Everdawn DM
Chainmail Shirt: Requires 2 STR to wear.
Defense: 9+DEX (max 2).
Enchanted to remain immaculately clean; It cannot tarnish or stain.
Half Plate: Requires 3 STR to wear.
Defense: 14.
Enchanted to remain immaculately clean; It cannot tarnish or stain.
Ox-Hide Defense: 4+DEX
Enchanted to remain immaculately clean; It cannot tarnish or stain.
Melee: 1d6+DEX Bludgeoning Damage.
Thrown: Range 8, 1d6+10 DEX Save - Target Restrained & Prone on failure.
Cost 10gp.
Restrains Small - Med creatures. Large creatures have Adv to Saves.
A stimulant consumed with food to protect from erosion on the inside.
Consume: Make STR Save (Adv with Food). Take Acid Damage at 20 minus STR Save.
- Failure by 10+ results in -1 STR for 1hr.
Effect: For 1hr, choose +1 DEX, +1 INT, or Adv to a Proficient Skill (hyperfixation).
- Nausea resists further food, drink, or potion consumption. DC12 STR/WIL Save.
Azuresalt is a common alternative substance exchanged in Universities and Wizards Towers.
Action: Play the bagpipes and become loudly Invisible.
Requires use of both hands.
This item does not require proficiency for its effect; only loud, obnoxious noise.
A flavorless, gelatinous bead that transforms most liquids into cold, drinkable water.
Only useful when dissolved in non-magical or non-toxic liquids. Converts liquids up to 1 gallon in size, per bead. It may also be swallowed whole to quench an average day's thirst (converting stomach contents).
Action: Throw - Target must make a DC-12 WIL Save to resist the urge to catch.
Failure may force dropping a held item to catch the stone as a free reaction.
Remember, any free hand may catch the stone without disarming. If two items are held, the dominant hand may disarm. If a two-handed item is held, both hands may disarm.
Ability: 1/Long Rest, the wearer senses impending danger. Add 1d8 to Initiative.
Consider donning proper gear to assess scene safety.
Reaction, Once Per Encounter.
Before Interposing or after Defending (after damage), hop up to your Speed in any direction for free.
Action: While worn, the wearer may encourage the cloak to billow dramatically, as if caught in a strong wind.
The cloak's flare is purely aesthetic, and its movement is subject to the wearer's preference.
Action: Chew for +1 Temp HP.
Salvia Tea: +4 Temp HP.
1 plant produces bitter tea for 4 individuals.
Temp HP lasts until long-rest and does not stack.
Common Salvia is a standard ingredient for Basic Healing Potions.
Action: Consume for 1hr of mild warming.
This pepper is a favored ingredient for foods and potions in Nightfall. It's a standard ingredient in Freezy-Hot.
Action: 1d4+DEX Magical/Piercing. Light, Thrown 4.
Merely a common dagger, except... it leaves behind no marks of its damage.
Action: Consume (addictive) drug.
Effect: Effect begins in CONd10 minutes and lasts 8hrs. Magic Sensitivity, Hallucinations, and a free short rest are then activated.
Hallucinations require Insight to navigate.
In Combat: Attack at D-Adv unless Magic Sensitivity is helpful (Adv to Displacement).
A long, thin hallucinogenic mushroom found in Everdawn and Daybreak whose cap resembles a crown of daisy petals.
Whenever Wounded all adjacent enemies are Dazed by soporific spores.
Action: Consume addictive drug, take 1d6 Poison damage, & choose 1 effect.
Effects: For 1hr, Reroll 1 Attack per Round. OR... Examination/Perception have Adv.
Natural Stimulant native to Nightfall and Everdawn whose leaves fortify local fauna.
Action: Chew for +1 to any single INT Skill.
Elderthistle Tea: +3 INT Skill.
Effect lasts 1hr and does not stack.
1 plant produces floral tea for 4 individuals.
Elderthistle Tea is a common beverage for bureaucrats, students, and craftsmen.
Action: Consume for +2 to Might.
Cooking doubles this effect for 1 serving.
Effect diminishes -1 per hour.
Valued by athletes, soldiers, and heroes, Enduracaps are modestly difficult to come by. They're better reserved for STR potions.
This spellbook and its contents cannot be damaged by water, fire, or age.
This item is still susceptible to magical damage or intentional alteration by mundane means.
Ability: All who see it worn are compelled to compliment it upon first encounter.
Cursed: Upon compliment, the moustache falls off the wearer.
This glorious disguise mustache failed its Quality Assurance evaluation.
Flame Dart Cantrip, 1 Action, Single Target
- Range 8, 1d10.
On crit: Smoldering.
High Levels: +5 damage every 5 levels.
A white glove featuring red stitching of glyphs and an ancient language on the back of the hand.
1 Action to consume or apply, then...
Consumed: The user swaps all hot & cold damage, taken or dealt.
Applied: As a topical salve, heal or prevent burns or frostbite (2d4+4 healing/temp hp).
Sourced from a proprietary blend of organic Moonberry, Mendberry, and Crimson Valley Pepper, this potion may also act as a topical salve for the everyday aches and pains of your muscles and joints!
Action: Flip a coin. Heads is a Nat-20; Tails is a Nat-1.
This (un)lucky coin tempts fate to deliver an excellent or awful experience. Are you feeling lucky?
1 Action: 1 Bite, heal 4d8+8 with D-Adv.
2 Actions: 2 Bites, heal 4d8+8.
3 Actions: 3 Bites, heal 40hp OR 1 Wound.
A perfect apple displaying a bright golden radiance; This is no ordinary fruit. Arepo Orchards cultivates their product with one special ingredient: love.
1 Action: 1 Bite, grants only half Haste for 30 seconds (5 Rounds).
3 Actions: 3 Bites, grants full Haste for 1 minute (10 Rounds).
A small green apple with lightning blue striations; This is no ordinary fruit. Arepo Orchards cultivates their product with one special ingredient: love.
This carpenter's hammer is entirely silent, but only for carpentry - striking nails and wood.
Damage: 1d6+STR Bludgeoning. Properties: Range 4, Thrown.
While worn, this wide-brimmed hat is enchanted to cool the wearer in hot environments. It can be worn on top of a helmet.
Useful across Daybreak. But in Brightward, an additional cooling method is necessary.
No Actions; No Message Limits
A simple, matched set of enchanted jewelry worn on the ear. While worn, wearers can verbally communicate with one another no matter the distance.
Lesser versions exist limited by distance and message length, but true Hear-rings are invaluable and rare.
Action: Name any non-magical food seasoning, then reach for a pinch. This expends 1 charge.
This belt pouch appears empty and has 10 charges. Each charge seasons a single meal.
Regain 1d6+4 expended charges after the wearer's long-rest.
Action: Activate (or deactivate) the rod.
The Immovable Rod affixes to any position or suspension once activated.
A small gemstone button is placed upon an otherwise non-descript 2ft pole. The Immovable Rod may support up to 4 tonnes.
Action: 2d6+STR Bludgeoning.
Properties: 2-handed, Reach 2 (Req. 2 STR), Ruinous, Viscious against unarmored and cavalry.
This fearsome war club, up to 2-meters long, is carved from dense wood and reinforced with iron spikes. It is designed to shatter armor, crush bones, and dismount cavalry.
Action: Chew for +1 to any single DEX Skill.
Licorice Tea: +2 DEX Skill OR +1 Speed.
Effect lasts 1hr and does not stack.
1 plant produces mild tea for 4 individuals.
Roots to the common Licorice-Shrub, this is a standard ingredient for Potions of Haste.
Action: Pull 1 animal (rabbit, pigeon, or dove) out of the hat, 1/day.
It's fun at parties for all ages! Unfortunately, the hat offers no help controlling the animals.
Action: Eat to recover 1 HP.
Mendberries, while mild in effect, are commonly gathered for basic Healing Potions.
Each mirror always displays its opposite's reflection.
These ornate mirrors are sold adjoined as a matched set. Together, they appear as a single useless mirror with see-through glass.
Action: Eat to Adv next Hit Die recovery.
As a topical paste, multiple Moonberries may heal fire damage by +1 per berry used.
Moonberries, tasting mildly of mint, are often gathered to aid sleep or remain cool.
Properties: Magic Animus, and Casts Light.
Light Radius depends on stone size:
Chip (1), Stone (5), Heavy Stone (12), and Gigantic (30).
Moonstones come in a variety of sizes & shapes, but all shine a radiant, pale moonlight, and all draw magic toward them.
Requires Attunement. The attuned wearer accesses Fire Spellcasting alongside the user's Primary Spellcasting tier.
Shift Appearance to reflect any other Ancestry (10 minute transformation).
2 Shifting Skill Points during this transformation.
Shifting within 10 minutes risks a Wound (DC-12 STR/WIL Save).
Action: Flipping this enchanted coin will always result in it landing on its edge.
Some blokes say it's worthless, but those blokes ain't never seen how thick-of-skull my cousin is, 'specially after a few pints.
A simple stuffed animal that, when slept with, guarantees only pleasant dreaming from the holder.
This item only affects common dreams. It does not interfere with divine visions or other magical dream effects.
Ability: This simple stone will always return to the safety of its most recent pocket-home.
Simply draw on a pair of eyes, and you'll have a lifelong pet that your dumb kid can't possibly starve or lose.
Open/Fold: 1 Action each - (Un)fold the cloth to create or close a 2x2 circular hole.
Retrieve: 1 Action - Grab any single item present, if the fabric is already open.
Escape: 1 Attempt/Minute, DC17 STR Save - If enclosed, 1 Med or smaller creature has 10 (+/- STR) minutes of air.
A pitch-black silken cloth that can fold into a handkerchief or open into a 2x2 circular sheet/extra-dimensional hole.
Kindly do not place a Portable Hole within another extra-dimensional item -- else reality may begin to collapse within itself until its cracks fill.
ACTION. Consume (or administer to an adjacent creature) to induce an Instant Long Rest.
The user is unable to awaken for 7 hours and heals STR or WIL wounds (or at least 1).
1 Action: 1 Bite, heal 2d4+4 with D-Adv.
2 Actions: 2 Bites, heal 2d4+4.
3 Actions: 3 Bites, heal 12hp.
A simple red apple with a slight radiance; This is no ordinary fruit. Arepo Orchards cultivates their product using one special ingredient: love.
Action: 1d4+DEX Slashing (or Piercing).
Ability: Versus Prone enemies, 1d4+DEX+20.
Properties: Vicious, Corrupting.
Redcaps are often found armed with a cursed iron sickle, typically featuring a wicked spear-tip at the base. Some say the sickle itself corrupted these creatures.
Action: 1d6+STR Bludgeoning (or Piercing) damage.
Ability: On damage, Prone.
Requirements: +1 STR, Small Creature Size.
Properties: Heavy, +1 Defense.
Redcaps are usually seen wearing spiked iron boots. How are those little freaks so nimble in these things?
Delicate spectacles with multiple sets of enchanted lenses.
Rose: Adv to WIL skills and saves.
Verdant: +5 to the Naturecraft skill.
Opalescent: Visible auras surround active magic & magic items (not creatures).
Amber: Grants Darkvision as normal sight.
Obsidian: Grants normal vision to Darkvision creatures & immunity to the blinded condition.
While worn, any DEX Save or physical damage will break the worn lenses upon a nat-1 DEX Save.
This quiver absorbs spells to later be drawn into an arrow and shot once by the wielder.
The number of spells charging the quiver is limited to the make/cost of the item.
For damaging spells, the archer's standard attack roll behaves as the primary roll.
Secondary magical effects roll separately to take effect, only if the arrow hits.
Action: Expend 1 charge and sprout a flower from soil within reach (5ft), or from the staff itself.
This staff has 10 charges. Its flowers are harmless and non-magical, and they grow or wither as normal flowers would.
Regain 1d6+4 expended charges after the wielder's long-rest. Roll a d20 after expending all charges. On a 1, the staff erupts into flower petals and is lost forever.
Action: Chew to heal 1d6 Lightning Damage.
Staticweed Tea: Heal +6 Lightning Damage, and resist it until next Long-Rest.
1 Staticweed produces only 1 serving of tea.
Staticweed is found in environments roiled by storm-weather.
Use: Record up to 1 minute of speech and throw it to any creature who has held it before. Regardless of distance, it will find its target eventually, dead or alive...
An unassuming stone. Watch out for its return!
Action: Chew to heal 1d6 Necrotic Damage.
Sundaisy Tea: Heal +6 from Necrotic Damage and resist it for 1hr.
1 Sundaisy produces only 1 serving of tea.
Sundaisy Tea is a favored beverage for adventurers, clergy, and haunted folk.
Properties: Magic Animus, and Casts Light.
Light Radius depends on stone size:
Chip (1), Stone (5), Heavy Stone (12), and Gigantic (30).
Sunstones come in a variety of sizes & shapes, but all shine a radiant, golden sunlight, and all draw magic toward them.
Action: Expend a charge to ignite the tip of the wand. 1 Charge/Wand.
The wand makes for great kindling, but is an awfully inefficient use of enchantment.
Action: Wielder casts Enlarge on any land or water fowl.
Effect lasts 8 hours, or the destruction of the wand.
Five maximum charges, recharging 1/week.
Ever play Chick, Chick, Roost as a kid? Now here's a crazy idea...
When consumed, this thick syrup encourages raw, bestial behavior.
Action: Consume addictive drug, then take 2d8 Poison damage.
- DC-12 STR/INT Save, or -2 INT for 1hr.
Effect: For 1hr, add +1 to STR or DEX.
This naturally occurring Feywild willow sap is preferred by some fey in combat. It is toxic to non-fey.