Tier | Base Thresholds | Base Score | req. lvl | Cost | ||
---|---|---|---|---|---|---|
Gambeson Armor | 1 | 5 / 11 | 3 | — | 5 Handfuls | |
Chainmail Armor | 1 | 7 / 15 | 4 | — | 6 Handfuls | |
Leather Armor | 1 | 6 / 13 | 3 | — | 5 Handfuls | |
Full Plate Armor Very Heavy: −2 to Evasion; −1 to Agility | 1 | 8 / 17 | 4 | — | 6 Handfuls | |
Improved Gambeson Armor | 2 | 7 / 16 | 4 | Level 2 | 20 Handfuls | |
Improved Chainmail Armor | 2 | 11 / 24 | 5 | Level 2 | 25 Handfuls | |
Improved Leather Armor | 2 | 9 / 20 | 4 | Level 2 | 20 Handfuls | |
Improved Full Plate Armor Very Heavy: −2 to Evasion; −1 to Agility | 2 | 13 / 28 | 5 | Level 2 | 25 Handfuls | |
Elundrian Chain Armor | 2 | 9 / 21 | 4 | Level 2 | 22 Handfuls | |
Irontree Breastplate Armor | 2 | 9 / 20 | 4 | Level 2 | 20 Handfuls | |
Tyris Soft Armor | 2 | 8 / 18 | 5 | Level 2 | 25 Handfuls | |
Harrowbone Armor 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. | 2 | 9 / 21 | 4 | Level 2 | 30 Handfuls | |
Runetan Floating Armor Shifting: When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage. | 2 | 9 / 20 | 4 | Level 2 | 30 Handfuls | |
Rosewild Armor Hopeful: When you would spend a Hope, you can mark an Armor Slot instead. | 2 | 11 / 23 | 5 | Level 2 | 35 Handfuls | |
Advanced Gambeson Armor Flexible: +1 to Evasion | 3 | 9 / 23 | 5 | Level 5 | 60 Handfuls | |
Advanced Chainmail Armor Heavy: −1 to Evasion | 3 | 13 / 31 | 6 | Level 5 | 70 Handfuls | |
Advanced Leather Armor | 3 | 11 / 27 | 5 | Level 5 | 60 Handfuls | |
Advanced Full Plate Armor Very Heavy: −2 to Evasion; −1 to Agility | 3 | 15 / 35 | 6 | Level 5 | 70 Handfuls | |
Bellamoi Fine Armor Gilded: +1 to Presence | 3 | 11 / 27 | 5 | Level 5 | 65 Handfuls | |
Spiked Plate Armor Sharp: On a successful attack against a target within Melee range, add a d4 to the damage roll. | 3 | 10 / 25 | 5 | Level 5 | 75 Handfuls | |
Monett's Cloak Magic: You can't mark an Armor Slot to reduce physical damage. | 3 | 16 / 39 | 6 | Level 5 | 80 Handfuls | |
Dragonscale Armor Impenetrable: Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress. | 3 | 11 / 27 | 5 | Level 5 | 75 Handfuls | |
Bladefare Armor Physical: You can't mark an Armor Slot to reduce magic damage. | 3 | 16 / 39 | 6 | Level 5 | 80 Handfuls | |
Runes of Fortification Painful: Each time you mark an Armor Slot, you must mark a Stress. | 3 | 17 / 43 | 6 | Level 5 | 80 Handfuls | |
Legendary Gambeson Armor Flexible: +1 to Evasion | 4 | 11 / 32 | 6 | Level 8 | 140 Handfuls | |
Legendary Chainmail Armor Heavy: −1 to Evasion | 4 | 15 / 40 | 7 | Level 8 | 160 Handfuls | |
Legendary Leather Armor | 4 | 13 / 36 | 6 | Level 8 | 140 Handfuls | |
Legendary Full Plate Armor Very Heavy: −2 to Evasion; −1 to Agility | 4 | 17 / 44 | 7 | Level 8 | 160 Handfuls | |
Dunamis Silkchain Timeslowing: Mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack. | 4 | 13 / 36 | 7 | Level 8 | 185 Handfuls | |
Emberwoven Armor Burning: When an adversary attacks you within Melee range, they mark a Stress. | 4 | 13 / 36 | 6 | Level 8 | 175 Handfuls | |
Veritas Opal Armor Truthseeking: This armor glows when another creature within Close range tells a lie. | 4 | 13 / 36 | 6 | Level 8 | 175 Handfuls | |
Channeling Armor Channeling: +1 to Spellcast Rolls | 4 | 13 / 36 | 5 | Level 8 | 165 Handfuls | |
Full Fortified Armor Fortified: When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one. | 4 | 15 / 40 | 4 | Level 8 | 120 Handfuls | |
Savior Chainmail Difficult: −1 to all character traits and Evasion | 4 | 18 / 48 | 8 | Level 8 | 190 Handfuls |
Tier | Trait | Range | Damage | Burden | Type | Category | req. lvl | Cost | ||
---|---|---|---|---|---|---|---|---|---|---|
Broadsword Reliable: +1 to attack rolls | 1 | Primary | Physical | Agility | Melee | d8 phy | One-Handed | — | 9 Handfuls | |
Battleaxe | 1 | Primary | Physical | Strength | Melee | d10+3 phy | Two-Handed | — | 8 Handfuls | |
Mace | 1 | Primary | Physical | Strength | Melee | d8+1 phy | One-Handed | — | 5 Handfuls | |
Dagger | 1 | Primary | Physical | Finesse | Melee | d8+1 phy | One-Handed | — | 5 Handfuls | |
Cutlass | 1 | Primary | Physical | Presence | Melee | d8+1 phy | One-Handed | — | 5 Handfuls | |
Halberd Cumbersome: −1 to Finesse | 1 | Primary | Physical | Strength | Very Close | d10+2 phy | Two-Handed | — | 8 Handfuls | |
Shortbow | 1 | Primary | Physical | Agility | Far | d6+3 phy | Two-Handed | — | 15 Handfuls | |
Longbow Cumbersome: −1 to Finesse | 1 | Primary | Physical | Agility | Very Far | d8+3 phy | Two-Handed | — | 17 Handfuls | |
Longsword | 1 | Primary | Physical | Agility | Melee | d8+3 phy | Two-Handed | — | 7 Handfuls | |
Greatsword Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. | 1 | Primary | Physical | Strength | Melee | d10+3 phy | Two-Handed | — | 11 Handfuls | |
Warhammer Heavy: −1 to Evasion | 1 | Primary | Physical | Strength | Melee | d12+3 phy | Two-Handed | — | 7 Handfuls | |
Quarterstaff | 1 | Primary | Physical | Instinct | Melee | d10+3 phy | Two-Handed | — | 8 Handfuls | |
Rapier Quick: When you make an attack, you can mark a Stress to target another creature within range. | 1 | Primary | Physical | Presence | Melee | d8 phy | One-Handed | — | 9 Handfuls | |
Spear Cumbersome: −1 to Finesse | 1 | Primary | Physical | Finesse | Very Close | d10+2 phy | Two-Handed | — | 8 Handfuls | |
Crossbow | 1 | Primary | Physical | Finesse | Far | d6+1 phy | One-Handed | — | 13 Handfuls | |
Revolver Six Shot: Place 6 Ammo tokens on your character sheet. Spend a token to make an attack, and spend any number of additional tokens to add 2 damage per token spent to an attack. You can mark a Stress to regain spent Ammo tokens. | 1 | Primary | Physical | Finesse | Far | d6+1 phy | One-Handed | — | 15 Handfuls | |
Rifle Sightline: Spend 2 Hope to gain advantage on an attack roll. | 1 | Primary | Physical | Agility | Very Far | d8+2 phy | Two-Handed | — | 20 Handfuls | |
Shotgun Scattershot: When you make an attack, target all creatures in front of you within range. | 1 | Primary | Physical | Strength | Very Close | d6+2 phy | Two-Handed | — | 18 Handfuls | |
Arcane Gauntlets | 1 | Primary | Magical | Strength | Melee | d10+3 mag | Two-Handed | — | 10 Handfuls | |
Glowing Rings | 1 | Primary | Magical | Agility | Very Close | d10+1 mag | Two-Handed | — | 11 Handfuls | |
Returning Blade Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. | 1 | Primary | Magical | Finesse | Close | d8 mag | One-Handed | — | 14 Handfuls | |
Dualstaff | 1 | Primary | Magical | Instinct | Far | d6+3 mag | Two-Handed | — | 14 Handfuls | |
Wand | 1 | Primary | Magical | Knowledge | Far | d6+1 mag | One-Handed | — | 12 Handfuls | |
Hallowed Axe | 1 | Primary | Magical | Strength | Melee | d8+1 mag | One-Handed | — | 7 Handfuls | |
Hand Runes | 1 | Primary | Magical | Instinct | Very Close | d10 mag | One-Handed | — | 10 Handfuls | |
Shortstaff | 1 | Primary | Magical | Instinct | Close | d8+1 mag | One-Handed | — | 13 Handfuls | |
Scepter Versatile: This weapon can also be used with these statistics—Presence, Melee, d8. | 1 | Primary | Magical | Presence | Far | d6 mag | Two-Handed | — | 19 Handfuls | |
Greatstaff Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | 1 | Primary | Magical | Knowledge | Very Far | d6 mag | Two-Handed | — | 22 Handfuls | |
Shortsword Paired: +2 to primary weapon damage to targets within Melee range | 1 | Secondary | Physical | Agility | Melee | d8 phy | One-Handed | — | 7 Handfuls | |
Tower Shield Barrier: +2 to Armor Score; −1 to Evasion | 1 | Secondary | Physical | Strength | Melee | d6 phy | One-Handed | — | 6 Handfuls | |
Whip Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. | 1 | Secondary | Physical | Presence | Very Close | d6 phy | One-Handed | — | 9 Handfuls | |
Hand Crossbow | 1 | Secondary | Physical | Finesse | Far | d6+1 phy | One-Handed | — | 11 Handfuls | |
Round Shield Protective: +1 to Armor Score | 1 | Secondary | Physical | Strength | Melee | d4 phy | One-Handed | — | 5 Handfuls | |
Small Dagger Paired: +2 to primary weapon damage to targets within Melee range | 1 | Secondary | Physical | Finesse | Melee | d8 phy | One-Handed | — | 7 Handfuls | |
Grappler Hooked: On a successful attack, you can pull the target into Melee range. | 1 | Secondary | Physical | Finesse | Close | d6 phy | One-Handed | — | 12 Handfuls | |
Lasso Roped: On a successful attack, you can temporarily Rope the target instead of dealing damage. While Roped, the target is Restrained and Vulnerable, but you must remain within Very Close range of the target. When the target clears this condition, you can make a Strength Reaction Roll. On a success, they remain Roped. | 1 | Secondary | Physical | Agility | Very Close | d4 phy | One-Handed | — | 10 Handfuls | |
Small Revolver Quick Shot: Spend 2 Hope to gain a +4 bonus to primary weapon damage. | 1 | Secondary | Physical | Finesse | Far | d6 phy | One-Handed | — | 12 Handfuls | |
Light-Frame Wheelchair Quick: When you make an attack, you can mark a Stress to target another creature within range. | 1 | Wheelchair | Physical | Agility | Melee | d8 phy | One-Handed | — | 9 Handfuls | |
Heavy-Frame Wheelchair Heavy: −1 to Evasion | 1 | Wheelchair | Physical | Strength | Melee | d12+3 phy | Two-Handed | — | 7 Handfuls | |
Arcane-Frame Wheelchair Reliable: +1 to attack rolls | 1 | Wheelchair | Wheelchair | Spellcast | Far | d6 mag | One-Handed | — | 19 Handfuls | |
Improved Broadsword Reliable: +1 to attack rolls | 2 | Primary | Physical | Agility | Melee | d8+3 phy | One-Handed | Level 2 | 24 Handfuls | |
Improved Battleaxe | 2 | Primary | Physical | Strength | Melee | d10+6 phy | Two-Handed | Level 2 | 22 Handfuls | |
Improved Mace | 2 | Primary | Physical | Strength | Melee | d8+4 phy | One-Handed | Level 2 | 16 Handfuls | |
Improved Dagger | 2 | Primary | Physical | Finesse | Melee | d8+4 phy | One-Handed | Level 2 | 16 Handfuls | |
Improved Cutlass | 2 | Primary | Physical | Presence | Melee | d8+4 phy | One-Handed | Level 2 | 16 Handfuls | |
Improved Halberd Cumbersome: −1 to Finesse | 2 | Primary | Physical | Strength | Very Close | d10+5 phy | Two-Handed | Level 2 | 22 Handfuls | |
Improved Shortbow | 2 | Primary | Physical | Agility | Far | d6+6 phy | Two-Handed | Level 2 | 36 Handfuls | |
Improved Longbow Cumbersome: −1 to Finesse | 2 | Primary | Physical | Agility | Very Far | d8+6 phy | Two-Handed | Level 2 | 40 Handfuls | |
Knuckle Blades Brutal: When you roll the maximum value on a damage die, roll an additional damage die. | 2 | Primary | Physical | Agility | Melee | d10+6 phy | One-Handed | Level 2 | 32 Handfuls | |
Bladed Whip Quick: When you make an attack, you can mark a Stress to target another creature within range. | 2 | Primary | Physical | Finesse | Very Close | d8+3 phy | One-Handed | Level 2 | 30 Handfuls | |
War Scythe Reliable: +1 to attack rolls | 2 | Primary | Physical | Strength | Very Close | d8+5 phy | Two-Handed | Level 2 | 34 Handfuls | |
Greatbow Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | 2 | Primary | Physical | Strength | Far | d6+6 phy | Two-Handed | Level 2 | 46 Handfuls | |
Improved Longsword | 2 | Primary | Physical | Agility | Melee | d8+6 phy | Two-Handed | Level 2 | 20 Handfuls | |
Improved Greatsword Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. | 2 | Primary | Physical | Strength | Melee | d10+6 phy | Two-Handed | Level 2 | 28 Handfuls | |
Improved Warhammer Heavy: −1 to Evasion | 2 | Primary | Physical | Strength | Melee | d12+6 phy | Two-Handed | Level 2 | 20 Handfuls | |
Improved Quarterstaff | 2 | Primary | Physical | Instinct | Melee | d10+6 phy | Two-Handed | Level 2 | 22 Handfuls | |
Improved Rapier Quick: When you make an attack, you can mark a Stress to target another creature within range. | 2 | Primary | Physical | Presence | Melee | d8+3 phy | One-Handed | Level 2 | 24 Handfuls | |
Improved Spear Cumbersome: −1 to Finesse | 2 | Primary | Physical | Finesse | Very Close | d10+5 phy | Two-Handed | Level 2 | 22 Handfuls | |
Improved Crossbow | 2 | Primary | Physical | Finesse | Far | d6+4 phy | One-Handed | Level 2 | 32 Handfuls | |
Improved Revolver Six Shot: Place 6 Ammo tokens on your character sheet. Spend a token to make an attack, and spend any number of additional tokens to add 2 damage per token spent to an attack. You can mark a Stress to regain spent Ammo tokens. | 2 | Primary | Physical | Finesse | Far | d6+4 phy | One-Handed | Level 2 | 35 Handfuls | |
Improved Rifle Sightline: Spend 2 Hope to gain advantage on an attack roll. | 2 | Primary | Physical | Agility | Very Far | d8+5 phy | Two-Handed | Level 2 | 40 Handfuls | |
Improved Shotgun Scattershot: When you make an attack, target all creatures in front of you within range. | 2 | Primary | Physical | Strength | Very Close | d6+5 phy | Two-Handed | Level 2 | 37 Handfuls | |
Gilded Falchion Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | 2 | Primary | Physical | Strength | Melee | d10+4 phy | One-Handed | Level 2 | 28 Handfuls | |
Urok Broadsword Deadly: When you deal Severe damage, the target must mark an additional HP. | 2 | Primary | Physical | Finesse | Melee | d8+3 phy | One-Handed | Level 2 | 24 Handfuls | |
Steelforged Halberd Scary: On a successful attack, the target must mark a Stress. | 2 | Primary | Physical | Strength | Very Close | d8+4 phy | Two-Handed | Level 2 | 32 Handfuls | |
Blunderbuss Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. | 2 | Primary | Physical | Finesse | Close | d8+6 phy | Two-Handed | Level 2 | 28 Handfuls | |
Finehair Bow Reliable: +1 to attack rolls | 2 | Primary | Physical | Agility | Very Far | d6+5 phy | Two-Handed | Level 2 | 50 Handfuls | |
Improved Arcane Gauntlets | 2 | Primary | Magical | Strength | Melee | d10+6 mag | Two-Handed | Level 2 | 26 Handfuls | |
Improved Glowing Rings | 2 | Primary | Magical | Agility | Very Close | d10+5 mag | Two-Handed | Level 2 | 30 Handfuls | |
Improved Returning Blade Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. | 2 | Primary | Magical | Finesse | Close | d8+3 mag | One-Handed | Level 2 | 40 Handfuls | |
Improved Dualstaff | 2 | Primary | Magical | Instinct | Far | d6+6 mag | Two-Handed | Level 2 | 40 Handfuls | |
Improved Wand | 2 | Primary | Magical | Knowledge | Far | d6+4 mag | One-Handed | Level 2 | 36 Handfuls | |
Ego Blade Pompous: You must have a Presence of 0 or lower to use this weapon. | 2 | Primary | Magical | Agility | Melee | d12+4 mag | One-Handed | Level 2 | 20 Handfuls | |
Devouring Dagger Scary: On a successful attack, the target must mark a Stress. | 2 | Primary | Magical | Finesse | Melee | d8+4 mag | One-Handed | Level 2 | 30 Handfuls | |
Yutari Bloodbow Brutal: When you roll the maximum value on a damage die, roll an additional damage die. | 2 | Primary | Magical | Finesse | Far | d6+4 mag | Two-Handed | Level 2 | 46 Handfuls | |
Scepter of Elias Invigorating: On a successful attack, roll a d4. On a result of 4, clear a Stress. | 2 | Primary | Magical | Presence | Far | d6+3 mag | One-Handed | Level 2 | 44 Handfuls | |
Keeper's Staff Reliable: +1 to attack rolls | 2 | Primary | Magical | Knowledge | Far | d6+4 mag | Two-Handed | Level 2 | 46 Handfuls | |
Improved Hallowed Axe | 2 | Primary | Magical | Strength | Melee | d8+4 mag | One-Handed | Level 2 | 20 Handfuls | |
Improved Hand Runes | 2 | Primary | Magical | Instinct | Very Close | d10+3 mag | One-Handed | Level 2 | 26 Handfuls | |
Improved Shortstaff | 2 | Primary | Magical | Instinct | Close | d8+4 mag | One-Handed | Level 2 | 32 Handfuls | |
Improved Scepter Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+3. | 2 | Primary | Magical | Presence | Far | d6+3 mag | Two-Handed | Level 2 | 44 Handfuls | |
Improved Greatstaff Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | 2 | Primary | Magical | Knowledge | Very Far | d6+3 mag | Two-Handed | Level 2 | 50 Handfuls | |
Casting Sword Versatile: This weapon can also be used with these statistics—Knowledge, Far, d6+3. | 2 | Primary | Magical | Strength | Melee | d10+4 mag | Two-Handed | Level 2 | 32 Handfuls | |
Hammer of Exota 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. | 2 | Primary | Magical | Instinct | Melee | d8+6 mag | Two-Handed | Level 2 | 34 Handfuls | |
Elder Bow Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | 2 | Primary | Magical | Instinct | Far | d6+4 mag | Two-Handed | Level 2 | 46 Handfuls | |
Wand of Enthrallment Persuasive: Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result. | 2 | Primary | Magical | Presence | Far | d6+4 mag | One-Handed | Level 2 | 46 Handfuls | |
Improved Shortsword Paired: +3 to primary weapon damage to targets within Melee range | 2 | Secondary | Secondary | Agility | Melee | d8+2 phy | One-Handed | Level 2 | 22 Handfuls | |
Improved Tower Shield Barrier: +3 to Armor Score; −1 to Evasion | 2 | Secondary | Secondary | Strength | Melee | d6+2 phy | One-Handed | Level 2 | 20 Handfuls | |
Improved Whip Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. | 2 | Secondary | Secondary | Presence | Very Close | d6+2 phy | One-Handed | Level 2 | 26 Handfuls | |
Improved Hand Crossbow | 2 | Secondary | Secondary | Finesse | Far | d6+3 phy | One-Handed | Level 2 | 30 Handfuls | |
Parrying Dagger Parry: When you are attacked, roll this weapon's damage dice. If any of the attacker's damage dice rolled the same value as your dice, the matching results are discarded. | 2 | Secondary | Secondary | Finesse | Melee | d6+2 phy | One-Handed | Level 2 | 20 Handfuls | |
Improved Round Shield Protective: +2 to Armor Score | 2 | Secondary | Secondary | Strength | Melee | d4+2 phy | One-Handed | Level 2 | 18 Handfuls | |
Improved Small Dagger Paired: +3 to primary weapon damage to targets within Melee range | 2 | Secondary | Secondary | Finesse | Melee | d8+2 phy | One-Handed | Level 2 | 22 Handfuls | |
Improved Grappler Hooked: On a successful attack, you can pull the target into Melee range. | 2 | Secondary | Secondary | Finesse | Close | d6+2 phy | One-Handed | Level 2 | 32 Handfuls | |
Spiked Shield Double Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range | 2 | Secondary | Secondary | Strength | Melee | d6+2 phy | One-Handed | Level 2 | 20 Handfuls | |
Returning Axe Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. | 2 | Secondary | Secondary | Agility | Close | d6+4 phy | One-Handed | Level 2 | 36 Handfuls | |
Improved Light-Frame Wheelchair Quick: When you make an attack, you can mark a Stress to target another creature within range. | 2 | Wheelchair | Wheelchair | Agility | Melee | d8+3 phy | One-Handed | Level 2 | 24 Handfuls | |
Improved Heavy-Frame Wheelchair Heavy: −1 to Evasion | 2 | Wheelchair | Wheelchair | Strength | Melee | d12+6 phy | Two-Handed | Level 2 | 20 Handfuls | |
Improved Arcane-Frame Wheelchair Reliable: +1 to attack rolls | 2 | Wheelchair | Wheelchair | Spellcast | Far | d6+3 mag | One-Handed | Level 2 | 44 Handfuls | |
Advanced Broadsword Reliable: +1 to attack rolls | 3 | Primary | Physical | Agility | Melee | d8+6 phy | One-Handed | Level 5 | 45 Handfuls | |
Advanced Battleaxe | 3 | Primary | Physical | Strength | Melee | d10+9 phy | Two-Handed | Level 5 | 42 Handfuls | |
Advanced Mace | 3 | Primary | Physical | Strength | Melee | d8+7 phy | One-Handed | Level 5 | 33 Handfuls | |
Advanced Dagger | 3 | Primary | Physical | Finesse | Melee | d8+7 phy | One-Handed | Level 5 | 33 Handfuls | |
Advanced Cutlass | 3 | Primary | Physical | Presence | Melee | d8+7 phy | One-Handed | Level 5 | 33 Handfuls | |
Advanced Halberd Cumbersome: −1 to Finesse | 3 | Primary | Physical | Strength | Very Close | d10+8 phy | Two-Handed | Level 5 | 42 Handfuls | |
Advanced Shortbow | 3 | Primary | Physical | Agility | Very Close | d6+9 phy | Two-Handed | Level 5 | 45 Handfuls | |
Advanced Longbow Cumbersome: −1 to Finesse | 3 | Primary | Physical | Agility | Very Far | d8+9 phy | Two-Handed | Level 5 | 69 Handfuls | |
Bravesword Brave: −1 to Evasion; +3 to Severe damage threshold | 3 | Primary | Physical | Strength | Melee | d12+7 phy | Two-Handed | Level 5 | 48 Handfuls | |
Labrys Axe Protective: +1 to Armor Score | 3 | Primary | Physical | Strength | Melee | d10+7 phy | Two-Handed | Level 5 | 51 Handfuls | |
Retractable Saber Retractable: The blade can be hidden in the hilt to avoid detection. | 3 | Primary | Physical | Presence | Melee | d10+7 phy | One-Handed | Level 5 | 51 Handfuls | |
Talon Blades Brutal: When you roll the maximum value on a damage die, roll an additional damage die. | 3 | Primary | Physical | Finesse | Melee | d10+7 phy | Two-Handed | Level 5 | 51 Handfuls | |
Spiked Bow Versatile: This weapon can also be used with these statistics—Agility, Close, d10+5. | 3 | Primary | Physical | Agility | Far | d6+7 phy | Two-Handed | Level 5 | 72 Handfuls | |
Advanced Longsword | 3 | Primary | Physical | Agility | Melee | d8+9 phy | Two-Handed | Level 5 | 39 Handfuls | |
Advanced Greatsword Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. | 3 | Primary | Physical | Strength | Melee | d10+9 phy | Two-Handed | Level 5 | 51 Handfuls | |
Advanced Warhammer Heavy: −1 to Evasion | 3 | Primary | Physical | Strength | Melee | d12+9 phy | Two-Handed | Level 5 | 39 Handfuls | |
Advanced Quarterstaff | 3 | Primary | Physical | Instinct | Melee | d10+9 phy | Two-Handed | Level 5 | 42 Handfuls | |
Advanced Rapier Quick: When you make an attack, you can mark a Stress to target another creature within range. | 3 | Primary | Physical | Presence | Melee | d8+6 phy | One-Handed | Level 5 | 45 Handfuls | |
Advanced Spear Cumbersome: −1 to Finesse | 3 | Primary | Physical | Finesse | Very Close | d10+8 phy | Two-Handed | Level 5 | 42 Handfuls | |
Advanced Crossbow | 3 | Primary | Physical | Finesse | Far | d6+7 phy | One-Handed | Level 5 | 57 Handfuls | |
Flickerfly Blade Sharpwing: Gain a bonus to your damage rolls equal to your Agility. | 3 | Primary | Physical | Agility | Melee | d8+5 phy | One-Handed | Level 5 | 42 Handfuls | |
Hammer of Wrath Devastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die. | 3 | Primary | Physical | Strength | Melee | d10+7 phy | Two-Handed | Level 5 | 51 Handfuls | |
Meridian Cutlass Dueling: When there are no other creatures within Close range of the target, gain advantage on your attack roll against them. | 3 | Primary | Physical | Presence | Melee | d10+5 phy | One-Handed | Level 5 | 45 Handfuls | |
Double Flail Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | 3 | Primary | Physical | Agility | Very Close | d10+8 phy | Two-Handed | Level 5 | 63 Handfuls | |
Black Powder Revolver Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. | 3 | Primary | Physical | Finesse | Far | d6+8 phy | One-Handed | Level 5 | 54 Handfuls | |
Advanced Shortsword Paired: +4 to primary weapon damage to targets within Melee range | 3 | — | Secondary | Agility | Melee | d8+4 phy | One-Handed | Level 5 | 39 Handfuls | |
Advanced Tower Shield Barrier: +4 to Armor Score; −1 to Evasion | 3 | — | Secondary | Strength | Melee | d6+4 phy | One-Handed | Level 5 | 36 Handfuls | |
Advanced Whip Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. | 3 | — | Secondary | Presence | Very Close | d6+4 phy | One-Handed | Level 5 | 45 Handfuls | |
Advanced Hand Crossbow | 3 | — | Secondary | Finesse | Far | d6+5 phy | One-Handed | Level 5 | 51 Handfuls | |
Powered Gauntlet Charged: Mark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack. | 3 | — | Secondary | Knowledge | Close | d6+4 phy | One-Handed | Level 5 | 54 Handfuls | |
Advanced Round Shield Protective: +3 to Armor Score | 3 | — | Secondary | Strength | Melee | d4+4 phy | One-Handed | Level 5 | 33 Handfuls | |
Advanced Small Dagger Paired: +4 to primary weapon damage to targets within Melee range | 3 | — | Secondary | Finesse | Melee | d8+4 phy | One-Handed | Level 5 | 39 Handfuls | |
Advanced Grappler Hooked: On a successful attack, you can pull the target into Melee range. | 3 | — | Secondary | Finesse | Close | d6+4 phy | One-Handed | Level 5 | 54 Handfuls | |
Buckler 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. | 3 | — | Secondary | Agility | Melee | d4+4 phy | One-Handed | Level 5 | 33 Handfuls | |
Hand Sling Versatile: This weapon can also be used with these statistics—Finesse, Close, d8+4. | 3 | — | Secondary | Finesse | Very Far | d6+4 phy | One-Handed | Level 5 | 72 Handfuls | |
Advanced Light-Frame Wheelchair Quick: When you make an attack, you can mark a Stress to target another creature within range. | 3 | — | Wheelchair | Agility | Melee | d8+6 phy | One-Handed | Level 5 | 45 Handfuls | |
Advanced Heavy-Frame Wheelchair Heavy: −1 to Evasion | 3 | — | Wheelchair | Strength | Melee | d12+9 phy | Two-Handed | Level 5 | 39 Handfuls | |
Advanced Arcane-Frame Wheelchair Reliable: +1 to attack rolls | 3 | — | Wheelchair | Spellcast | Far | d6+6 mag | One-Handed | Level 5 | 75 Handfuls | |
Legendary Broadsword Reliable: +1 to attack rolls | 4 | — | Physical | Agility | Melee | d8+9 phy | One-Handed | Level 8 | 72 Handfuls | |
Legendary Battleaxe | 4 | — | Physical | Strength | Melee | d10+12 phy | Two-Handed | Level 8 | 68 Handfuls | |
Legendary Mace | 4 | — | Physical | Strength | Melee | d8+10 phy | One-Handed | Level 8 | 56 Handfuls | |
Legendary Dagger | 4 | — | Physical | Finesse | Melee | d8+10 phy | One-Handed | Level 8 | 56 Handfuls | |
Legendary Cutlass | 4 | — | Physical | Presence | Melee | d8+10 phy | One-Handed | Level 8 | 56 Handfuls | |
Legendary Halberd Cumbersome: −1 to Finesse | 4 | — | Physical | Strength | Very Close | d10+11 phy | Two-Handed | Level 8 | 68 Handfuls | |
Legendary Shortbow Cumbersome: −1 to Finesse | 4 | — | Physical | Agility | Far | d6+12 phy | Two-Handed | Level 8 | 88 Handfuls | |
Legendary Longbow Cumbersome: −1 to Finesse | 4 | — | Physical | Agility | Very Far | d8+12 phy | Two-Handed | Level 8 | 104 Handfuls | |
Impact Gauntlet Concussive: On a successful attack, you can spend a Hope to knock the target back to Far range. | 4 | — | Physical | Strength | Melee | d10+11 phy | One-Handed | Level 8 | 84 Handfuls | |
Curved Dagger Serrated: When you roll a 1 on a damage die, it deals 8 damage instead. | 4 | — | Physical | Finesse | Melee | d8+9 phy | One-Handed | Level 8 | 72 Handfuls | |
Swinging Ropeblade Grappling: On a successful attack, you can spend a Hope to Restrain the target or pull them into Melee range with you. | 4 | — | Physical | Presence | Close | d8+9 phy | Two-Handed | Level 8 | 96 Handfuls | |
Aantari Bow Reliable: +1 to attack rolls | 4 | — | Physical | Finesse | Far | d6+11 phy | Two-Handed | Level 8 | 112 Handfuls | |
Legendary Longsword | 4 | — | Physical | Agility | Melee | d8+12 phy | Two-Handed | Level 8 | 64 Handfuls | |
Legendary Greatsword Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. | 4 | — | Physical | Strength | Melee | d10+12 phy | Two-Handed | Level 8 | 80 Handfuls | |
Legendary Warhammer Heavy: −1 to Evasion | 4 | — | Physical | Strength | Melee | d12+12 phy | Two-Handed | Level 8 | 64 Handfuls | |
Legendary Quarterstaff | 4 | — | Physical | Instinct | Melee | d10+12 phy | Two-Handed | Level 8 | 68 Handfuls | |
Legendary Rapier Quick: When you make an attack, you can mark a Stress to target another creature within range. | 4 | — | Physical | Presence | Melee | d8+9 phy | One-Handed | Level 8 | 72 Handfuls | |
Legendary Spear Cumbersome: −1 to Finesse | 4 | — | Physical | Finesse | Very Close | d10+11 phy | Two-Handed | Level 8 | 68 Handfuls | |
Legendary Crossbow | 4 | — | Physical | Finesse | Far | d6+10 phy | One-Handed | Level 8 | 88 Handfuls | |
Dual-Ended Sword Quick: When you make an attack, you can mark a Stress to target another creature within range. | 4 | — | Physical | Agility | Melee | d10+9 phy | Two-Handed | Level 8 | 76 Handfuls | |
Sledge Axe Destructive: −1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress. | 4 | — | Physical | Strength | Melee | d12+13 phy | Two-Handed | Level 8 | 96 Handfuls | |
Extended Polearm Long: This weapon's attack targets all adversaries in a line within range. | 4 | — | Physical | Finesse | Very Close | d8+10 phy | Two-Handed | Level 8 | 88 Handfuls | |
Ricochet Axes Bouncing: Mark 1 or more Stress to hit that many targets in range of the attack. | 4 | — | Physical | Agility | Far | d6+11 phy | Two-Handed | Level 8 | 112 Handfuls | |
Hand Cannon Reloading: After you make an attack, roll a d6. On a 1, you must mark a Stress to reload this weapon before you can fire it again. | 4 | — | Physical | Finesse | Very Far | d6+12 phy | One-Handed | Level 8 | 100 Handfuls | |
Legendary Arcane Gauntlets | 4 | — | Magical | Strength | Melee | d10+12 mag | Two-Handed | Level 8 | 76 Handfuls | |
Legendary Glowing Rings | 4 | — | Magical | Agility | Very Close | d10+11 mag | Two-Handed | Level 8 | 84 Handfuls | |
Legendary Returning Blade Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. | 4 | — | Magical | Finesse | Close | d8+9 mag | One-Handed | Level 8 | 104 Handfuls | |
Legendary Dualstaff | 4 | — | Magical | Instinct | Far | d8+12 mag | Two-Handed | Level 8 | 108 Handfuls | |
Legendary Wand | 4 | — | Magical | Knowledge | Far | d6+10 mag | One-Handed | Level 8 | 96 Handfuls | |
Sword of Light & Flame Hot: This weapon cuts through solid material. | 4 | — | Magical | Strength | Melee | d10+11 mag | Two-Handed | Level 8 | 92 Handfuls | |
Midas Scythe Greedy: Spend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll. | 4 | — | Magical | Knowledge | Melee | d10+9 mag | Two-Handed | Level 8 | 84 Handfuls | |
Bloodstaff Painful: Each time you make a successful attack, you must mark a Stress. | 4 | — | Magical | Instinct | Melee | d20+7 mag | Two-Handed | Level 8 | 68 Handfuls | |
Wand of Essek Timebending: You can choose the target of your attack after making your attack roll. | 4 | — | Magical | Knowledge | Far | d8+13 mag | One-Handed | Level 8 | 132 Handfuls | |
Fusion Gloves Bonded: Gain a bonus to your damage rolls equal to your level. | 4 | — | Magical | Knowledge | Very Far | d6+9 mag | Two-Handed | Level 8 | 124 Handfuls | |
Legendary Hallowed Axe | 4 | — | Magical | Strength | Melee | d8+10 mag | One-Handed | Level 8 | 64 Handfuls | |
Legendary Hand Runes | 4 | — | Magical | Instinct | Very Close | d10+9 mag | One-Handed | Level 8 | 76 Handfuls | |
Legendary Shortstaff | 4 | — | Magical | Instinct | Close | d8+10 mag | One-Handed | Level 8 | 88 Handfuls | |
Legendary Scepter Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+6. | 4 | — | Magical | Presence | Far | d6+9 mag | Two-Handed | Level 8 | 112 Handfuls | |
Legendary Greatstaff Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | 4 | — | Magical | Knowledge | Very Far | d6+9 mag | Two-Handed | Level 8 | 124 Handfuls | |
Siphoning Gauntlets Lifestealing: On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress. | 4 | — | Magical | Presence | Melee | d10+9 mag | Two-Handed | Level 8 | 84 Handfuls | |
Floating Bladeshards Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | 4 | — | Magical | Instinct | Close | d8+9 mag | One-Handed | Level 8 | 104 Handfuls | |
Thistlebow Reliable: +1 to attack rolls | 4 | — | Magical | Instinct | Far | d6+13 mag | Two-Handed | Level 8 | 128 Handfuls | |
Magus Revolver Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. | 4 | — | Magical | Finesse | Very Far | d6+13 mag | One-Handed | Level 8 | 112 Handfuls | |
Legendary Shortsword Paired: +5 to primary weapon damage to targets within Melee range | 4 | — | Secondary | Agility | Melee | d8+6 phy | One-Handed | Level 8 | 60 Handfuls | |
Legendary Tower Shield Barrier: +5 to Armor Score; −1 to Evasion | 4 | — | Secondary | Strength | Melee | d6+6 phy | One-Handed | Level 8 | 56 Handfuls | |
Legendary Whip Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. | 4 | — | Secondary | Presence | Very Close | d6+6 phy | One-Handed | Level 8 | 68 Handfuls | |
Legendary Hand Crossbow | 4 | — | Secondary | Finesse | Far | d6+7 phy | One-Handed | Level 8 | 76 Handfuls | |
Knuckle Claws | 4 | — | Secondary | Strength | Melee | d10+7 phy | One-Handed | Level 8 | 48 Handfuls | |
Legendary Round Shield Protective: +4 to Armor Score | 4 | — | Secondary | Strength | Melee | d4+6 phy | One-Handed | Level 8 | 52 Handfuls | |
Legendary Small Dagger Paired: +5 to primary weapon damage to targets within Melee range | 4 | — | Secondary | Finesse | Melee | d8+6 phy | One-Handed | Level 8 | 60 Handfuls | |
Legendary Grappler Hooked: On a successful attack, you can pull the target into Melee range. | 4 | — | Secondary | Finesse | Close | d6+6 phy | One-Handed | Level 8 | 80 Handfuls | |
Braveshield 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. | 4 | — | Secondary | Agility | Melee | d4+6 phy | One-Handed | Level 8 | 52 Handfuls | |
Primer Shard Locked On: On a successful attack, your next attack against the same target with your primary weapon automatically succeeds. | 4 | — | Secondary | Instinct | Very Close | d4 phy | One-Handed | Level 8 | 40 Handfuls | |
Legendary Light-Frame Wheelchair Quick: When you make an attack, you can mark a Stress to target another creature within range. | 4 | — | Wheelchair | Agility | Melee | d8+9 phy | One-Handed | Level 8 | 72 Handfuls | |
Legendary Heavy-Frame Wheelchair Heavy: −1 to Evasion | 4 | — | Wheelchair | Strength | Melee | d12+12 phy | Two-Handed | Level 8 | 64 Handfuls | |
Legendary Arcane-Frame Wheelchair Reliable: +1 to attack rolls | 4 | — | Wheelchair | Spellcast | Far | d6+9 mag | One-Handed | Level 8 | 112 Handfuls |
req. lvl | Cost | ||
---|---|---|---|
Premium Bedroll During downtime, you automatically clear a Stress. | — | 5 Handfuls | |
Piper Whistle This handcrafted whistle has a distinctive sound. When you blow this whistle, its piercing tone can be heard within a 1-mile radius. | — | 4 Handfuls | |
Charging Quiver 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. | — | 7 Handfuls | |
Alistair’s Torch 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. | — | 5 Handfuls | |
Speaking Orbs This pair of orbs allows any creatures holding them to communicate with each other across any distance. | — | 8 Handfuls | |
Manacles This pair of locking cuffs comes with a key. | — | 6 Handfuls | |
Arcane Cloak A creature with a Spellcast trait wearing this cloak can adjust its color, texture, and size at will. | — | 5 Handfuls | |
Woven Net You can make a Finesse Roll using this net to trap a small creature. A trapped target can break free with a successful Attack Roll (16). | — | 9 Handfuls | |
Fire Jar You can pour out the strange liquid contents of this jar to instantly produce fire. The contents regenerate when you take a long rest. | — | 7 Handfuls | |
Suspended Rod 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. | — | 15 Handfuls | |
Glamor Stone Activate this pebble-sized stone to memorize the appearance of someone you can see. Spend a Hope to magically recreate this guise on yourself as an illusion. | — | 10 Handfuls | |
Empty Chest 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. | — | 15 Handfuls | |
Companion Case 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. | — | 13 Handfuls | |
Piercing Arrows Three times per rest when you succeed on an attack with one of these arrows, you can add your Proficiency to the damage roll. | — | 18 Handfuls | |
Valorstone 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. | — | 20 Handfuls | |
Skeleton Key When you use this key to open a locked door, you gain advantage on the Finesse Roll. | — | 20 Handfuls | |
Arcane Prism Position this prism in a location of your choosing and activate it. All allies within Close range 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. | — | 25 Handfuls | |
Minor Stamina Potion Recipe As a downtime move, you can use the bone of a creature to craft a Minor Stamina Potion. | — | 30 Handfuls | |
Minor Health Potion Recipe As a downtime move, you can use a vial of blood to craft a Minor Health Potion. | — | 30 Handfuls | |
Homing Compasses These two compasses point toward each other no matter how far apart they are. | — | 28 Handfuls | |
Corrector Sprite This tiny sprite sits in the curve of your ear canal and whispers helpful advice during combat. Once per short rest, you can gain advantage on an attack roll. | — | 35 Handfuls | |
Gecko Gloves You can climb up vertical surfaces and across ceilings. | — | 36 Handfuls | |
Lorekeeper 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. | — | 25 Handfuls | |
Vial of Darksmoke Recipe As a downtime move, you can mark a Stress to craft a Vial of Darksmoke. | — | 35 Handfuls | |
Bloodstone 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. | Level 2 | 40 Handfuls | |
Greatstone 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. | Level 2 | 40 Handfuls | |
Glider While falling, you can mark a Stress to deploy this small parachute and glide safely to the ground. | Level 2 | 45 Handfuls | |
Ring of Silence Spend a Hope to activate this ring. Your footsteps are silent until your next rest. | Level 2 | 38 Handfuls | |
Calming Pendant When you would mark your last Stress, roll a d6. On a result of 5 or higher, don’t mark it. | Level 2 | 48 Handfuls | |
Dual Flask This flask can hold two different liquids. You can swap between them by flipping a small switch on the flask’s side. | Level 2 | 35 Handfuls | |
Bag of Ficklesand You can convince this small bag of sand to be much heavier or lighter with a successful Presence Roll (10). Additionally, on a successful Finesse Roll (10), you can blow a bit of sand into a target’s face to make them temporarily Vulnerable. | Level 2 | 50 Handfuls | |
Ring of Resistance Once per long rest, you can activate this ring after a successful attack against you to halve the damage. | Level 2 | 60 Handfuls | |
Phoenix Feather 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. | Level 2 | 60 Handfuls | |
Box of Many Goods 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. | Level 2 | 65 Handfuls | |
Airblade charm You can attach this charm to a weapon with a Melee range. Three times per rest, you can activate the charm and attack a target within Close range. | Level 2 | 65 Handfuls | |
Portal Seed 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. | Level 2 | 75 Handfuls | |
Paragon’s Chain As a downtime move, you can meditate on an ideal or principle you hold dear and focus your will into this chain. Once per long rest, you can spend a Hope to roll a d20 as your Hope Die for rolls that directly align with that principle. | Level 5 | 70 Handfuls | |
Elusive Amulet 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. | Level 5 | 75 Handfuls | |
Hopekeeper Locket During a long rest, if you have 6 Hope, you can spend a Hope to imbue this locket with your bountiful resolve. When you have 0 Hope, you can use the locket to immediately gain a Hope. The locket must be re-imbued before it can be used this way again. | Level 5 | 85 Handfuls | |
Infinite Bag 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. | Level 5 | 65 Handfuls | |
Stride Relic You gain a +1 bonus to your Agility. You can only carry one relic. | Level 5 | 75 Handfuls | |
Bolster Relic You gain a +1 bonus to your Strength. You can only carry one relic. | Level 5 | 75 Handfuls | |
Control Relic You gain a +1 bonus to your Finesse. You can only carry one relic. | Level 5 | 75 Handfuls | |
Attune Relic You gain a +1 bonus to your Instinct. You can only carry one relic. | Level 5 | 75 Handfuls | |
Charm Relic You gain a +1 bonus to your Presence. You can only carry one relic. | Level 5 | 75 Handfuls | |
Enlighten Relic You gain a +1 bonus to your Knowledge. You can only carry one relic. | Level 5 | 75 Handfuls | |
Honing Relic You gain a +1 bonus to an Experience of your choice. You can only carry one relic. | Level 5 | 75 Handfuls | |
Flickerfly Pendant While you carry this pendant, your weapons with a Melee range that deal physical damage have a gossamer sheen and can attack targets within Very Close range. | Level 5 | 75 Handfuls | |
Lakestrider Boots You can walk on the surface of water as if it were soft ground. | Level 8 | 80 Handfuls | |
Clay Companion 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. | Level 8 | 85 Handfuls | |
Mythic Dust Recipe As a downtime move, you can use a handful of fine gold dust to craft Mythic Dust. | Level 8 | 90 Handfuls | |
Shard of Memory Once per long rest, you can spend 2 Hope to recall a domain card from your vault instead of paying its Recall Cost. | Level 8 | 85 Handfuls | |
Gem of Alacrity You can attach this gem to a weapon, allowing you to use your Agility when making an attack with that weapon. | Level 8 | 85 Handfuls | |
Gem of Might You can attach this gem to a weapon, allowing you to use your Strength when making an attack with that weapon. | Level 8 | 85 Handfuls | |
Gem of Precision You can attach this gem to a weapon, allowing you to use your Finesse when making an attack with that weapon. | Level 8 | 85 Handfuls | |
Gem of Insight You can attach this gem to a weapon, allowing you to use your Instinct when making an attack with that weapon. | Level 8 | 85 Handfuls | |
Gem of Audacity You can attach this gem to a weapon, allowing you to use your Presence when making an attack with that weapon. | Level 8 | 85 Handfuls | |
Gem of Sagacity You can attach this gem to a weapon, allowing you to use your Knowledge when making an attack with that weapon. | Level 8 | 85 Handfuls | |
Ring of Unbreakable Resolve Once per session, when the GM spends a Fear, you can spend 4 Hope to cancel the effects of that spent Fear. | Level 8 | 100 Handfuls | |
Belt of Unity Once per session, you can spend 5 Hope to lead a Tag Team Roll with three PCs instead of two. | Level 8 | 100 Handfuls |
req. lvl | Cost | ||
---|---|---|---|
Stride Potion You gain a +1 bonus to your next Agility Roll. | — | 2 Handfuls | |
Bolster Potion You gain a +1 bonus to your next Strength Roll. | — | 2 Handfuls | |
Control Potion You gain a +1 bonus to your next Finesse Roll. | — | 2 Handfuls | |
Attune Potion You gain a +1 bonus to your next Instinct Roll. | — | 2 Handfuls | |
Charm Potion You gain a +1 bonus to your next Presence Roll. | — | 2 Handfuls | |
Enlighten Potion You gain a +1 bonus to your next Knowledge Roll. | — | 2 Handfuls | |
Minor Health Potion Clear 1d4 HP. | — | 3 Handfuls | |
Minor Stamina Potion Clear 1d4 Stress. | — | 3 Handfuls | |
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. | — | 4 Handfuls | |
Varik Leaves You can eat these paired leaves to immediately gain 2 Hope. | — | 4 Handfuls | |
Vial of Moondrip When you drink the contents of this vial, you can see in total darkness until your next rest. | — | 4 Handfuls | |
Unstable Arcane Shard You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 1d20 magic damage. | — | 4 Handfuls | |
Potion of Stability You can drink this potion to choose one additional downtime move. | — | 5 Handfuls | |
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. | — | 5 Handfuls | |
Morphing Clay You can spend a Hope to use this clay, altering your face enough to make you unrecognizable until your next rest. | — | 5 Handfuls | |
Vial of Darksmoke When an adversary attacks you, use this vial and roll a number of d6s equal to your Agility. Add the highest result to your Evasion against the attack. | — | 5 Handfuls | |
Jumping Root Eat this root to leap up to Far range once without needing to roll. | — | 5 Handfuls | |
Snap Powder Mark a Stress and clear a HP. | — | 5 Handfuls | |
Health Potion Clear 1d4+1 HP. | — | 6 Handfuls | |
Stamina Potion Clear 1d4+1 Stress. | — | 6 Handfuls | |
Armor Stitcher You can use this stitcher to spend any number of Hope and clear that many Armor Slots. | — | 8 Handfuls | |
Gill Salve You can apply this salve to your neck to breathe underwater for a number of minutes equal to your level. | — | 8 Handfuls | |
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. | — | 8 Handfuls | |
Improved Arcane Shard You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 2d20 magic damage. | — | 8 Handfuls | |
Major Stride Potion You gain a +1 bonus to your Agility until your next rest. | Level 2 | 10 Handfuls | |
Major Bolster Potion You gain a +1 bonus to your Strength until your next rest. | Level 2 | 10 Handfuls | |
Major Control Potion You gain a +1 bonus to your Finesse until your next rest. | Level 2 | 10 Handfuls | |
Major Attune Potion You gain a +1 bonus to your Instinct until your next rest. | Level 2 | 10 Handfuls | |
Major Charm Potion You gain a +1 bonus to your Presence until your next rest. | Level 2 | 10 Handfuls | |
Major Enlighten Potion You gain a +1 bonus to your Knowledge until your next rest. | Level 2 | 10 Handfuls | |
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. | Level 2 | 12 Handfuls | |
Homet's Secret Potion After drinking this potion, the next successful attack you make critically succeeds. | Level 2 | 12 Handfuls | |
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. | Level 2 | 12 Handfuls | |
Channelstone You can use this stone to take a spell or grimoire from your vault, use it once, and return it to your vault. | Level 2 | 12 Handfuls | |
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. | Level 2 | 12 Handfuls | |
Acidpaste This paste eats away walls and other surfaces in bright flashes. | Level 2 | 12 Handfuls | |
Hopehold Flare When you use this flare, allies within Close range roll a d6 when they spend a Hope. On a result of 6, they gain the effect of that Hope without spending it. The flare lasts until the end of the scene. | Level 5 | 16 Handfuls | |
Major Arcane Shard You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 4d20 magic damage. | Level 5 | 16 Handfuls | |
Featherbone You can use this bone to control your falling speed for a number of minutes equal to your level. | Level 5 | 16 Handfuls | |
Circle of the Void Mark a Stress to create a void that extends up to Far range. No magic can be cast inside the void, and creatures within the void are immune to magic damage. | Level 5 | 16 Handfuls | |
Sun Tree Sap Consume this sap to roll a d6. On a result of 5–6, clear 2 HP. On a result of 2–4, clear 3 Stress. On a result of 1, see through the veil of death and return changed, gaining one scar. | Level 5 | 16 Handfuls | |
Dripfang Poison A creature who consumes this poison takes 8d10 direct magic damage. | Level 5 | 16 Handfuls | |
Major Health Potion Clear 1d4+2 HP. | Level 5 | 18 Handfuls | |
Major Stamina Potion Clear 1d4+2 Stress. | Level 5 | 18 Handfuls | |
Ogre Musk You can use this musk to prevent anyone from tracking you by mundane or magical means until your next rest. | Level 5 | 20 Handfuls | |
Wingsprout You gain magic wings that allow you to fly for a number of minutes equal to your level. | Level 5 | 20 Handfuls | |
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 Far range unprepared for the sound take 6d8 magic damage. | Level 5 | 20 Handfuls | |
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 Close range. Targets you succeed against take d20 physical damage using your Proficiency. | Level 5 | 20 Handfuls | |
Bridge Seed Thick vines grow from your location to a point of your choice within Far range, allowing you to climb up or across them. The vines dissipate on your next short rest. | Level 8 | 22 Handfuls | |
Sleeping Sap You can drink this potion to fall asleep for a full night’s rest. You clear all Stress upon waking. | Level 8 | 22 Handfuls | |
Feast of Xuria You can eat this meal to clear all HP and Stress and gain 1d4 Hope. | Level 8 | 22 Handfuls | |
Bonding Honey This honey can be used to glue two objects together permanently. | Level 8 | 22 Handfuls | |
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 Agility and a −1 penalty to your Proficiency. | Level 8 | 22 Handfuls | |
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 Strength and a +1 bonus to your Proficiency. | Level 8 | 22 Handfuls | |
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. | Level 8 | 25 Handfuls | |
Sweet Moss You can consume this moss during a rest to clear 1d4 HP or 1d4 Stress. | Level 8 | 25 Handfuls | |
Blinding Orb You can activate this orb to create a flash of bright light. All targets within Close range become Vulnerable until they mark HP. | Level 8 | 25 Handfuls | |
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. | Level 8 | 25 Handfuls | |
Mirror of Marigold When you take damage, you can spend a Hope to negate that damage, after which the mirror shatters. | Level 8 | 25 Handfuls | |
Stardrop You can use this stardrop to summon a hailstorm of comets that deals 8d20 physical damage to all targets within Very Far range. | Level 8 | 25 Handfuls |