These are items you may find during your adventures. They can sometimes be purchased with Gold (which you may also find during your adventures). During your turn, you may use one item as a Bonus Action.
These are items you may find during your adventures. They can sometimes be purchased with Gold (which you may also find during your adventures). During your turn, you may use one item as a Bonus Action.
Gold is the standard currency used by adventurers and townsfolk alike. For special items such as those listed on this page, prices vary quite a bit. Generally, consumable items like potions might cost a couple Gold, where more reliable items like charms and enchanted weapons can cost a dozen or more Gold apiece. Items with a (+) are masterwork, with greater powers and cost.
Very useful in a pinch, but only good once. After use they are consumed.
(Any item that can be used on yourself, such as a potion, may instead be used on a willing ally next to you)
Blade Poison: The next time this fight you hit with an attack, the target gains 1 Bleed.
Blink Potion: For the rest of the fight, instead of moving on your turn you may Shift up to your Speed in spaces.
Bottled Sunlight: If drunk, remove all stacks of temporary Exhaustion from yourself. If thrown, choose a space within 3 spaces from you, all Undead creatures in or next to that space gain a Bleed.
Elixir of Might: Your next attack this fight deals +2 dice of damage.
Lucky Coin: When you roll a 1, you may use this and re-roll it. Does not count against your item use limit.
Goop Jar: Choose a space within 3 spaces from you, and put glue in that space and each one next to it for the fight. Moving into one of those spaces takes 2 Speed instead of 1.
Grave Jar: Place the jar in an empty space next to you, lasting for the scene. If an enemy starts their turn or moves next to the jar, they must make a difficulty 4 roll or they are Immobilized for 1 turn. The jar has 1 Health and 2 Armor, and when destroyed the effect ends.
Healing Potion: You heal 1 Health.
Hero's Potion: This turn, you may use a Warrior's or Rogue's Training ability without counting against your once per round limit.
Mana Potion: You regain 1 Mana.
Shockwave Jar: You and all creatures next to you (even allies) take 1d3 damage.
Tile of Escape: You Teleport 15 spaces in a random direction, which may be through solid objects, but will place you in the nearest empty space.
Deadly Poison (+): The next time this fight you hit with an attack, the target gains 2 Bleeds.
Earthen Potion (+): Increase your max Health by 2 for the fight, then heal 1 Health.
Elixir of Precision (+): Your next two attacks this fight each gain +1 die to hit.
Inferno Jar (+): Make an attack with a Range of 3. If it hits, the target gains 4 Bleeds.
Restoration Potion (+): You heal 1 Health and regain 1 Mana.
Interesting, quirky abilities, but with limited power. All charms are usable only once per fight.
Blink Charm: Shift up to 3 spaces away.
Charm of Ambition: Gain +1 die to your next attack or damage roll this turn (choose which).
Deflecting Charm: Your Armor is increased by 1 for 1 round.
Gambler's Charm: Can only be used on your turn in a fight, when you roll a 1 for an attack or damage. Re-roll that result, keeping the new one.
Goading Charm: For 1 round, all enemies next to you can only attack you for 1 round.
Hunter's Handbook: Choose a non-Human enemy within 3 spaces of you. You learn an interesting fact about them, and gain +1 die to hit with the next attack you make this turn.
Pillar Talisman: Choose an empty space, with no more than 1 space of wall (or similar obstacle) next to it. Place a transparent pillar of force in that space, lasting for the rest of the fight, that acts like a wall.
Repelling Charm: For 1 round, all enemies within 3 spaces of you can't move towards you or attack you if any of your allies are closer to them.
Restoring Charm: You heal 1 Health.
Ring of Comets: Choose a space within 3 spaces from you. At the start of your next turn, a comet lands there, dealing 1 damage to anyone in the space. This effect is very obvious.
Ring of the Skull Oath: Choose an enemy who attacked you since your last turn. You get +1 to hit and deal +1 die damage on the next attack against that enemy this turn.
Shielding Charm: For 1 round, reduce the damage any attack would deal to you by 1.
Thug’s Shiv: Choose an enemy next to you, who is also next to one of your allies. Deal 1 damage to that enemy.
Thunderstone Bracelet: The next attack you make this turn has a Range of 5. If its Range was 3, it also gains +1 die of damage; if its Range was 5, it instead gains +2 dice of damage.
Weighted Pommel: The next attack you hit with this round pushes the target back 3 spaces.
Wizard’s Earring: You regain 1 Mana.
Crab Demon Figurine (+): Place a bomb in a space next to you. At the start of your next turn, the bomb explodes and deals 1 damage to everyone (even allies) in that space or next to it.
Dryad’s Mantle (+): Choose an empty space within 5 spaces of you, and place a sapling there until the end of the fight. The sapling occupies the space, but does not block sight or attacks through it. After you are hit by an attack, if you are within 5 spaces of the sapling, you may Shift into its space, remove it, and heal 1 Health.
Lifeforce Shard (+): Spend 1 Health and deal 2 damage to a creature next to you.
Regrowth Amulet (+): Heal 1 Health at the start of each of your turns. This effect ends if you take any damage.
Shockwave Talisman (+): The next attack you make this turn, if it hits, deals half its damage (rounded down) to each other enemy next to the target.
Vampire’s Fang (+): If you Down a creature this turn, heal 3 Health.
Venomstone Pendant (+): The next time this fight you hit with an attack, the target gains 2 Bleeds.
Powerful items with a variety of uses. Unless otherwise stated, you cannot use these in the middle of an action - if you want an attack or other action to benefit, you must activate the item ahead of time.
Belt of Stanching: Remove one Bleed from yourself.
Berserker’s Helmet: This turn, for all your attacks, roll twice to hit and keep the lower result, but roll damage twice and keep the result of your choice.
Blazing Boots: This turn, you leave fire in any space you move through, which lasts for 1 round. Any creature that moves into or starts their turn in the fire takes 1 damage.
Coward’s Shoes: Can only be used when you roll a 3, 2, or 1 on an attack. Immediately Teleport up to 2 spaces.
Cursed Mask: Can only be used at the start of your turn. Choose an enemy within 3 spaces. For 1 round, both of you re-roll any results of 6 for anything.
Dark Sash: You may spend 3 Health and cast an additional spell this turn (without spending Mana).
Eagle Claw Bracer: This turn, your attacks gain +1 Range (maximum 5).
Earthen Girdle: For 1 round, ignore damage from any attack that would deal 2 or less damage.
Flask of the Moon: When drunk, is consumed and permanently grants the drinker +1 maximum Mana. Can only be drunk by characters with Mana.
Flask of the Sun: When drunk, is consumed and permanently grants the drinker +1 maximum Health.
Gauntlets of Wrath: Can be used when you miss an attack. You may spend 2 Health and re-roll the attack.
Gladiator’s Crown: Choose an enemy you hit with an attack last turn. This turn, your next attack deals +1 die of damage if it hits that enemy.
Hermit’s Pouch: This turn, each time you roll a 4 you heal 1 Health, and each time you roll a 1 you take 1 damage.
Lodestone Bracers: This turn, each time you hit with an attack you may push that creature up to 1 space away from you.
Orb of Purity: Spend 1 Health, then increase your maximum Health by 2 for the rest of the fight.
Ranger’s Bracers: This turn, for all your attacks, roll twice to hit and keep the result of your choice, but roll damage twice and keep the lower result.
Sandals of Travel: For 1 round, ignore any effects that would reduce your Speed or prevent you from moving.
Sanguine Illusionist’s Mantle: Spend 1 Health, and for 1 round any attack against you must be rolled twice and the worse result kept.
[Type]slayer (+): Your attacks deal +1 die of damage against [Type] enemies this turn. The type this item applies to is determined when it is created.
Cape of Needles (+): For 1 round, each time an adjacent enemy hits you with an attack, they take 1 damage.
Cloak of Shifting Sand (+): For 1 round, each time you’re attacked, after the attack's effects, you may teleport 2 spaces.
Fortress Shield (+): Choose one side of your space. For 1 round, enemies treat that side of your space as an obstacle that blocks sight and attacks, as a wall.
Leyline Orb (+): When casting a Spell (or Spell attack) this turn, you can affect targets as though you were in an empty space, up to 2 spaces away, instead of your actual space.
Sundering Sledge (+): If you hit with an attack this round, the target’s Armor is reduced by 1 for a round (doesn’t stack on the same target).
Zephyr Greaves (+): You gain +1 Speed.
Mysterious items that permanently grant a boon to the user, but can only be used once.
Tome of Mana Bolt: When you read the tome, it is consumed. Your maximum Mana is increased by 1, and you permanently learn the Mana Bolt spell. Mana Bolt is a Main Action to use, costs 1 Mana, and is an attack with Range 3, 2d6 to hit, and 2d6 damage.