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THE ASTRAL HAMMER

THE ASTRAL HAMMER


“...forged in the heart of Celestial Fire...”

Rules:
Grants Advantage on Attack Rolls. Deals
+1 Damage to Goblins
“...powered by lasers entwined in a star...”
CALIBOURNE
CALIBOURNE
The Sword of the Lost King

Rules:
Grants Advantage on Attack Rolls & the
Charismatic Trait
“You can find it distributed by a mystical lady
in a lake.”
BESERKER’S FURS
BESERKER’S FURS
Battleworn Furs of a Legendary
Barbarian Queen

Rules:
All your Attacks are made with
Disadvantage, but deal 3 damage.
“So...angry....”
VIAL OF UNICORN TEARS
VIAL OF UNICORN TEARS
Blessed Salve

Rules:
Once per day, whomever drinks or
applies the contents restores 3 Hit Points
“Tears of a unicorn, lost in the rain.”
CRYSTAL BATTLEAXE
CRYSTAL BATTLEAXE
It channels the Cosmic Rage

Rules:
Only useable by Dwarves. Attacks deal
+1 damage
It glows with inner beams of light.
GOBLIN GREATSWORD
GOBLIN GREATSWORD
Uh....what?

Rules:
Only useable by Goblins. Attacks deal
+1 damage and have disadvantage
It’s an impractical sword for minuscule goblins...
DARKSTAR STEED
DARKSTAR STEED
A steed born of the void between stars
in the night sky.

Rules:
Once per day as an action, you may
summon a flying void-stallion. It will let
you ride it for 2 hours. It moves twice as
fast as a normal horse
For the king, ride through the dark galactic skies
RUBY CROWN OF FLAME
RUBY CROWN OF FLAME
A armored diadem of rubies and
authority.

Rules:
Your Weapons are wreathed in fire,
dealing +1 damage
It lives with Unholy Fire.
IMMORTAL WARRIOR ARMOR
IMMORTAL WARRIOR ARMOR
Proven through Centuries

Rules:
You gain +3 Hit Points when wearing
this armor
Worn by a hero who quested into the west...
ORB OF UNENDING LIGHT
ORB OF UNENDING LIGHT
Light to see by

Rules:
You can hold this torch aloft in one hand,
and it shines light like a torch.
Older than you know, it’s the last beating heart of
a primordial.
YEOMAN’S BOW
YEOMAN’S BOW
Wielded by a famous outlaw

Rules:
You may choose to attack with
Disadvantage three times with one action
when using this bow. You may not use this
action more than once per round.
As long as no one rides a shield down stairs....
SPEAR OF THE TITAN
SPEAR OF THE TITAN
Forged from the bones of the world

Rules:
This spear always returns to your hand at
the end of the action in which you throw it.
Swirling with runes, it howls as it flies through
the air.
WRAPS OF THE GRANDMASTER
WRAPS OF THE GRANDMASTER
Leather Wraps of Wisdom

Rules:
Grants the Martial Artist Trait.
There is history and wisdom in these simple
wraps.
EVERFLOWING FLASK
EVERFLOWING FLASK
Is it really that useful?

Rules:
This flask never runs out of alcohol. The
wielder chooses which type it has in it.
I mean, Grav really likes it...
HAMMER OF THE ANVIL QUEEN
HAMMER OF THE ANVIL QUEEN
Ancient and Resourceful.

Rules:
Grants the Blacksmith Trait. If thrown, it
always returns to the wielder’s hand at
the end of their turn.
It seems to know more about smithing than you...
COWL OF THE VIGILANTE
COWL OF THE VIGILANTE
You can be their fear...

Rules:
Grants the Stealthy and Opportunist
Trait.
“Swear to me...”
WARDEN’S SHIELD
WARDEN’S SHIELD
Ensourcelled to preserve life.

Rules:
You may impose Disadvantage on an
attack against an ally adjacent to you. If
the attack still hits, you suffer the effects
of the attack.
It just keeps jumping in the way...
VAMPIRICSWORDOFVENGENCE
VAMPIRIC SWORD OF
VENGENCE
It thirsts...

Rules:
If you damage an enemy who harmed
you on their turn, you deal +1 damage
and Heal 1 Hit Point.
Created with the ashes of a Vampire lord.
LUCKY RING
LUCKY RING
It holds the stored luck of eons

Rules:
You gain the Lucky Trait, but may use it
twice per session.
It’s forged of condensed luck...
GOGGLES OF NIGHT
GOGGLES OF NIGHT
A strange alchemical creation...

Rules:
You gain the Dark-fighter Trait.
They fit nicely, but make you look kinda bug-eyed.
TEN-LEAGUE BOOTS
TEN-LEAGUE BOOTS
Mystical Travelling Boots

Rules:
You gain the Fleet of Foot Trait.
They are snug and worn but never seem to need
repair.
SCROLL OF RENDING
SCROLL OF RENDING
Rules:
Scroll-Reader Only. Deal 3 damage to
1 enemy.
SCROLL OF RESURRECTION
SCROLL OF
RESURRECTION
Rules:
Scroll-Reader Only. Restore to life a
single individual whose been dead
less than 1 month. The Scroll-Reader
permanently loses 1 Hit Point.
SCROLL OF DISPEL
SCROLL OF DISPEL
Rules:
Scroll-Reader Only. Negate one magical
effect or trap.
SCROLL OF LESSER SUMMONING
SCROLL OF LESSER
SUMMONING
Rules:
Scroll-Reader Only. Summon 4 Fodder
Threats from the Bestiary to aid you for
1 hour or until dead.
SCROLL OF GREATER SUMMON
SCROLL OF GREATER
SUMMON
Rules:
Scroll-Reader Only. Summon 1 High
Threat from the Bestiary to aid you for 1
hour or until dead.
SCROLL OF PROTECTION
SCROLL OF PROTECTION
Rules:
Scroll-Reader Only. All attacks against
you for 6 turns suffer Disadvantage. This
overrides all forms of Advantage (even
Magical)
SCROLL OF DESTRUCTION
SCROLL OF DESTRUCTION
Rules:
Scroll-Reader Only. Everything within
sight of you suffers 6 damage. You
suffer 1d6+3 damage.
SCROLL OF LIFE
SCROLL OF LIFE
Rules:
Scroll-Reader Only. All allies within sight
of you heal 4 Hit Points.
SCROLL OF PROPHECY
SCROLL OF PROPHECY
Rules:
Scroll-Reader Only. You gain Advantage
on your next 6 Tests. This overrides all
forms of Disadvantage.
TOME OF THE LICH
TOME OF THE LICH
Rules:
One use. The reader permanantly gains
the Necromancer Trait
TOME OF THE PRIEST
TOME OF THE PRIEST
Rules:
One use. The reader permanantly gains
the Healer Trait.
TOME OF GIANT’S STRENGTH
TOME OF GIANT’S
STRENGTH
Rules:
One use. The reader permanantly gains
the Strong Trait.
TOME OF THE WILDERLANDS
TOME OF THE
WILDERLANDS
Rules:
One use. The reader permanantly gains
the Beastspeaker Trait.
TOME OF KNOWLEDGE
TOME OF KNOWLEDGE
Rules:
One use. The reader permanantly gains
the Educated Trait.
POTION OF HEALING
POTION OF HEALING
Rules:
One use. Restores 2 Hit Points
POTION OF HEALING
POTION OF HEALING
Rules:
One use. Restores 2 Hit Points
POTION OF HEALING
POTION OF HEALING
Rules:
One use. Restores 2 Hit Points
POTION OF FIRE BREATHING
POTION OF FIRE
BREATHING
Rules:
One use. After you drink it, your next
Action can be a ranged attack that deals
2 damage.
POTION OF CELERITY
POTION OF CELERITY
Rules:
One use. You gain one extra Action on
this turn and your next turn.
POTION OF ACCURACY
POTION OF ACCURACY
Rules:
One use. Your next Attack gains
Advantage.
POTION OF MIGHT
POTION OF MIGHT
Rules:
One Use. You gain the Strong Trait until
your next turn.
POTION OF DEFT TOUCH
POTION OF DEFT
TOUCH
Rules:
One use. You gain the Nimble Fingers
trait until your next turn.
POTION OF LUCK
POTION OF LUCK
Rules:
One use. You may reroll your next Test
if it fails.
POTION OF MEMORY
POTION OF MEMORY
Rules:
One use. You gain the Eidetic Memory
Trait until your next turn.
POTION OF FORTITUDE
POTION OF
FORTITUDE
Rules:
One use. You gain Advantage on your
next Save Test
POTION OF GRACE
POTION OF GRACE
Rules:
One use. You gain the Acrobat Trait until
your next turn.
POTION OF RAGE
POTION OF RAGE
Rules:
One use. Your next Attack deals +1
damage.
POTION OF READINESS
POTION OF READINESS
Rules:
One use. You gain Vigilant until your next
Turn.
POTION OF PRESENCE
POTION OF PRESENCE
Rules:
One use. You gain the Charismatic Trait
until your next turn.
POTION OF PERCEPTION
POTION OF PERCEPTION
Rules:
One use. You gain Insightful and
Percpetive Traits until your next turn.
POTION OF CURSES
POTION OF CURSES
Rules:
One use. You may throw this potion as
a Ranged attack. If successful, the target
suffers Disadvantage on all their actions
on their next turn.

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