Wondrous Items
List of Wondrous Items
Aether Mantle
- Keywords: -
- Item Slot: Accessory.
- Attune?: Yes.
- Bulk: 1
This threadbare cloak is almost transparent, though it bends light in strange ways. Once per short rest, you can spend a Hero Dice as an action to become intangible. This effect lasts for a number of rounds equal to 1 + your Hero Dice result. You may end the effect prematurely as an action.
Cost & Creation
1,000 GP. You must craft this out of pure spider silk on the Astral Plane.
Animate Scarf
- Keywords: -
- Item Slot: Accessory.
- Attune?: Yes.
- Bulk: L
This fine scarf always has one end hanging down, no matter how it is wrapped. This end can actually be commanded to act as an extra limb. The scarf is incapable of fine dexterity, but otherwise is able to perform any task you could do with an open hand.
An animate scarf can carry weapons but not wield them or make attacks. It can help you with unskilled labor tasks, retrieve stored or nearby items, and even make gestures or slap someone (without causing damage). This cannot be used to deliver spells.
Cost & Creation
1,000 GP. You must bind an outsider or spirit of at least 3rd level to this scarf as part of crafting it (dead or willingly). Alternatively you may cast an Animate Object or Awaken spell on the scarf as part of the crafting of this item.
Bag of Holding
- Keywords: -
- Item Slot: Exotic.
- Attune?: No.
- Bulk: L
This silky sack, about the size of a saddlebag, contains an extra-dimensional space. It can hold up to 20 bulk, though it never weighs more than 1 bulk, and has an internal area of approximately 10 feet by 10 feet. Living things cannot enter a bag of holding. When you put your hand into a bag of holding you can feel around to any item in the bag, drawing it with relative ease.
Cost & Creation
2,500 GP. A bag of holding must be sewn on the Astral Plane and then brought back through a portal to the mortal realm. The portal becomes the mouth of the bag as it passes through.
Bag of Sundries
- Keywords: -
- Item Slot: Exotic.
- Attune?: No.
- Bulk: L
This heavy woolen bag has hundreds of pockets inside that seem to appear, disappear, and move over time. You always find some strange stuff in the bag. This bag increases the GP limit of your sundries by 250 GP.
Cost & Creation
1,000 GP. The wool from this bag must be from a sheep that is over 50 years old or is a magical sheep.
Bane Torch
- Keywords: Consumable
- Item Slot: Wielded
- Attune?: No.
- Bulk: 1
This torch is lined with warding runes, and smells faintly of dried blood. While crafting a bane torch, choose a creature keyword (if found, the GM can choose or roll randomly). While lit, it creates a 30 feet radius area that frightens away creatures with that keyword. Creatures with the chosen keyword that enter the area are targeted with a fear effect (DC 20, as per the spell). Applicable creatures that leave and re-enter the area must make a new save. It lasts for 30 minutes.
Cost & Creation
1,000 GP. You must soak the head of the torch in a mixture of pitch and the blood of the chosen creature type.
Bountiful Quiver
- Keywords: -
- Item Slot: Exotic.
- Attune?: Yes.
- Bulk: L
You can attune the quiver to a particular type of ammunition with a 1-minute ritual. Once attuned, the quiver can produce up to 75 GP worth of that ammo per short rest. Ammo drawn from the quiver vanishes a few rounds after being drawn or fired, and has a faintly etheric, conjured appearance.
Cost & Creation
1,000 GP. You must fit 100 arrows (or equivalent items) at once into the quiver typically designed for about 20 as part of the process of crafting this. You must not break either the arrows or the quiver while crafting it. How you manage this is up to you (and your GM). (The cost of the arrows are part of the 1,500 GP crafting price.)
Bracers of Invincibility
- Keywords: -
- Item Slot: Worn.
- Attune?: Yes.
- Bulk: L
These golden bracers are adorned with runic symbols etched into them. They generate a weak magical field that softens attacks, providing a +3 armor bonus to AC. This can only be used while unarmored. This does not count as a piece of armor, it merely provides an armor bonus. This can also take the form of a belt.
Cost & Creation
2,500 GP. You must forge the bracers from a set of heavy or superheavy armor to craft this item. The cost of this equipment is not worked into the 1,000 GP base cost.
Chalice of Mercy
- Keywords: Healing
- Item Slot: Wielded.
- Attune?: Yes.
- Bulk: L
This golden goblet has symbols of healing engraved upon it. While you hold the chalice, you can cast the base form of cure wounds as an innate spell (Religion or Medicine). The chalice allows for up to 5 innate spells to be cast this way per short rest.
Alternatively, you may use the chalice to cast resurrect as a 1-minute ritual. Using it this way destroys the chalice.
Cost & Creation
7,500 GP. You must cast resurrection on the chalice as part of the creation of the item or get the blessing of a powerful holy creature (at least 10th level).
Cloudstepper Boots
- Keywords: -
- Item Slot: Legs.
- Attune?: Yes.
- Bulk: L
These boots allow you to linger in the air, treating open space as solid ground for a brief moment. You may run across water, liquids, and open air as if they were solid ground so long as you begin and end your turn on solid ground. Once per short rest, as a free action, you can create a 5 foot x 5 fott cloud under your feet that lasts until the end of your next turn. You treat this cloud as solid ground.
Cost & Creation
1,000 GP. You must sew a cloud into the sole of the boots. How you actually get a cloud that can be sewn into a boot is up to you (and your GM).
Dwarven Power Shovel
- Keywords: -
- Item Slot: Wielded.
- Attune?: Yes.
- Bulk: 1
This enchanted shovel can dig through any material as if it were dirt. Any material with less than 10 threshold can be dug through as if it were dirt, though anything with a higher threshold is treated normally. If used as a weapon it is treated as if it were a dwarven war pick with penetration 10.
Cost & Creation
1,000 GP. You must forge this shovel in an underground dwarven hearth.
Elemental Rings of Power
- Keywords: -
- Item Slot: Hand or Accessory.
- Attune?: Yes.
- Bulk: L
These rings grant you sovereignty over one particular elemental force. You become immune to damage caused by that element and can speak 1 language associated with that element while wearing the ring. Finally, you suffer no ill-effects due to the environment of an elemental plane that is of the same element as your ring. Cost & Creation 7,500 GP. Additionally, you must forge into the ring with the essence of a creature who meets the following qualifications:
- Has the elemental keyword of the element you are seeking to claim sovereignty over.
- Is immune to the element in question.
- Is at least level 10.
Alternatively you may forge such a ring if you are given express permission to do so from a divine power who claims dominion over that element (in lieu of the essence of a creature).
Flying Carpet
- Keywords: -
- Item Slot: Exotic.
- Attune?: Yes.
- Bulk: 3
This finely woven carpet can, with a command phrase, rise into the air. The carpet covers a 10 ft. x 10 ft. area, can carry up to 4 medium-size creatures or their equivalents, and has a fly speed of 90 feet. The person who speaks the command word is considered the ‘pilot’, and treats the carpet as a minion. Typically Acrobatics or Arcane Lore is used to “pilot” the carpet.
Cost & Creation
2,500 GP. You must weave feathers or scales of flying creatures of at least 5th level into the carpet as part of the crafting, and the carpet must display an image of the creatures used. Though it does not require the essence of such a creature it will take on the characteristics/personality of the creature you craft it from.
Hearth of Warmth
- Keywords: -
- Item Slot: Exotic.
- Attune?: No.
- Bulk: L
This small ember box contains a small glowing ember that never goes out (if snuffed out it relights in 24 hours). A fire lit with this ember causes a soothing, healing, restful sleep to those who are near it.
A party who spends a long rest around a Hearth of Warmth has its members recover an extra 5 HP, and the party pool recovers 1 Hero Dice.
It also creates a 15 ft., x 15 ft. area whose temperature is constantly pleasant, is kept free of vermin, lesser weather conditions seem to “avoid” it, and the like. This is frail magic and anything of note (a strong storm, excessively cold temperatures, a horde of vermin, etc) breaks this effect.
Cost & Creation
5,000 GP. You must craft this item around a campfire with friends who are loyal to you. This item only works for those who were there during the forging. This can be expanded to anyone who later joins the circle of friends so long as they have proven themselves loyal.
Horn Of Wrath
- Keywords: Corruption.
- Item Slot: Wielded.
- Attune?: Yes.
- Bulk: L
This warhorn, carved from a horn of a great beast, is imbued with a maddening power. Once per short rest, using 2 actions you can blow into the horn to produce a rage-inducing sound. Enemies within 30 feet must make a Will save (DC 10 + your proficiency in Bluff or Intimidate) or become hostile to all creatures until the start of your next turn. Creatures can only be affected by a horn of wrath once per day. This is a sound-based, mind-affecting effect.
Cost & Creation
2,500 GP. You must carve the horn from a great beast (at least level 10) while in a fit of rage yourself or while amidst a battle (even on the outskirts).
Jaunter’s Cloak
- Keywords: -
- Item Slot: Accessory.
- Attune?: Yes.
- Bulk: 1
While you wear this bright red cloak, you can fold space around you, seeming to fall in on yourself until you disappear only to show up again somewhere else. You gain the Dimensional Dervish feat while you wear the cloak. If you already had the feat, double the distance you can collectively teleport per short rest using the feat.
Cost & Creation
2,500 GP. You must craft this out of the essence of a powerful creature (at least level 10) that can naturally teleport.
Last Stand Sash
- Keywords: -
- Item Slot: Accessory.
- Attune?: Yes.
- Bulk: L
This ragged sash is made from a piece of a banner taken from a valiant but doomed defense. When draped across your shoulders or wrapped around your waist, it grants you strength to stand tall in your final moments. While wearing this you remain conscious while below 0 HP, though you must attempt a Fortitude save at the start of your turn (see Death & Dying in the Core Rules). Additionally, once per long rest, when you would be reduced to 0 HP or less, you instead fall to 1 HP.
Cost & Creation
5,000 GP. The sash must be crafted from the outfit, uniform, or banner of a fallen defender(s). While crafting this item, you must repeatedly recite the story of the fallen defender(s) to the item so it learns of their tenacity.
Lost and Found Box
- Keywords: -
- Item Slot: Exotic.
- Attune?: No.
- Bulk: L
This small, odd-looking chest is a magnet for lost items. Once per short rest you may open it to reveal an item or items lost by someone over the years. When opened, roll 1d100. That is the GP value of the item (or items) you find in the box. It could be anything! A lost manuscript or a pile of lost socks! On a roll of 100 (00 on some dice), you discover something important or otherwise relevant to your current adventure or plight.
Cost & Creation
500 GP. A lost and found bag must be sewn from scraps of fabric you have found (i.e ones others have lost). Note: A GM may elect that the result is simply “junk”. This may replenish the sundries of the owner or their party members.
Lucky Coin
- Keywords: Consumable
- Item Slot: Exotic.
- Attune?: No.
- Bulk: L
These double-sided coins carry a bit of good luck with them. When you make a d20 roll, as part of the roll you may choose to add a Free Hero Dice to the roll. If you do, the coin shatters or melts. A given character can only benefit from a lucky coin once per long rest.
Cost & Creation
500 GP. You must mint the coin on a blessed day, under a fortuitous star sign, or when otherwise “lucky”.
Magic-Detection Stone
Keywords: - Item Slot: Wielded. Attune?: No. Bulk: L This plain-looking stone has a rune carved into one side. When held up to an object, the stone glows if the object is magical. The strength of the glow is directly proportional to the magical power of the object; common charms and trinkets produce the faintest glows, while artifacts result in an almost blinding light.
The stone gives no clues or indications of the object's magical properties, function, or method of use; it only gives a binary response of whether it is magical or not.
Cost & Creation
500 GP. You must surround the stone with 7 magic items for a week before attempting to craft it.
Mask of Disguise
- Keywords: Illusion
- Item Slot: Head.
- Attune?: Yes.
- Bulk: L
While you wear this nondescript blank white mask, you can cast the base form of disguise as at-will an innate spell (Stealth or Bluff).
Cost & Creation
1,000 GP. You must craft the mask either disguised as another creature or dressed in nondescript concealing garb.
Monstrosity Acid
- Keywords: -
- Item Slot: Exotic.
- Attune?: No.
- Bulk: L
This unassuming violently green acid will slowly eat through anything it touches. When placed on something it causes 1 point of acid damage per round with Absolute penetration. Under normal circumstances it never evaporates or boils off; it will burn a coin sized hole through the planet if you leave it long enough. When exposed to extremely high heat (above 500 degrees) it is instantly destroyed. Monstrosity acid is typically stored in a container made of vastwood (regenerating wood from the Vast) and comes in a 2 ounce dose. You can sometimes capture spent monstrosity acid back in its vial (a Reflex save is generally required).
Cost & Creation
5,000 GP. You must be Exceptional in Fieldcraft or Medicine to craft this. It requires at least 1 gallon of blood from a monster of at least 5th level to craft this.
Healing Potion
- Keywords: Consumable
- Item Slot: -
- Attune?: No.
- Bulk: L
A healing potion heals 1d6+1 damage of healing per “tier”. When healed by a healing potion you can spend a Hero Dice to heal additional hit points. Healing potions come in various strengths, with stronger potions healing for more.
| Tier | Cost | Healing |
|---|---|---|
| Weak | 100 GP | 1d6+1 |
| Standard | 250 GP | 2d6+2 |
| Hearty | 500 GP | 3d6+3 |
| Grand | 1,000 GP | 4d6+4 |
Cost & Creation
The cost of a potion is listed on the preceding chart. A healing potion must be crafted by someone who is at least Professional in Medicine and Arcane Lore. It requires 1 dose of medicine to craft (already factored into the price).
Prayer Charm
- Keywords: Divine.
- Item Slot: Exotic.
- Attune?: No.
- Bulk: L
This small talisman is a religious charm that has been prepared to ward off bad luck and curses. When you are targeted with a curse, the effect automatically fails (as if you had an Absolute save). This causes the prayer charm to burn, destroying itself so that you are not affected by the curse. If you have more than one prayer charm on your person when targeted by a curse, only 1 prayer charm is consumed. You must declare you’re wearing the prayer charm for it to be active (it cannot be stored). A given character can only use a prayer charm once per long rest.
Cost & Creation
500 GP. You must be Professional in Religion to craft this.
Ring of Concealment
- Keywords: -
- Item Slot: Hand or Accessory.
- Attune?: Yes.
- Bulk: L
This nondescript ring seems to possess no magic, though in truth it is a powerful tool of stealth. While you wear the ring, your mind cannot be read. Additionally, your keywords aren’t detected by Detect effects.
Cost & Creation
2,500 GP. You must craft the ring alone and unseen by anyone else.
Ring of Invisibility
- Keywords: -
- Item Slot: Hand or Accessory.
- Attune?: Yes.
- Bulk: L
While you wear this ring, as an action you can spend a Hero Dice to become invisible. You are invisible for a number of rounds equal to 1 + your Hero Dice result. If you attack or take a hostile action you immediately become visible again, wasting any rounds of remaining invisibility.
Cost & Creation
5,000 GP. You must craft this using the remains of a powerful creature (at least 10th level) who can turn invisible naturally.
Ring of Spell Storing
- Keywords: -
- Item Slot: Hand or Accessory.
- Attune?: Yes.
- Bulk: L
This ring can hold the magic of spells within its woven silver confines. A spell willingly cast on the ring for the express purpose of storing it allows you to cast that same spell, exactly as it was cast on the ring. A spell storing ring can store up to 3 spells at a time. Casting a spell on a full spell storing ring has no effect and the spell is wasted. No mana is consumed as the ring “holds onto” the spell cast on it.
Deeper Rules
- Unused Spells: A spell that goes unused for 24 hours is wasted.
- Casting Time: Casting a spell from the ring (“unleashing it”) takes the same number of actions as casting it took.
- Rituals: Rituals cannot be stored in a ring of spell storing.
- === Cost & Creation ===
5,000 GP. You must be Exceptional in Arcane Lore or Spellcasting to forge the item.
Staff Of Command Construct
- Keywords: Corruption.
- Item Slot: Wielded.
- Attune?: Yes.
- Bulk: 2
This ornate metallic staff functions as a stave that deals magic damage. Additionally, as an action you may present the staff and give a command to a construct within 30 feet. Make a Bark Orders (Intimidate) or Arcane Lore check against a DC of 10 + the construct’s Will save. If you succeed, the construct follows your order for 1 turn as though it were your minion.
Cost & Creation
2,500 GP. You must craft the staff out of a destroyed construct of at least 5th level.
Thiefbane Lantern
- Keywords: -
- Item Slot: wielded
- Attune?: Yes.
- Bulk: 1
This lantern has a wide, vertical, eye-shaped pane of glass. When lit, the lantern sheds a 30 ft. radius of light that also disrupts invisibility effects. At the start of each turn, the lantern casts a base reveal spell, except it affects all creatures within the lantern’s lit area. This lasts for 3 hours per dose of mundane oil.
Cost & Creation
1,000 GP. You must forge the lantern from a guardsman or watchman's helmet.
Wanderer’s Map
- Keywords: -
- Item Slot: Wielded.
- Attune?: No.
- Bulk: L
This dingy-looking map can give you the general physical layout of the land within 10 miles of you. It takes the form of a thinly sketched topographical map, centered on you, with a compass rose. It doesn’t include any man-made objects, just the terrain. A command word can be spoken and it will sketch out the surrounding area over the course of a short rest. The next time the map is put away and retrieved it is blank again, ready to sketch out a new area.
Cost & Creation
1,000 GP. You must take the paper you wish to use to make this map on a journey of a hundred miles or more that takes no less than 1 week.
Whisper Earrings
- Keywords: -
- Item Slot: Accessory.
- Attune?: No.
- Bulk: L
These small earrings allow any whispered communication to be sent to all other synced whisper earrings within one mile as a gentle whisper in one's ear. To sync earrings together they must be left together, touching, for 24 hours. You can unsync a whisper earrings by tossing them in a fire for 30 seconds.
Cost & Creation
500 GP. You must actively hold a conversation with at least 2 other people simultaneously while crafting the earrings.
