Sauron (Manipulator)
Added 2024-11-08 14:00:07 +0000 UTC-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Warlock
Subclass: Archfey
- Level 1 Warlock Spells
- +1 Warlock Spell Slot
- Fey Presence
Charm or Frighten foes within 3m
Cantrips:
- Eldritch Blast
1d10 Force Damage per Beam
Level 5 = 2 Beams
Level 10 = 3 Beams
- Friends (Concentration) (10 turns)
Advantage on Charisma Checks against non-hostiles creatures
Can be used in Dialogue
Can be cast while Silenced
Spells:
- Armour of Agathys
Gain 5 Temp HP and deal 5 Cold Damage to attackers while Temp HP persists
+5 Temp HP and Damage per upcast
Lasts until Long Rest or Temp HP is gone
- Sleep
Select targets up to 24 HP and put them to Sleep
+8 HP per Upcast
Race: High Elf or High Half-Elf
Advantage on Saving Throws against Charmed
Cannot be put to Sleep
Perception Proficiency (Half-Elf gets Medium Armour instead)
High Elf Cantrip:
- Fire Bolt
1d10 Fire Damage
Level 5 = 2d10
Level 10 = 3d10
Background: Acolyte, Charlatan*, or Sage
Skills: Deception, Intimidation
Stats:
STR = 8
DEX = 16
CON = 14
INT = 10
WIS = 8
CHA = 17
--------------------LEVEL 2--------------------
Warlock 2
- +1 Warlock Spell Slot
Eldritch Invocations:
- Agonising Blast (Passive)
Add CHA Modifier to Eldritch Blast’s Damage
- Devil’s Sight
Able to see in magical and nonmagical Darkness
Spell:
- Hellish Rebuke (Reaction)
2d10 Fire Damage (DEX Save halves damage)
+1d10 per Upcast
--------------------LEVEL 3--------------------
Warlock 3
- Level 2 Warlock Spells
Pact Boon: Pact of the Tome
- Guidance (Concentration)
+1d4 Ability Checks
- Vicious Mockery
1d4 Psychic Damage (WIS Save to Negate)
Target has Disadvantage on next Attack Roll
Level 5 = 2d4
Level 10 = 3d4
- Thorn Whip
1d6 Piercing Damage
Pull creature 3m towards you
2d6 Piercing Damage at Level 5
3d6 Piercing Damage at Level 10
Spell:
- Darkness (Concentration)
Create 5m Area of Darkness
Creatures are Blinded
Ranged Attacks cannot penetrate Darkness
Immunity to Blinded negates effects
Replace Spell: Any
- Mirror Image (10 turns)
Create 3 Illusory duplicates of yourself that distract attackers
+3 AC per duplicate
When you evade an attack, 1 duplicate dissappears
--------------------LEVEL 4--------------------
Warlock 4
Feat: Ability Improvement (+2 CHA)
Cantrip:
- Minor Illusion
Creates an Illusion that compels creatures to investigate
Can be cast while Silenced
Can remain hidden when cast
Can last for 10 turns
Spell:
- Misty Step
Teleport to an open space within 18m that you can see
--------------------LEVEL 5--------------------
Warlock 5
- Level 3 Warlock Spells
Deepened Pact:
- Animate Dead
Animate a corpse as a servant while not in combat
Level 4 Upcast raises 3 minions instead of 1
Level 5 Updated raises a Ghoul or Flying Ghoul
Haste
- Call Lightning (Concentration)
3d10 Lightning Damage
Can recast for free once per turn
+1d10 Lightning Damage per upcast
Eldritch Invocation: Mask of Many Faces
- Disguise Self (Ritual)
Alter your appearance
OR Sign of Ill Omen
- Bestow Curse (Concentration)
Curse a creature for 10 turns
+10 turns per upcast
Dread
Additional Damage
Attack Disadvantage
Strength Disadvantage
Dexterity Disadvantage
Constitution Disadvantage
Intelligence Disadvantage
Wisdom Disadvantage
Charisma Disadvantage
Spell:
- Gaseous Form (Concentration)
Transform yourself or an ally into a cloud of mist
Resistant to all Damage
Advantage on STR, CON, and DEX Saving Throws
Become Tiny in size
Cannot attack, cast spells, or speak
Strength and Dexterity set to 10 while transformed
Replace Spell: Sleep
- Invisibility (Concentration)
Attacks against creature have Disadvantage
Creature Attacks with Advantage
Ends if creature attacks or casts a spell
+1 target per upcast
--------------------LEVEL 6--------------------
Warlock 6
- Misty Escape (Short Rest) (Reaction)
Upon taking damage, become Invisible
Can cast Misty Step on next turn but will break Invisibility
Spell:
- Hunger of Hadar (Concentration) (6m Radius)
2d6 Cold Damage
2d6 Acid Damage if creature ends turn in area (DEX Save to negate)
Difficult Terrain
Blinds those within
--------------------LEVEL 7--------------------
Warlock 7
- Level 4 Warlock Spells
Eldritch Invocation: Book of Ancient Secrets
- Silence
6m AoE Silenced
Creatures cannot cast spells that require a verbal component
Note: Can be used to cheese some spellcasting enemies
- Ray of Sickness
2d8 Poison Damage
Chance to Poison Target
+1d8 per upcast
- Chromatic Orb
Cast an orb of a selected damage type to cast at enemies
3d8 Thunder Damage
2d8 Acid Damage + Acid Surface
2m for 2 turns
Reduces AC by 2
2d8 Cold Damage + Ice Surface
2m for 2 turns
Movement Speed halved
Chance to fall Prone
2d8 Fire Damage + Fire Surface
2m for 2 turns
Burning
Take 1d4 Fire Damage per turn
2d8 Lightning Damage + Electrified Surface
2m for 2 turns
Electrified
Take 1d4 Lightning Damage per turn
2d8 Poison Damage + Acid Surface
2m for 7 turns
Poisoned
Disadvantage on Attack Rolls and Abilities Checks
+1d8 per Upcast
Spell:
- Blight
8d8 Necrotic Damage
Plants take maximum damage
Plants have Disadvantage on Saving Throw against it
Does not affect Undead or Constructs
+1d8 Necrotic Damage per upcast
Replace Spell: Invisibility
- Greater Invisibility (Concentration)
Attacks against creature have Disadvantage
Creature Attacks with Advantage
Ends when you fail increasingly harder Stealth Checks on Attacks, Casting Spells, or interacting with items
--------------------LEVEL 8--------------------
Warlock 8
Feat: Lucky
+3 Luck Points
Gain Advantage on Attack Rolls, Ability Checks, or Saving Throws
Make an enemy reroll their Attack Roll
Spell:
- Dominate Beast (Concentration)
Control a Beast for 10 turns
When the creature takes damage, makes a Wisdom Saving Throw against domination
--------------------LEVEL 9--------------------
Warlock 9
- Level 5 Warlock Spells
Eldritch Invocation: Minions of Chaos
- Conjure Elemental
When cast at Level 5, summon:
Air Elemental
Earth Elemental
Fire Elemental
Water Elemental
When cast at Level 6, summon:
Air Myrmidon
Earth Myrmidon
Fire Myrmidon
Water Myrmidon
Spell:
- Dominate Person (Concentration)
Control a Humanoid for 10 turns
When the creature takes damage, makes a Wisdom Saving Throw against domination
--------------------LEVEL 10--------------------
Warlock 10
- Beguiling Defences
Cannot be Charmed
Cantrip:
- Blade Ward (2 turns)
Halves incoming Physical Damage for 2 turns
Spell:
- Hold Person (Concentration)
Hold an enemy still; Cannot Move, Act, or React
Attacks against target are always Critical Hits within 3m
Target can make a WIS Save to escape at the end of each turn
+1 target per upcast
Replace Spell: Any
- Hold Monster (Concentration)
Hold an enemy still; Cannot Move, Act, or React
Attacks against target are always Critical Hits within 3m
Target can make a WIS Save to escape at the end of each turn
+1 target per upcast
--------------------LEVEL 11--------------------
Warlock 11
- +1 Warlock Spell Slot
Mystic Arcanum:
- Eyebite (Concentration)
Can recast while concentrating
Panicked
Fearful
Disadvantage on Ability Checks and Attack Rolls
Must run from source of fear and cannot take any additional actions
Can make a Saving Throw to shake off this effect if they end their turn out of sight of caster
Sickened
Disadvantage on Attack Rolls & Ability Checks for 10 turns
Asleep
Sleeping
Cannot move or act
Automatically fails STR and DEX Saving Throws
Attack Rolls against creature have Advantage and landed attacks are Critical Hits if they attacker is within 1.5m
Removed by taking damage, receiving Help, or being Shoved
Spell:
- Blink
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
When you do vanish, your presence here is a representation of the location you'll come back to. You can choose to teleport it up to 6m
Blinked
At the end of each turn, there is a chance the affected entity gets Blinked to the Ethereal Plane, where it can't be harmed, seen or affected.
While in the Ethereal Plane, the entity can't move or interact with anything in the world. It can only choose to teleport up to 6m. When combat ends, so does this effect.
Blinked to the Ethereal Plane
Affected entity is in the Ethereal Plane, where it can't be harmed, seen, or affected.
While in the Ethereal Plane, the entity can't move or interact with anything in the world. It can choose to teleport up to 6m
At the end of each turn, there is a chance it reappears in the Material Plane. When combat ends, so does this effect.
--------------------LEVEL 12--------------------
Warlock 12
Feat: Ability Improvement (+2 DEX) OR Alert
Eldritch Invocation: Repelling Blast
Push creatures up to 4.5m away with Eldritch Blast
Spell: Any
--------------------GEAR--------------------
Important Items:
- Hag’s Hair (+1 CHA)
- Volo’s Eye
Permanent See Invisibility
- Necromancy of Thay
Danse Macabre Summon
Tharchiate Codex: Blessing
Speak with Dead
Forbidden Knowledge (Used for Mirror of Loss)
- Mirror of Loss (+2 CHA or DEX)
-------ACT 1-------
Head:
- Circlet of Blasting
Scorching Ray (Level 2) (Long Rest)
2d12 Fire Damage per Ray (3)
+1 Ray per upcast
Location: Sold by Blurg in Myconid Colony
- The Shadespell Circlet
+1 Spell Save DC while Obscured
Location: Sold by Omeluum in Myconid Colony
- Diadem of Arcane Synergy
When you inflict a condition, gain Arcane Synergy for 2 turns
Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier
Location: Looted from Ardent Jhe'rezath in Inquisitor's Chamber, Crèche Y'llek
- Shadow of the Menzoberranzan
Light Armour
Shrouded in Shadow (Long Rest)
Become Invisible for 2 turns
Location: Looted from the Pale Corpse in the Myconid Colony, in the secret area unlocked by completing the quest Defeat the Duergar Intruders X: 50 Y: 75
------------------------------
Chest:
- Spidersilk Armour*
Light Armour
12 AC + Dexterity Modifier
+1 Stealth Checks
Advantage on Constitution Saving Throws
Location: Worn by Minthara
------------------------------
Gloves:
- Daredevil Gloves
+1 Spell Attack Rolls
Daredevil Proximity (Toggleable)
Ranged Spell Attacks can be made in Melee when adjacent to an enemy
Location: Sold by A'jak'nir Jeera at Crèche Y'llek
- Abyss Beckoners
Summoned creatures have Resistance to ALL Damage EXCEPT Psychic
At the start of summoned creature’s turn, it must succeed Wisdmon Saving Throw or be driven Mad
Attacks the nearest creature
At the end of each turn, make a DC 13 Wisdom Saving Throw to remove the condition
Location: Zhentarim Basement
- Gloves of Dexterity
Set DEX to 18
+1 Attack Rolls
Location: Can be bought from A'jak'nir Jeera at Crèche Y'llek
------------------------------
Boots:
- Disintegrating Night Walkers
Cannot be Enwebbed, Entangled, or Ensnared
Cannot slip on Grease or Ice
Misty Step (Short Rest)
Location: Dropped by Nere
------------------------------
Cloak: N/A
------------------------------
Amulet:
- The Spectator Eyes
Ray of Fear (Long Rest)
Frightens the target for 2 turns
Cannot move
Disadvantage on Attack Rolls and Ability Checks
Wounding Ray (Long Rest)
2d8 Necrotic Damage
CON Save for your Spell Save DC / On Save, target still takes half damage
Location: Looted from Spectator in Underdark
- Psychic Spark
+1 Missile when casting Magic Missile
Magic Missile (Long Rest) (Level 1)
1d4 + 1 Force Damage per missile
Always hits
Location: Sold by Blurg in Myconid Colony
- Necklace of Elemental Augmentation
When your Cantrip deals Acid, Cold, Fire, Lightning, or Thunder Damage, deal Bonus Damage equal to Spellcasting Modifier
Location: Inside a display case in Inquisitor's chamber at X: 1379 Y: -662, Crèche Y'llek
- Amulet of Silvanus
Lesser Restoration (Once Per Long Rest)
Cure a creature of Paralysis, Blinded, Diseased, or Poisoned
Location: Druid Grove X:262 Y:481
- Amulet of Misty Step
Misty Step (Short Rest)
Location: Gilded chest next to the bed behind Polma in the Defiled Temple X: 386 Y: 8
------------------------------
Rings:
- Ring of Arcane Synergy
When you deal damage with a Cantrip, gain Arcane Synergy for 2 turns
Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier
Location: Can be looted from Gish Far'aag in Crèche Y'llek
- Shapeshifter’s Boon Ring
+1d4 Bonus to all checks while shapeshifting or Disguise Self
Location: Emerald Grove: Can be looted from the Strange Ox in the Druid Grove. Killing the Strange Ox there will not reward the Hat of Fire Acuity. Can also trade with the Strange Ox to obtain the ring. First, send a single party member to attack the Strange Ox but lose the battle (i.e. die, to be resurrected later) or run away via stealth/invisibility. The party member who fought can then return and talk to the Strange Ox to make amends with a gift; the ring will be tradable. X: 217 Y: 540
Last Light Inn: Can be looted from the Strange Ox at Dammon's blacksmith. X: -28 Y: 170
Rivington: Given as a reward for completing Help the Devilish Ox or looted from Strange Ox. If you assist the Strange Ox you will lose out on the Hat of Fire Acuity. X: 39 Y: -149
- Ring of Elemental Infusion
When you deal Acid, Cold, Fire, Lightning, or Thunder Damage with a Spell or Cantrip, infuse your weapon with that element until the end of your next turn for one successful hit
+1d4 Elemental Damage with Weapon Attack
Location: Looted from Gish Umr'a'ac in Infirmary, Crèche Y'llek
- Strange Conduit Ring
+1d4 Psychic Damage on Weapon Attacks while Concentrating
Location: Inside an elegant chest in Inquisitor's Chamber, Crèche Y'llek X: 1360 Y: -657
- Caustic Band
+2 Acid Damage on Weapon Attacks
Location: Purchased from Derryth Bonecloak in the Myconid Colony
- Fetish of Callardun Smoothhands
Invisibility (Long Rest)
Location: Found on one of the dead deep gnomes that a pair of duergar are throwing into the lake in Grymforge X: -610 Y: 408
- Ring of Protection
+1 AC
+1 Saving Throws
Location: Reward for Steal the Sacred Idoll
------------------------------
Melee Weapons:
- Knife of the Undermountain King
Shortsword
+2 Enchantment
Number needed to roll a Critical Hit is reduced by 1
If you roll 2 damage or less, reroll and take the highest result
Advantage on Attack Rolls against Obscured targets
Location: Can be bought or looted from A'jak'nir Jeera in Crèche Y'llek
- Phalar Aluve
+1 Enchantment
+1 Performance
Sing (Short Rest)
All allies within 6m gain +1d4 Attack Rolls and Saving Throws
Shriek (Short Rest)
All enemies within 6m have -1d4 Saving Throws
Affected enemies receive +1d4 Thunder Damage
Location: Underdark
- Larethian’s Wrath
+1 Enchantment
Razor Gale (Short Rest)
Deal Damage to enemies in a 4m Cone AoE
Targets take Half-Damage on Miss
Unlike Cleave, does NOT have maximum number of targets
Location: Purchased at Crèche Y'llek
------------------------------
Ranged Weapons:
- Bow of the Banshee
+1 Enchantment
+1d4 Attack Rolls against Frightened creatures
+1d4 Damage against Frightened creatures
On a hit, possibly inflict Frightened
Note: Both +1d4 buffs apply to all weapons you are wielding
Location: Corsair Greymon in Grymforge
------------------------------
-------ACT 2-------
Head:
- Circle of Bones
Cast Animate Dead once per long rest
Allied Undead within 6m have Resistance to Bludgeoning, Slashing, and Piercing Damage
Location: Ketheric Thorm
- Covert Cowl
Number needed to roll a Critical Hit is reduced by 1 while Obscured
+1 Dexterity Saving Throws
Location: Carried by a Meenlock in the Cellar of Last Light Inn
- Circlet of Mental Anguish
Regain 1d4 HP when an enemy fails a CHA, INT, or WIS Saving Throw against your spell or cantrip
Location: Can be looted from a skeleton in the Necrotic Laboratory of the Mind Flayer Colony X: 748 Y: -141
- Dark Justiciar Helmet
Medium Armour
Number needed to roll a Critical Hit is reduced by 1 while Obscured
+1 Constitution Saving Throws
+1 Saving Throws against Spells
Locations: Found inside a Gilded Chest in the Gauntlet of Shar X: -822 Y: -753
------------------------------
Chest:
- Potent Robe (Optional)
10 AC + DEX Modifier
+1 AC
Cantrips deal additional damage equal to Charisma Modifier
At the start of each turn, gain HP equal to Charisma Modifier
Location: Rewarded by Alfira for successfully completing Rescue the Tieflings LOL
------------------------------
Gloves:
- Dark Justiciar Gauntlets (Rare)
+1d4 Necrotic Damage with Weapon Attacks
+1 Strength Saving Throws
Beckoning Darkness (Bonus Action)
Creatures is haunted by darkness for 2 turns
Takes 1d8 Necrotic Damage if it enters or starts its turn in an Obscured area
Location: Reward for killing the Nightsong in Nightsong's Prison
- Flawed Helldusk Gloves
+1d4 Fire Damage with Weapon Attacks
+1d4 Necrotic Damage with Unarmed Attacks
Unarmed Attacks have a chance to inflict Bleeding
+1 Strength Saving Throws
Location: Purchased from Dammon
------------------------------
Boots:
- Dark Justiciar Boots
+1 DEX Saving Throws
Shadow Teleportation (Short Rest)
Teleport between shadows
Location: Kill the Nightsong
------------------------------
Cloak:
- Cloak of Protection
+1 AC
+1 Saving Throw
Location: Purchase from trader at Last Light Inn
- Fleshmelter Cloak
When hit with a melee attack, deal 1d4 Acid Damage to that creature
Location: Looted from a Gilded Chest X: 29 Y: -930 in the House of Healing Morgue
------------------------------
Amulet: N/A
------------------------------
Rings:
- Ring of Exalted Marrow
Exhort the Risen (Long Rest)
Command an Undead
Halt
Stops moving and doesn’t take actions
Grovel
Goes prone
Flee
Runs from caster
Drop
Drops their weapon
Approach
Moves towards caster
Ghoulish Touch (Long Rest)
Attack and Paralyze a target for 2 turns
Cannot Paralyze Elves or Undead
Cannot move or take actions or reactions
Automatically fails STR and DEX Saving Throws
Attack Rolls against creature always succeed
Attacks within 3m are Critical Hits
Location: Moonrise Towers Rooftop
- Shadow-Cloaked Ring
+1d4 Damage with Weapon and Unarmed Attacks against Obscured creatures or creatures made of shadow
Location: Can be looted from the Shadow Mastiff Alpha in the Ruined Battlefield X: -49 Y: 36; The nearby everburning torches must be destroyed before the Mastiff will appear
- Shifting Corpus Ring
Invisibility (Long Rest)
Blur (Long Rest)
Enemies have Disadvantage on Attacks against you until you take damage
Location: Dropped by Flaming Fist Marcus at Last Light Inn
- Ring of Free Action
Ignore Difficult Terrain
Immune to Paralysed and Restrained
Location: Purchased from Araj at Moonrise Towers
------------------------------
Melee Weapons:
- Incandescent Staff
+1 Spell Attack Rolls
Fire Resistance
Fire Bolt (Cantrip)
1d10 Fire Damage
Level 5 = 2d10
Level 10 = 3d10
Fireball (Level 3) (Long Rest)
8d6 Fire Damage with 4m AoE
DEX Save to halve damage
+1d6 per upcast
Location: Quartermaster Tali
- Infernal Rapier
+2 Enchantment
+1 Spell Save DC
Uses Spellcasting Ability Modifier for Attack Rolls instead of DEX
Planar Ally: Cambion (Long Rest)
Location: Potential reward during Wyll's companion quest, The Blade of Frontiers. Bring Wyll along when entering the Tadpoling Centre, free Zariel's asset, then pass a DC 14 Persuasion Check to successfully ask for a reward
------------------------------
Ranged Weapons:
- Darkfire Shortbow
Shortbow
+2 Enchantment
Resistance to Fire Damage
Resistance to Cold Damage
Haste (Long Rest)
Gain an extra action
Double movement speed
+2 AC
Advantage on Dexterity Saving Throws
When Haste ends, become Lethargic (lose a turn)
Location: Purchased from Dammon
------------------------------
-------ACT 3-------
Head:
- Birthright
+2 CHA (Up to 22)
Location: If Rolan is dead: Sold by Lorroakan's Projection in Sorcerous Sundries. If Rolan and Lorroakan are both alive: Sold by Rolan in Sorcerous Sundries. If Rolan is alive but Lorroakan is dead: Can be traded or pickpocketed from Rolan in Ramazith's Tower
- Helldusk Helmet
+2 Saving Throws against Spells
Immune to Critical Hits
Immune to Blinded
See in Darkness up to 12m
Immolating Gaze (Short Rest)
Frighten creature
+2d8 Fire Damage against Burning creatures
Location: Found in the House of Hope in a vault across from the entrance to the Boudoir. The player will need to pass a DC10 Wisdom check to activate the Inert Infernal Gem and then a DC20 Arcana check to use the Infernal Control Gem to open the door. The helmet will be located in the treasure pile X: -6482 Y: 2939
- Hood of the Weave
+2 Spell Attack Rolls
+2 Spell Save DC
Location: Sold by Mystic Carrion
------------------------------
Chest:
- Robe of Supreme Defences
Clothing
10 AC + DEX Modifier
While Concentrating:
+1 AC
Add Spellcasting Modifier to Saving Throws
Location: Purchased from Ferg Drogher near Requisitioned Barn in Rivington
- Robe of the Weave
Clothing
10 AC + DEX Modifier
+2 AC
+1 Spell Attack Rolls
+1 Spell Save DC
Regain 1d6 HP when succeeding a Saving Throw against a spell
Location: Located inside a Globe of Invulnerability in Ramazith's Tower
- Bhaalist Armour
Light Armour
14 AC + Dexterity Modifier
+2 Initiative
Aura of Murder
Enemies within 2m become Vulnerable to Piercing Damage
Note: Enemies become Vulnerable regardless of Resistance mentioned in the item description
Location: Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin
- Helldusk Armour
Heavy Armour
21 AC
Considered Proficient with this armour while wearing it
When you succeed a Saving Throw, the caster receives Burning for 3 turns
Resistance to Fire
Immunity to Burning
-3 Damage from all sources
Fly
Location: Looted from Raphael
- Elegant Studded Leather
14 AC + Full Dexterity Modifier
+2 Initiative
Advantage on Stealth Checks
Shield (Short Rest)
When you are about to be hit, use a Reaction to increase AC by 5
Take 0 damage from Magic Missile
Lasts until start of your next turn
Location: Looted from High Security Vault n°9
------------------------------
Gloves:
- Cerebral Citadel Gloves
+1 STR Saving Throws
Charm or Frighten a creature to gain Lieges of the Underdark Blessing
+1d4 Attack Rolls
+1d4 Saving Throws
Lasts for 3 turns
Location: Located in a wardrobe in the Knights of the Shield Hideout under the Elfsong Tavern X: 728 Y: 588
- Helldusk Gloves
+1 Spell Attack Rolls
+1 Spell Save DC
+1 STR Saving Throws
+1d6 Fire Damage with Weapon Attacks
+1d6 Necrotic Damage with Unarmed Attacks
Unarmed Attacks may inflict Bleeding
Rays of Fire (Cantrip) (Short Rest)
3d6 Fire Damage per ray (3)
Location: Dropped by Haarlep in the House of Hope
------------------------------
Boots:
- Helldusk Boots
Immune to Prone
Immune to Difficult Terrain
Can use Reaction to succeed a failed Saving Throw
Hellcrawler (Short Rest)
Teleport to an area and deal 2d8 Fire Damage where you land in a 3m radius
Location: Found in a locked Gilded Chest X: -32 Y: 219 on the top floor of Wyrm's Rock Fortress. Taking this item after Gortash's coronation makes Gortash and all Steel Watchers on this floor permanently hostile. If Gortash's deal has been taken and the party has killed Orin, taking this item does not permanently make everyone hostile. Taking this item before the coronation does not turn anyone hostile or before Gortash leaves the throne room.
- Boots of Persistence
+1 Dexterity Saving Throws
Gain Permanent Longstrider
+3m Movement Speed
Gain Permanent Freedom of Movement
Movement Speed unimpeded by Difficult Terrain
Immune to Paralysed and Restrained
Location: Purchased from Dammon in Baldur’s Gate
------------------------------
Cloak:
- Cloak of the Weave
+1 Spell Attack Rolls
+1 Spell Save DC
Absorb Elements (Short Rest)
Take half damage from an elemental attack, and deal +1d6 Bonus Damage of that element on your next attack
Location: Sold by Helsik at the Devil's Fee once her special stock is unlocked
- Cloak of Displacement
Causes enemies Disadvantage on Attack Rolls against you until you take damage
Location: Sold by the trader Entharl Danthelon in Danthelon's Dancing Axe in Wyrm's Crossing
- Nymph Cloak
Dominate Person (Long Rest)
Location: Looted from the High Security Vault n°1 in The Counting House in the Lower City of Baldur's Gate OR Sold by Ferg Drogher in Rivington. It is part of his special stock, which requires a Persuasion check to access
------------------------------
Amulet:
- Amulet of Greater Health
Set CON to 23
Advantage on CON Saving Throws
Location: House of Hope
- Corvid Token
+1.5m Jumping/Flying
Featherfall
Featherfall while Wild Shaped or Polymorphed
Polymorph: Dire Raven
Location: Sold by Mattis in Rivington
------------------------------
Rings:
- After Death Do Us Part
When the wearer is Downed, they rise with half-HP but gain Shadow Possession
Cursed
Attacks the nearest creature
Deals +1d4 Necrotic Damage
Location: Possible reward for completing Free the Artist
- Crypt Lord Ring
Cast Create Undead once per long rest (Level 6 Spell)
Location: Rewarded for completion of Find Mystic Carrion's Servant if Thrumbo survives
- Ring of Regeneration
Regain 1d4 HP at the start of each turn
Location: Sorcerous Sundries or Ramazith’s Tower
- Ring of Blink
Blink (Long Rest)
Location: Rewarded by stealing from or persuading the tressym, Tara, on the roof of the Open Hand Temple X: -45 Y: -5 in Rivington. No skill check is required if playing as Gale or if Gale is in the party
- Band of the Mystic Scoundrel
After hitting a creature with a Weapon Attack, can cast an Illusion or Enchantment Spells as a Bonus Action
Location: Looted from a backpack X: -1566 Y: -1522 in the Jungle
- Keepsake Ring
Dominate Beast (Long Rest)
Location: Can be found on the floor of the Elfsong Tavern Basement X: -859 Y: 531
- Burnished Ring
Cast Paralyzing Ray once per Long Rest
Location: Dropped by Spectator in House of Hope
------------------------------
Melee Weapons:
- Duellist’s Prerogative
Rapier
+3 Enchantment
+1d4 Necrotic Damage
+1 Reaction per turn
While Off-Hand is empty, score a Critical Hit when rolling a 19
Can use a Reaction to deal additional Necrotic Damage equal to Proficiency Bonus on successful hit
Challenge to Duel
Cause target to have Disadvantage on Attack Rolls against anyone but caster
Target possibly might Bleed after being hit by caster
Dueller’s Enthusiasm
Bonus Action normal weapon attack
Location: Reward for completing the quest Save Vanra
- Crimson Mischief
Shortsword
+2 Enchantment
+1d4 Necrotic Damage
Main Hand Only: +1d4 Piercing Damage to targets with less than 50%HP
Main Hand Only: +7 Piercing Damage when attacking with Advantage
Off-Hand Only: Add your Ability Modifier to the damage
Location: Dropped by Orin
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Ranged Weapons:
- Gontr Mael
Longbow
+3 Enchantment
On hit, chance to inflict Guiding Bolt
Next attack against target has Advantage
Glows light in a 6m Radius
Celestial Haste (Concentration) (Long Rest)
Gain Haste for 5 turns without becoming Lethargic afterwards
Bolt of Celestial Light (Short Rest)
Frighten target
+1d4 Radiant Damage
Location: Looted from the Steel Watcher Titan in the basement of the Steel Watch Foundry X: -1952 Y: 206
- The Dead Shot
Longbow
+2 Enchantment
Number needed to roll a Critical Hit is reduced by 1
Wielder doubles Proficiency Bonus when rolling Ranged Attacks with this weapon unless they have Disadvantage
Location: Sold by Fytz the Firecracker at the Stormshore Armoury in Lower City