Gambeson Armor
Armor — Tier 1
Equipment
Elundrian Chain Armor
Armor — Tier 2
Base Thresholds: 9 / 21
Base Score: 4
Warded: You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds.
Harrowbone Armor
Armor — Tier 2
Base Thresholds: 9 / 21
Base Score: 4
Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot.
Irontree Breastplate Armor
Armor — Tier 2
Base Thresholds: 9 / 20
Base Score: 4
Reinforced: When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot.
Runetan Floating Armor
Armor — Tier 2
Base Thresholds: 9 / 20
Base Score: 4
Shifting: When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage.
Rosewild Armor
Armor — Tier 2
Base Thresholds: 11 / 23
Base Score: 5
Hopeful: When you would spend a Hope, you can mark an Armor Slot instead.
Tyris Soft Armor
Armor — Tier 2
Base Thresholds: 8 / 18
Base Score: 5
Quiet: You gain a +2 bonus to rolls you make to move silently.
Dragonscale Armor
Armor — Tier 3
Base Thresholds: 11 / 27
Base Score: 5
Impenetrable: Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress.
Spiked Plate Armor
Armor — Tier 3
Base Thresholds: 10 / 25
Base Score: 5
Sharp: On a successful attack against a target within Meleerange, add a d4 to the damage roll.
Bladefare Armor
Armor — Tier 3
Base Thresholds: 16 / 39
Base Score: 6
Physical: You can’t mark an Armor Slot to reduce magic damage.
Monett’s Cloak
Armor — Tier 3
Base Thresholds: 16 / 39
Base Score: 6
Magic: You can’t mark an Armor Slot to reduce physical damage.
Runes of Fortification
Armor — Tier 3
Base Thresholds: 17 / 43
Base Score: 6
Painful: Each time you mark an Armor Slot, you must mark a Stress.
Full Fortified Armor
Armor — Tier 4
Base Thresholds: 15 / 40
Base Score: 4
Fortified: When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one.
Veritas Opal Armor
Armor — Tier 4
Base Thresholds: 13 / 36
Base Score: 6
Truthseeking: This armor glows when another creature within Closerange tells a lie.
Dunamis Silkchain
Armor — Tier 4
Base Thresholds: 13 / 36
Base Score: 7
Timeslowing: Mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack.
Halberd
Primary weapon — Tier 1
Trait: Strength
Range: Very Close
Damage: d10 + 2 — Physical
Burden: Two-Handed
Cumbersome: −1 to Finesse
Spear
Primary weapon — Tier 1
Trait: Finesse
Range: Very Close
Damage: d10 + 2 — Physical
Burden: Two-Handed
Cumbersome: −1 to Finesse
Hammer of Exota
Primary weapon — Tier 2
Trait: Instinct
Range: Melee
Damage: d8 + 6 — Magical
Burden: Two-Handed
Eruptive: On a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a reaction roll (14) or take half damage.
Keeper’s Staff
Primary weapon — Tier 2
Trait: Knowledge
Range: Far
Damage: d6 + 4 — Magical
Burden: Two-Handed
Reliable: +1 to attack rolls
Bladed Whip
Primary weapon — Tier 2
Trait: Agility
Range: Very Close
Damage: d8 + 3 — Physical
Burden: One-Handed
Quick: When you make an attack, you can mark a Stress to target another creature within range.
Finehair Bow
Primary weapon — Tier 2
Trait: Agility
Range: Very Far
Damage: d6 + 5 — Physical
Burden: Two-Handed
Reliable: +1 to attack rolls
Improved Broadsword
Primary weapon — Tier 2
Trait: Agility
Range: Melee
Damage: d8 + 3 — Physical
Burden: One-Handed
Reliable: +1 to attack rolls
Improved Halberd
Primary weapon — Tier 2
Trait: Strength
Range: Very Close
Damage: d10 + 5 — Physical
Burden: Two-Handed
Cumbersome: −1 to Finesse
Improved Spear
Primary weapon — Tier 2
Trait: Finesse
Range: Very Close
Damage: d10 + 5 — Physical
Burden: Two-Handed
Cumbersome: −1 to Finesse
Steelforged Halberd
Primary weapon — Tier 2
Trait: Strength
Range: Very Close
Damage: d8 + 4 — Physical
Burden: Two-Handed
Scary: On a successful attack, the target must mark a Stress.
Urok Broadsword
Primary weapon — Tier 2
Trait: Finesse
Range: Melee
Damage: d8 + 3 — Physical
Burden: One-Handed
Deadly: When you deal Severe damage, the target must mark an additional HP.
War Scythe
Primary weapon — Tier 2
Trait: Finesse
Range: Very Close
Damage: d8 + 5 — Physical
Burden: Two-Handed
Reliable: +1 to attack rolls
Runes of Ruination
Primary weapon — Tier 3
Trait: Knowledge
Range: Very Close
Damage: d20 + 4 — Magical
Burden: One-Handed
Painful: Each time you make a successful attack, you must mark a Stress.
Widogast Pendant
Primary weapon — Tier 3
Trait: Knowledge
Range: Close
Damage: d10 + 5 — Magical
Burden: One-Handed
Timebending: You choose the target of your attack after making your attack roll.
Advanced Broadsword
Primary weapon — Tier 3
Trait: Agility
Range: Melee
Damage: d8 + 6 — Physical
Burden: One-Handed
Reliable: +1 to attack rolls
Advanced Halberd
Primary weapon — Tier 3
Trait: Strength
Range: Very Close
Damage: d10 + 8 — Physical
Burden: Two-Handed
Cumbersome: −1 to Finesse
Advanced Spear
Primary weapon — Tier 3
Trait: Finesse
Range: Very Close
Damage: d10 + 8 — Physical
Burden: Two-Handed
Cumbersome: −1 to Finesse
Bravesword
Primary weapon — Tier 3
Trait: Strength
Range: Melee
Damage: d12 + 7 — Physical
Burden: Two-Handed
Brave: −1 to Evasion; +3 to Severe damage threshold
Double Flail
Primary weapon — Tier 3
Trait: Agility
Range: Very Close
Damage: d10 + 8 — Physical
Burden: Two-Handed
Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
Hammer of Wrath
Primary weapon — Tier 3
Trait: Strength
Range: Melee
Damage: d10 + 7 — Physical
Burden: Two-Handed
Devastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die.
Labrys Axe
Primary weapon — Tier 3
Trait: Strength
Range: Melee
Damage: d10 + 7 — Physical
Burden: Two-Handed
Protective: +1 to Armor Score
Meridian Cutlass
Primary weapon — Tier 3
Trait: Presence
Range: Melee
Damage: d10 + 5 — Physical
Burden: One-Handed
Dueling: When there are no other creatures within Closerange of the target, gain advantageon your attack roll against them.
Fusion Gloves
Primary weapon — Tier 4
Trait: Knowledge
Range: Very Far
Damage: d6 + 9 — Magical
Burden: Two-Handed
Bonded: Gain a bonus to your damage rolls equal to your level.
Midas Scythe
Primary weapon — Tier 4
Trait: Knowledge
Range: Melee
Damage: d10 + 9 — Magical
Burden: Two-Handed
Greedy: Spend a handful of gold to gain a +1 bonus to your Proficiencyon a damage roll.
Thistlebow
Primary weapon — Tier 4
Trait: Instinct
Range: Far
Damage: d6 + 13 — Magical
Burden: Two-Handed
Reliable: +1 to attack rolls
Aantari Bow
Primary weapon — Tier 4
Trait: Finesse
Range: Far
Damage: d6 + 11 — Physical
Burden: Two-Handed
Reliable: +1 to attack rolls
Extended Polearm
Primary weapon — Tier 4
Trait: Finesse
Range: Very Close
Damage: d8 + 10 — Physical
Burden: Two-Handed
Long: This weapon’s attack targets all adversaries in a line within range.
Impact Gauntlet
Primary weapon — Tier 4
Trait: Strength
Range: Melee
Damage: d10 + 11 — Physical
Burden: One-Handed
Concussive: On a successful attack, you can spend a Hope to knock the target back to Far range.
Legendary Broadsword
Primary weapon — Tier 4
Trait: Agility
Range: Melee
Damage: d8 + 9 — Physical
Burden: One-Handed
Reliable: +1 to attack rolls
Legendary Halberd
Primary weapon — Tier 4
Trait: Strength
Range: Very Close
Damage: d10 + 11 — Physical
Burden: Two-Handed
Cumbersome: −1 to Finesse
Legendary Spear
Primary weapon — Tier 4
Trait: Finesse
Range: Very Close
Damage: d10 + 11 — Physical
Burden: Two-Handed
Cumbersome: −1 to Finesse
Sledge Axe
Primary weapon — Tier 4
Trait: Strength
Range: Melee
Damage: d12 + 13 — Physical
Burden: Two-Handed
Destructive: −1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress.
Swinging Ropeblade
Primary weapon — Tier 4
Trait: Presence
Range: Close
Damage: d8 + 9 — Physical
Burden: Two-Handed
Grappling: On a successful attack, you can spend a Hope to Restrain the target or pull them into Meleerange with you.
Tower Shield
Secondary weapon — Tier 1
Trait: Strength
Range: Melee
Damage: d6 — Physical
Burden: One-Handed
Barrier: +2 to Armor Score; −1 to Evasion
Whip
Secondary weapon — Tier 1
Trait: Presence
Range: Very Close
Damage: d6 — Physical
Burden: One-Handed
Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Closerange.
Improved Round Shield
Secondary weapon — Tier 2
Trait: Strength
Range: Melee
Damage: d4 + 2 — Physical
Burden: One-Handed
Protective: +2 to Armor Score
Improved Tower Shield
Secondary weapon — Tier 2
Trait: Strength
Range: Melee
Damage: d6 + 2 — Physical
Burden: One-Handed
Barrier: +3 to Armor Score; −1 to Evasion
Improved Whip
Secondary weapon — Tier 2
Trait: Presence
Range: Very Close
Damage: d6 + 2 — Physical
Burden: One-Handed
Startling: Mark a Stress to crack the whip and force all adversaries within Meleerange back to Closerange.
Spiked Shield
Secondary weapon — Tier 2
Trait: Strength
Range: Melee
Damage: d6 + 2 — Physical
Burden: One-Handed
Double Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range
Advanced Round Shield
Secondary weapon — Tier 3
Trait: Strength
Range: Melee
Damage: d4 + 4 — Physical
Burden: One-Handed
Protective: +3 to Armor Score
Advanced Shortsword
Secondary weapon — Tier 3
Trait: Agility
Range: Melee
Damage: d8 + 4 — Physical
Burden: One-Handed
Paired: +4 to primary weapon damage to targets within Melee range
Advanced Tower Shield
Secondary weapon — Tier 3
Trait: Strength
Range: Melee
Damage: d6 + 4 — Physical
Burden: One-Handed
Barrier: +4 to Armor Score; −1 to Evasion
Advanced Whip
Secondary weapon — Tier 3
Trait: Presence
Range: Very Close
Damage: d6 + 4 — Physical
Burden: One-Handed
Startling: Mark a Stress to crack the whip and force all adversaries within Meleerange back to Closerange.
Buckler
Secondary weapon — Tier 3
Trait: Agility
Range: Melee
Damage: d4 + 4 — Physical
Burden: One-Handed
Deflecting: When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your Armor Score against the attack.
Powered Gauntlet
Secondary weapon — Tier 3
Trait: Knowledge
Range: Close
Damage: d6 + 4 — Physical
Burden: One-Handed
Charged: Mark a Stress to gain a +1 bonus to your Proficiencyon a primary weapon attack.
Braveshield
Secondary weapon — Tier 4
Trait: Agility
Range: Melee
Damage: d4 + 6 — Physical
Burden: One-Handed
Sheltering: When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage.
Knuckle Claws
Secondary weapon — Tier 4
Trait: Strength
Range: Melee
Damage: d6 + 8 — Physical
Burden: One-Handed
Doubled Up: When you make an attack with your primary weapon, you can deal damage to another target within Melee range.
Legendary Round Shield
Secondary weapon — Tier 4
Trait: Strength
Range: Melee
Damage: d4 + 6 — Physical
Burden: One-Handed
Protective: +4 to Armor Score
Legendary Tower Shield
Secondary weapon — Tier 4
Trait: Strength
Range: Melee
Damage: d6 + 6 — Physical
Burden: One-Handed
Barrier: +5 to Armor Score; −1 to Evasion.
Legendary Whip
Secondary weapon — Tier 4
Trait: Presence
Range: Very Close
Damage: d6 + 6 — Physical
Burden: One-Handed
Startling: Mark a Stress to crack the whip and force all adversaries within Meleerange back to Closerange.
Primer Shard
Secondary weapon — Tier 4
Trait: Instinct
Range: Very Close
Damage: d4 — Physical
Burden: One-Handed
Locked On: On a successful attack, your next attack against the same target with your primary weapon automatically succeeds.
Armor Stitcher
You can use this stitcher to spend any number of Hopeand clear that many Armor Slots.
Blinding Orb
You can activate this orb to create a flash of bright light. All targets within Closerange become Vulnerable until they mark HP.
Blood of the Yorgi
You can drink this blood to disappear from where you are and immediately reappear at a point you can see within Very Far range.
Bridge Seed
Thick vines grow from your location to a point of your choice within Farrange, allowing you to climb up or across them. The vines dissipate on your next short rest.
Channelstone
You can use this stone to take a spell or grimoire from your vault, use it once, and return it to your vault.
Circle of the Void
Mark a Stress to create a void that extends up to Farrange. No magic can be cast inside the void, and creatures within the void are immune to magic damage.
Death Tea
After you drink this tea, you instantly kill your target when you critically succeed on an attack. If you don’t critically succeed on an attack before your next long rest, you die.
Dragonbloom Tea
You can drink this tea to unleash a fiery breath attack. Make an Instinct Roll against all adversaries in front of you within Closerange. Targets you succeed against take d20 physical damage using your Proficiency.
Featherbone
You can use this bone to control your falling speed for a number of minutes equal to your level.
Gill Salve
You can apply this salve to your neck to breathe underwater for a number of minutes equal to your level.
Grindletooth Venom
You can apply this venom to a weapon that deals physical damage to add a d6 to your next damage roll with that weapon.
Growing Potion
You can drink this potion to double your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Strengthand a +1 bonus to your Proficiency.
Homet’s Secret Potion
After drinking this potion, the next successful attack you make critically succeeds.
Improved Grindletooth Venom
You can apply this venom to a weapon that deals physical damage to add a d8 to your next damage roll with that weapon.
Jar of Lost Voices
You can open this jar to release a deafening echo of voices for a number of minutes equal to your Instinct. Creatures within Farrange unprepared for the sound take 6d8 magic damage.
Knowledge Stone
If you die while holding this stone, an ally can take a card from your loadout to place in their loadout or vault. After they take this knowledge, the stone crumbles.
Mirror of Marigold
When you take damage, you can spend a Hopeto negate that damage, after which the mirror shatters.
Morphing Clay
You can spend a Hopeto use this clay, altering your face enough to make you unrecognizable until your next rest.
Mythic Dust
You can apply this dust to a weapon that deals magic damage to add a d12 to your next damage roll with that weapon.
Ogre Musk
You can use this musk to prevent anyone from tracking you by mundane or magical means until your next rest.
Redthorn Saliva
You can apply this saliva to a weapon that deals physical damage to add a d12 to your next damage roll with that weapon.
Replication Parchment
By touching this piece of parchment to another, you can perfectly copy the second parchment’s contents. Once used, this parchment becomes mundane paper.
Shrinking Potion
You can drink this potion to halve your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Agilityand a −1 penalty to your Proficiency.
Sleeping Sap
You can drink this potion to fall asleep for a full night’s rest. You clear all Stress upon waking.
Stardrop
You can use this stardrop to summon a hailstorm of comets that deals 8d20 physical damage to all targets within Very Far range.
Vial of Moondrip
When you drink the contents of this vial, you can see in total darkness until your next rest.
Improved Arcane-Frame Wheelchair
Combat Wheelchair — Tier 2
Trait: Spellcast
Range: Far
Damage: d6 + 3 — Magical
Burden: One-Handed
Reliable: +1 to attack rolls
Advanced Arcane-Frame Wheelchair
Combat Wheelchair — Tier 3
Trait: Spellcast
Range: Far
Damage: d6 + 6 — Magical
Burden: One-Handed
Reliable: +1 to attack rolls
Legendary Arcane-Frame Wheelchair
Combat Wheelchair — Tier 4
Trait: Spellcast
Range: Far
Damage: d6 + 9 — Magical
Burden: One-Handed
Reliable: +1 to attack rolls
Alistair’s Torch
Item
You can light this magic torch at will. The flame’s light fills a much larger space than it should, enough to illuminate a cave bright as day.
Arcane Cloak
Item
A creature with a Spellcast trait wearing this cloak can adjust its color, texture, and size at will.
Arcane Prism
Item
Position this prism in a location of your choosing and activate it. All allies within Closerange of it gain a +1 bonus to their Spellcast Rolls. While activated, the prism can’t be moved. Once the prism is deactivated, it can’t be activated again until your next long rest.
Bag of Ficklesand
Item
You can convince this small bag of sand to be much heavier or lighter with a successful PresenceRoll (10). Additionally, on a successful FinesseRoll (10), you can blow a bit of sand into a target’s face to make them temporarily Vulnerable .
Belt of Unity
Item
Once per session, you can spend 5 Hopeto lead a Tag Team Roll with three PCs instead of two.
Bloodstone
Item
You can attach this stone to a weapon that doesn’t already have a feature. The weapon gains the following feature. Brutal: When you roll the maximum value on a damage die, roll an additional damage die.
Box of Many Goods
Item
Once per long rest, you can open this small box and roll a d12. On a result of 1–6, it’s empty. On a result of 7–10, it contains one random common consumable. On a result of 11–12, it contains two random common consumables.
Calming Pendant
Item
When you would mark your last Stress, roll a d6. On a result of 5 or higher, don’t mark it.
Charging Quiver
Item
When you succeed on an attack with an arrow stored in this quiver, gain a bonus to the damage roll equal to your current tier.
Clay Companion
Item
When you sculpt this ball of clay into a clay animal companion, it behaves as that animal. For example, a clay spider can spin clay webs, while a clay bird can fly. The clay companion retains memory and identity across different shapes, but they can adopt new mannerisms with each form.
Companion Case
Item
This case can fit a small animal companion. While the companion is inside, the animal and case are immune to all damage and harmful effects.
Corrector Sprite
Item
This tiny sprite sits in the curve of your ear canal and whispers helpful advice during combat. Once per short rest, you can gain advantageon an attack roll.
Dual Flask
Item
This flask can hold two different liquids. You can swap between them by flipping a small switch on the flask’s side.
Elusive Amulet
Item
Once per long rest, you can activate this amulet to become Hidden until you move. While Hidden in this way, you remain unseen even if an adversary moves to where they would normally see you.
Empty Chest
Item
This magical chest appears empty. When you speak a specific trigger word or action and open the chest, you can see the items stored within it.
Fire Jar
Item
You can pour out the strange liquid contents of this jar to instantly produce fire. The contents regenerate when you take a long rest.
Flickerfly Pendant
Item
While you carry this pendant, your weapons with a Meleerange that deal physical damage have a gossamer sheen and can attack targets within Very Close range.
Gem of Alacrity
Item
You can attach this gem to a weapon, allowing you to use your Agilitywhen making an attack with that weapon.
Gem of Audacity
Item
You can attach this gem to a weapon, allowing you to use your Presencewhen making an attack with that weapon.
Gem of Insight
Item
You can attach this gem to a weapon, allowing you to use your Instinctwhen making an attack with that weapon.
Gem of Might
Item
You can attach this gem to a weapon, allowing you to use your Strengthwhen making an attack with that weapon.
Gem of Precision
Item
You can attach this gem to a weapon, allowing you to use your Finessewhen making an attack with that weapon.
Gem of Sagacity
Item
You can attach this gem to a weapon, allowing you to use your Knowledgewhen making an attack with that weapon.
Glamour Stone
Item
Activate this pebble-sized stone to memorize the appearance of someone you can see. Spend a Hopeto magically recreate this guise on yourself as an illusion.
Glider
Item
While falling, you can mark a Stress to deploy this small parachute and glide safely to the ground.
Greatstone
Item
You can attach this stone to a weapon that doesn’t already have a feature. The weapon gains the following feature. Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
Honing Relic
Item
You gain a +1 bonus to an Experience of your choice. You can only carry one relic.
Infinite Bag
Item
When you store items in this bag, they are kept in a pocket dimension that never runs out of space. You can retrieve an item at any time.
Lorekeeper
Item
You can store the name and details of up to three hostile creatures inside this book. You gain a +1 bonus to action rolls against those creatures.
Minor Health Potion Recipe
Item
As a downtime move, you can use a vial of blood to craft a Minor Health Potion.
Minor Stamina Potion Recipe
Item
As a downtime move, you can use the bone of a creature to craft a Minor Stamina Potion.
Mythic Dust Recipe
Item
As a downtime move, you can use a handful of fine gold dust to craft Mythic Dust.
Phoenix Feather
Item
If you have at least one Phoenix Feather on you when you fall unconscious, you gain a +1 bonus to the roll you make to determine whether you gain a scar.
Piercing Arrows
Item
Three times per rest when you succeed on an attack with one of these arrows, you can add your Proficiencyto the damage roll.
Piper Whistle
Item
This handcrafted whistle has a distinctive sound. When you blow this whistle, its piercing tone can be heard within a 1-mile radius.
Portal Seed
Item
You can plant this seed in the ground to grow a portal in that spot. The portal is ready to use in 24 hours. You can use this portal to travel to any other location where you planted a portal seed. A portal can be destroyed by dealing any amount of magic damage to it.
Ring of Resistance
Item
Once per long rest, you can activate this ring after a successful attack against you to halve the damage.
Ring of Silence
Item
Spend a Hopeto activate this ring. Your footsteps are silent until your next rest.
Skeleton Key
Item
When you use this key to open a locked door, you gain advantage on the Finesse Roll.
Speaking Orbs
Item
This pair of orbs allows any creatures holding them to communicate with each other across any distance.
Suspended Rod
Item
This flat rod is inscribed with runes. When you activate the rod, it is immediately suspended in place. Until the rod is deactivated, it can’t move, doesn’t abide by the rules of gravity, and remains in place.
Valorstone
Item
You can attach this stone to armor that doesn’t already have a feature. The armor gains the following feature. Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot.
Vial of Darksmoke Recipe
Item
As a downtime move, you can mark a Stress to craft a Vial of Darksmoke.
Woven Net
Item
You can make a FinesseRoll using this net to trap a small creature. A trapped target can break free with a successful Attack Roll (16).