage this encounter.
Greater Healing Tincture. Action: Drink or administer to recover (STR×9)+LVL HP. Your first attack each round is made with Disadvantage this encounter.
Supreme Healing Tincture. Action: Drink or administer to recover (STR×12)+LVL HP. Your first attack each round is made with Disadvantage this encounter.
Omega Healing Tincture. Action: Drink or administer to recover (STR×15)+LVL HP. Your first attack each round is made with Disadvantage this encounter.
A fermented drink mixed with healing bases create this strong grog; considering that it is alcoholic in nature, excessive use is unadvised. This drink is popular amongst Dwarves, who refer to it as "Red Rock Blaster."
Lesser Healing Tonic. Action: Pour or throw (Range 4) to recover 3 HP for 3 rounds. Doesn't stack.
Healing Tonic. Action: Pour or throw (Range 4) to recover 6 HP for 3 rounds. Doesn't stack.
Greater Healing Tonic. Action: Pour or throw (Range 4) to recover 9 HP for 3 rounds. Doesn't stack.
Supreme Healing Tonic. Action: Pour or throw (Range 4) to recover 12 HP for 3 rounds. Doesn't stack.
Omega Healing Tonic. Action: Pour or throw (Range 4) to recover 15 HP for 3 rounds. Doesn't stack.
A remedial solution made to be poured on a creature; whether into skin's pores or the cracks between scales, or anything else. This method allows the tonic to have a duration of effects, and they can even be thrown!
Lesser Mana Elixir. 2 Actions: Drink or administer to recover 4 mana.
Mana Elixir. 2 Actions: Drink or administer to recover 8 mana.
Greater Mana Elixir. 2 Actions: Drink or administer to recover 12 mana.
Supreme Mana Elixir. 2 Actions: Drink or administer to recover 16 mana.
Omega Mana Elixir. 2 Actions: Drink or administer to recover 20 mana.
Rare to come by, Mana Elixirs are known to work more effectively the greater one's skill with the arcane. Elixirs have a slurry-like composition, and even the hardiest of adventurers have to choke them down.
Lesser Mana Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 1d4d Mana.
Mana Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 1d6d Mana.
Greater Mana Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 1d8d Mana.
Supreme Mana Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 1d10d Mana.
Omega Mana Infusion (3 Uses). (1/Round) Action: Drink or administer to recover 1d12d Mana.
One of the few risk-free ways to recover one's mana, the plant-based mana infusions are heavily favored by Stormshifters.
Lesser Mana Lotion. Administer during a Field Rest to expend and roll a Hit Die with Disadvantage, recover that much mana. Doesn't stack.
Mana Lotion. Administer during a Field Rest to expend and roll a Hit Die, recover that much mana. Doesn't stack.
Greater Mana Lotion. Administer during a Field Rest to expend and roll a Hit Die; recover that much +KEY mana. Doesn't stack.
Supreme Mana Lotion. Administer during a Field Rest to expend and roll up to two Hit Dice; recover that much +KEY mana. Doesn't stack.
Supreme Mana Lotion. Administer during a Field Rest to expend and roll up to two Hit Dice; recover that much +(KEY×2) mana. Doesn't stack.
Made by some variety of highly-lax mage whose name is lost to history, these lotions sooth the mind as opposed to the body. They see occasional use as a sleeping or anxiety aid.
Lesser Mana Powder. Action: All creatures in Reach 4 recover 1 mana, creatures without mana instead lose 1 HP.
Mana Powder. Action: All creatures in Reach 4 recover 3 mana, creatures without mana instead lose 3 HP.
Greater Mana Powder. Action: All creatures in Reach 4 recover 5 mana, creatures without mana instead lose 5 HP.
Supreme Mana Powder. Action: All creatures in Reach 4 recover 7 mana, creatures without mana instead lose 7 HP.
Omega Mana Powder. Action: All creatures in Reach 4 recover 9 mana, creatures without mana instead lose 9 HP.
No one's sure where Mana Powder came from, exactly. It can be addictive to those who wield magic; for those who don't, the adverse side-effects are more... immediate.
Lesser Mana Salve. Administer during a Field Rest to gain 1 mana the next time you roll Initiative (this expires if unused). Doesn't stack.
Mana Salve. Administer during a Field Rest to gain 3 mana the next time you roll Initiative (this expires if unused). Doesn't stack.
Greater Mana Salve. Administer during a Field Rest to gain 5 mana the next time you roll Initiative (this expires if unused). Doesn't stack.
Supreme Mana Salve. Administer during a Field Rest to gain 7 mana the next time you roll Initiative (this expires if unused). Doesn't stack.
Omega Mana Salve. Administer during a Field Rest to gain 9 mana the next time you roll Initiative (this expires if unused). Doesn't stack.
These ointments are used around the eyes and temples to prevent headaches. It's not uncommon for them to be drawn in ritualistic manners by small, magic-wielding communities.
Lesser Mana Tincture. Action: Drink or administer to recover KEY+2 mana. Spells are rolled with Disadvantage this encounter.
Mana Tincture. Action: Drink or administer to recover KEY×2 Mana. Spells are rolled with Disadvantage this encounter.
Greater Mana Tincture. Action: Drink or administer to recover KEY×3 Mana. Spells are rolled with Disadvantage this encounter.
Supreme Mana Tincture. Action: Drink or administer to recover KEY×4 Mana. Spells are rolled with Disadvantage this encounter.
Omega Mana Tincture. Action: Drink or administer to recover KEY×5 Mana. Spells are rolled with Disadvantage this encounter.
For particularly groovy mages, this beverage was created; it doesn't have a particularly strong taste, but the after effects are still potent. Amongst Dwarves, these drinks are referred to as "Smart Stout."
Lesser Mana Tonic. Action: Pour or throw (Range 4) to recover 1 Mana for 3 rounds. Doesn't stack.
Mana Tonic. Action: Pour or throw (Range 4) to recover 3 Mana for 3 rounds. Doesn't stack.
Greater Mana Tonic. Action: Pour or throw (Range 4) to recover 4 Mana for 3 rounds. Doesn't stack.
Supreme Mana Tonic. Action: Pour or throw (Range 4) to recover 5 Mana for 3 rounds. Doesn't stack.
Omega Mana Tonic. Action: Pour or throw (Range 4) to recover 6 Mana for 3 rounds. Doesn't stack.
These tonics were originally invented to allow novice spellcasters to practice continual use of magic, until it was discovered how useful they were outside of teaching as well.
6 uses, you and enemies in Reach 4 can't attack each other until the start of your next turn?
"peaceful" condition
???
Nimble-ified version of the Bag of Holding, with bees!
Wax-Sealed. +6 inventory slots. Action: Throw an item cell (Range 8), the item is released upon landing.
Rarity Upgrade: +3 inventory slots.
A Satchel created from Beehemoth hive's beeswax, it maintains the wax's capacity to compress and seal objects into translucent honeycomb cells.
1d8+STR Slashing. On crit: target makes a STR save. They are repulsed by the scent on fail, spending all of their movement trying to get as far from you as possible.
This Longsword–well, it's shaped like a Longsword–seems to always be effusing a particularly potent scent. Strangely, the scent differs for each creature that smells it, and is always a scent the creature in question finds mildly repulsive.