KING

Equipment & Gear

Prices, stats, and properties as written. Armor buys AC with your Vigor cap, every weapon carries one free maneuver, and what you own is measured in gear slots against a limit of 10 + Tier.

Equipment

Gear Slots (Encumbrance)

Gear slots

You can carry items equal to 10 + your Tier.

What counts as a gear slot:

  • Most items = 1 slot
  • Heavy/bulky items = 2-3 slots (noted in description)
  • Tiny items = no slots (rings, keys, small pouches)
  • Worn clothing = no slots
  • First backpack = no slots (when worn)
  • First 100 coins = no slots

Armor

The trade

Armor is an AC-versus-Vigor trade. Its cost is your Vigor shield, not Stamina.

ArmorCostGear SlotsACProperties
Light armor10 gp111 + Sense modFull Vigor
Medium armor60 gp212 + Sense mod-1 Vigor cap; disadvantage on stealth
Heavy armor130 gp313 + Sense mod-2 Vigor cap; no swimming, disadvantage on stealth
Shield10 gp1+1 ACRequires free hand

Armor is a trade: heavier plate raises AC but its rigidity shrinks your Vigor shield (medium -1, heavy -2 to your Vigor cap). Light armor and Sense-based dodging keep your full shield. A shield is a simple +1 AC.


Weapons

Melee Weapons

WeaponCostTypeRangeManeuverProperties
Bastard sword10 gpM5 ftPoiseV, 2 slots
Club5 cpM5 ftRattle-
Dagger1 gpM/R5/20 ftSlipTh
Greataxe10 gpM5 ftSunderV, 2 slots
Greatsword12 gpM5 ftCleave2H, 2 slots
Javelin5 spM/R5/60 ftTransfixTh
Longsword9 gpM5 ftRiposte-
Mace5 gpM5 ftConcuss-
Shortsword7 gpM5 ftFeint-
Spear3 gpM/R5/30 ftSetTh
Staff5 spM5 ftWard2H
Warhammer5 gpM5 ftStagger-

Ranged Weapons

WeaponCostTypeRangeManeuverProperties
Crossbow8 gpR60 ftBrace Shot2H, L, 2 slots
Longbow8 gpR150 ftArcing Shot2H, 2 slots
Shortbow7 gpR60 ftSnap Shot2H
Sling5 spR60 ftRicochet-

Weapon Maneuvers

Every weapon grants access to ONE simple instant maneuver: 0 Stamina, picked in the tactical phase like any maneuver, consuming the round's single pick. Unarmed, natural, and improvised attacks grant none.

WeaponManeuverEffect
Bastard swordPoiseChoose: your hits push targets 5 ft this round, or you cannot be pushed or knocked prone this round
ClubRattleYour first hit this round dazes: the target has disadvantage on its next attack
DaggerSlipThis round you attack without penalty while grappling or grappled, and your Escape Pin checks have advantage
GreataxeSunderYour hits this round strip 1 additional Vigor
GreatswordCleaveOnce this round, when you drop an enemy, immediately make an attack against another enemy in reach
JavelinTransfixYour first thrown hit this round pins the target: its speed is 0 until the end of its turn
LongswordRiposteOnce this round, when an adjacent enemy misses you, use your reaction to attack it
MaceConcussYour first hit this round rings the skull: the target cannot take reactions until the end of its next turn
ShortswordFeintYour first attack this round has advantage against a target you attacked last round
SpearSetThe first enemy that moves into your reach this round takes an immediate attack (no reaction cost)
StaffWardOpportunity attacks against you have disadvantage this round
WarhammerStaggerYour first hit this round knocks the target 5 ft back; into something solid, it falls prone
CrossbowBrace ShotIf you do not move this round, your first ranged hit also knocks the target 5 ft back
LongbowArcing ShotYour shots this round ignore half cover and treat three-quarters cover as half
ShortbowSnap ShotThis round you may attack at any point during your movement
SlingRicochetYour attack this round can strike a target in cover or around a corner, ignoring cover bonuses

Weapon Properties

Weapon classes (Light/Standard/Heavy) are descriptive flavor with no rules weight. The listed properties:

Th = Thrown: Can be thrown at listed range

2H = Two-handed: Must use with both hands

V = Versatile: Can be wielded in one or two hands (descriptive only)

L = Loading: Must forgo moving to reload (can only shoot once per turn even with multiple attacks)

Ranged Weapon Rules

Firing Through Allies: Ranged weapons (bows, crossbows, thrown weapons) are affected by creatures in your line of fire:

  • 1 creature in the way: Disadvantage on attack. On a natural 1, you hit that creature instead.
  • 2+ creatures in the way: Cannot attack that target.
  • Note: Mystic attacks and spells ignore this rule.

Ammunition

ItemCostPer Gear Slot
Arrows (20)1 gp1-20
Crossbow bolts (20)1 gp1-20

Adventuring Gear

ItemCostPer Gear Slot
Backpack2 gp1 (first one free)
Caltrops (bag)5 sp1
Coin (100)-1 (first 100 free)
Crowbar5 sp1
Flask or bottle3 sp1
Flint and steel5 sp1
Grappling hook1 gp1
Iron spikes (10)1 gp1-10
Lantern5 gp1
Mirror10 gp1
Oil, flask5 sp1
Pole (10')5 sp1
Rations (3 days)5 sp1-3
Rope (60')1 gp1
Torch5 cp1

Gear Descriptions

Backpack: Holds all the gear you can carry. First one doesn't count as a gear slot.

Caltrops: Creatures stepping on them lose 1 Vigor and move at half speed for 10 rounds.

Crowbar: Grants advantage on checks to pry open stuck objects.

Flint and steel: Routine attempts to light fires always succeed.

Grappling hook: Rope anchor with three curved tines. Requires rope.

Iron spikes: Strong spikes for hammering. Can thread rope through them.

Lantern: Casts light to 60 feet range. Requires oil. Has shutter to hide light.

Mirror: Small polished mirror. Useful for looking around corners.

Oil, flask: Fuels lantern for 1 hour. As weapon: covers 5-foot area, burns 4 rounds; creatures in it lose 1 Vigor per round (1 Vitality on a failed save if they have none).

Pole: Wooden, 10 feet long. Essential for testing floors/ceilings.

Rations: One day of food and water. Required for resting.

Rope: Hemp rope, 60 feet long.

Torch: Sheds light to 30 feet.

Crawling Kit (7 gp, 7 slots)

Pre-packaged dungeoneering supplies:

  • 1 Backpack (0 slots when worn)
  • 1 Flint and steel
  • 2 Torches
  • 3 Rations (1 slot for all 3)
  • 10 Iron spikes
  • 1 Grappling hook
  • 1 Rope, 60'

Alchemical Items

Alchemical items are consumables created through mundane chemistry and herbalism. Anyone can use them. Using an alchemical item is a Declaration. declare it during the Tactical Phase, then use it on your turn.

Tier 1 - Common (5-25 gp)

ItemCostEffect
Healing Salve10 gpRestore 1 Vigor
Antitoxin15 gpAdvantage on saves vs poison for 1 hour
Alchemist's Fire25 gpThrow (30 feet). 1 Vitality; target loses 1 Vigor per round for 2 rounds
Smokestick10 gp10-ft radius obscuring smoke for 1 minute
Sunrod5 gpBright light 30 ft for 6 hours. Cannot be extinguished
Glue Pot15 gpCovers 5-ft area. Creatures stuck until Body save (1 attempt per round)
Universal Solvent20 gpDissolves any adhesive, including magical. 1 application
Featherfall Dust25 gpSprinkle on self/object. Falls slowly for 1 minute (no fall damage)
Chalk of Marking5 gpMarks glow faintly in darkness for 1 week. Invisible in light
Bottled Stench10 gp10-ft radius. Creatures with smell must save or retch for 1d4 rounds

Tier 2 - Uncommon (50-100 gp)

ItemCostEffect
Healing Potion50 gpRestore all Vigor
Acid Flask75 gpThrow (30 feet). 1 Vitality (acid), eats through 1 inch of wood/metal
Tanglefoot Bag50 gpThrow (30 feet). Target immobilized 1d4 rounds (Body save ends)
Thunderstone100 gpThrow (30 feet). 10-ft radius deafened 1 minute (Cunning save against the effect)
Bottled Darkness75 gp20-ft radius magical darkness for 10 minutes
Spider Climb Oil75 gpWalk on walls and ceilings for 10 minutes
Water Breathing Elixir60 gpBreathe underwater for 1 hour
Darkvision Drops50 gpSee in darkness 60 ft for 4 hours
Shrinking Draught100 gpBecome 6 inches tall for 10 minutes. Gear shrinks with you
Iron Gut Tonic50 gpEat anything safely for 24 hours. Rocks, poison, rot. All nourishing
Silence Powder75 gp10-ft radius of total silence for 1 minute

Tier 3 - Rare (150-300 gp)

ItemCostEffect
Greater Healing Potion150 gpRemove 1 wound
Oil of Sharpness200 gpWeapon gains +1 crit range for 1 hour
Elixir of Speed250 gpDouble movement speed for 10 minutes
Frost Bomb200 gpThrow (30 feet). 1 Vitality (cold) in 10-ft radius (save negates), difficult terrain 1 minute
Invisibility Dust300 gpInvisible for 1 minute or until you attack
Gaseous Form Vial250 gpBecome mist for 10 minutes. Fly slowly, immune to physical damage, fit through cracks
Tongues Elixir200 gpUnderstand and speak all languages for 1 hour
Levitation Oil175 gpFloat up to 20 ft off ground for 10 minutes. Move by pushing off surfaces
Bottled Sunlight300 gp60-ft radius of true sunlight for 1 minute. Harms light-sensitive creatures
Memory Ink150 gpWrite up to 1 page. Only visible to those who know the password
Mirrored Oil200 gpCoat a surface. Reflects gaze attacks and scrying for 1 hour

Tier 4 - Very Rare (500-1000 gp)

ItemCostEffect
Superior Healing Potion500 gpRemove 2 wounds
Elixir of Giant Strength750 gpBody becomes 18 for 10 minutes
Fire Breath Potion600 gpBreathe a 15-ft cone: 1 Vitality (fire), Cunning save negates. 3 uses in 1 hour
Stone Skin Oil800 gpResist mundane weapon damage for 10 minutes
Mind Shield Elixir1000 gpImmune to mind-reading and charm for 1 hour
Phase Oil900 gpPass through solid matter for 1 round. Don't stop inside something
Flight Elixir1000 gpFly at double walking speed for 10 minutes
Clone Draught750 gpCreate illusory duplicate for 1 hour. You control it, see through its eyes
Bottled Tremor600 gpPour on ground. 30-ft radius earthquake, structures crack, creatures fall prone
Liquid Lockpick500 gpPour into any lock. Opens it, even magical locks (not arcane seals)
Growth Elixir700 gpGrow to 12 ft tall for 10 minutes. +4 Body, double weapon damage

Tier 5 - Legendary (2000+ gp)

ItemCostEffect
Supreme Healing Potion2000 gpHeal to full Vitality
Elixir of Life5000 gpIf consumed within 1 minute of death, return to life with 1 Vitality
Philosopher's Oil3000 gpTransmute up to 1 lb of material into gold (worth 500 gp)
Dragon's Blood4000 gpImmune to one damage type (fire, cold, lightning, acid, poison) for 24 hours
Bottled Time5000 gpTake an additional turn immediately after your current turn
True Polymorph Draught4000 gpBecome any creature of your size or smaller for 1 hour. Gain its abilities
Ethereal Mist3500 gpEnter the Ethereal Plane for 10 minutes. See into material world as ghosts
Bottled Void5000 gp20-ft radius sphere. Everything inside is annihilated. One use
Sovereign Glue2500 gpPermanently bonds any two surfaces. Only universal solvent separates them
Fate's Thread3000 gpReroll any one die roll made in the next hour. Must accept second result

Magical Items

Spell Scrolls

Scrolls contain a single spell captured in written form. Anyone can use a scroll. You don't need to be a spellcaster.

Using a Scroll:

  • Requires 1 minute of concentration to read and activate
  • Cannot be used in combat (too slow)
  • No check required. The spell simply works
  • The scroll is consumed upon use
  • The spell uses the scroll's tier for any level-dependent effects

Scroll Costs by Tier:

Spell TierCost
Tier 150 gp
Tier 2150 gp
Tier 3400 gp
Tier 41000 gp
Tier 52500 gp

Wands

Wands are magical implements containing a single spell that can be cast repeatedly using charges. Only Wizards can use wands.

Using a Wand:

  • Declare wand use during the Tactical Phase (follows normal tactic rules)
  • Cast the spell on your turn as your action
  • No stamina cost to cast from a wand
  • The spell uses your casting stat for any checks or DCs

Disruption (Charges Replace Stamina):

  • In Combat: If damaged before your turn, make a disruption check as normal. If you fail, lose 1 charge (instead of stamina) or the spell is lost.
  • Out of Combat: Make an ability test as normal. If you fail, lose 1 charge (instead of stamina).

Wand Properties:

  • Charges: All wands have 3 charges
  • Recharging: Wands regain 1 charge at dawn
  • Depletion: If you expend the last charge, roll 1d20. On a 1, the wand crumbles to dust.

Wand Costs by Tier:

Spell TierCost
Tier 1200 gp
Tier 2500 gp
Tier 31500 gp
Tier 44000 gp
Tier 510000 gp

Relics

Relics are sacred objects containing captured divine power. Each provides a passive benefit while carried and holds a Litany that can be released. destroying the relic but triggering the full miraculous effect instantly.

Relic Properties:

  • Passive Benefit: While you carry the relic, you gain its passive effect
  • Activate Litany: As an action, release the stored Litany. The full effect occurs immediately (no Litany Die rolls needed). The relic is destroyed.
  • Sacred Bond: A relic only functions for one bearer at a time. Transferring requires a 10-minute ritual.
  • Divine Resonance: Relics detect as magical and holy

Tier 1 Relics

RelicPassive BenefitLitany (Destroys Relic)
Vial of Purified WaterWater you carry never spoilsPurify Water - Permanently purify one water source
Healer's Prayer Beads+1 to Medicine checksCure the Afflicted - Cure one disease or poison
Saint's CompassSense direction to nearest holy siteFind the Lost - Vision reveals location of one missing person
Mending ThreadClothing you wear never tearsMend the Broken - Perfectly restore one broken mundane object
Threshold Oil+1 to saves while in your homeWard a Dwelling - Protect one building for 1 year
Skull CandleUndead hesitate to attack you firstSpeak with Dead - Corpse answers 3 questions truthfully

Tier 2 Relics

RelicPassive BenefitLitany (Destroys Relic)
Blessed Weapon OilWeapon glows faintly near evilBless Weapon - Weapon gains +1 crit range vs evil for 1 week
Guardian's Icon+1 AC while displayed openlyBless the Innocent - One vulnerable person gains divine protection for 1 month
Confessor's StoleAdvantage on Insight vs liesReveal Wrongdoing - See all crimes committed in area within past week
Pilgrim's BootsNever suffer blisters or foot injuriesBless Journey - Group gains safe travel (no random encounters) for 1 week
Consolation ShroudAllies within 10 ft can't be frightenedRestore Hope - Cure one person of despair, depression, or hopelessness

Tier 3 Relics

RelicPassive BenefitLitany (Destroys Relic)
Sanctified EarthGround where you sleep becomes holy until dawnSanctify Ground - Permanently sanctify up to 1 acre
Prophet's EyeSee invisible creatures within 10 ftProphetic Dream - Receive true vision about a specific question
Martyr's BloodStabilize automatically when dyingHeal the Wounded - Remove 1 wound from all allies within 30 ft
Exorcist's CenserDemons and devils have disadvantage vs youBanish Lesser Demon - Force one demon/devil to flee for 1 day
Preservation SaltsCorpses you touch don't decayPreserve the Dead - Body becomes immune to decay and raising as undead

Tier 4 Relics

RelicPassive BenefitLitany (Destroys Relic)
Breath of Life Vial+2 to death savesRaise the Fallen - Return someone dead within 24 hours to life
Cursebreaker's NailAdvantage on saves vs cursesBreak Lesser Curse - Remove one curse from person or object
Stormcaller's HornPredict weather 24 hours aheadCalm the Storm - End natural storm or harsh weather in 1-mile radius
Celestial FeatherFall slowly (no fall damage)Summon Divine Aid - Call a celestial servant to assist for 1 hour
Regeneration SalveRemove 1 wound per day of restRestore Limb - Regrow one lost limb or organ

Magic Armor

Magic armor provides enhanced protection through enchanted qualities. Each armor piece can hold one Quality per tier. Higher-tier armor can have multiple qualities from lower tiers.

Quality Slots:

  • Tier 1 armor: 1 quality
  • Tier 2 armor: 2 qualities (1 Tier 2, 1 Tier 1)
  • Tier 3 armor: 3 qualities (1 Tier 3, 1 Tier 2, 1 Tier 1)
  • Tier 4 armor: 4 qualities (1 each tier)
  • Tier 5 armor: 5 qualities (1 each tier)

Base Armor Types: Any mundane armor (Light, Medium, Heavy) or Shield can be enchanted.

Tier 1 - Common Armor Qualities (50-150 gp)

QualityEffect
Reinforced+1 AC
PaddedFalls cannot wound you
FittedRemove stealth disadvantage (Medium armor only)
LightweightReduce gear slots by 1 (minimum 1)
ResistantResist one damage type (fire, cold, lightning, acid) - lose 1 fewer Vitality (minimum 0)
ComfortableDuring Recovery, removing a wound costs you 1 Stamina instead of 2
HardenedCritical hits against you deal normal damage (once per rest)
SlickAdvantage on checks to escape grapples and pins
SpikedCreatures that grapple you lose 1 Vigor (1 Vitality if they have none)
SteadfastAdvantage on saves vs being knocked prone

Tier 2 - Uncommon Armor Qualities (200-400 gp)

QualityEffect
Warded+1 to all saving throws
DeflectingOnce per rest, negate one missile attack (arrows, bolts, thrown weapons)
InsulatedImmune to one damage type (fire, cold, lightning, acid)
BuoyantYou float in water and cannot drown. Remove swim disadvantage
SilentRemove all stealth penalties from armor. Advantage on stealth while motionless
VigilantCannot be surprised while wearing this armor
AbsorbingWhen you take damage, store 1 point (max 5). Expend stored points to heal on your turn
AnchoredCannot be moved against your will by non-magical means
ReflectingOnce per rest, reflect a spell of Tier 2 or lower back at its caster
MenacingEnemies must make a Heart or have disadvantage on their first attack against you each combat

Tier 3 - Rare Armor Qualities (500-1000 gp)

QualityEffect
Fortified+2 AC
RegeneratingIf you have 0 Vigor at the start of your turn, regain 1 without rolling
DisplacementOnce per combat, force an attack that hits you to miss instead
EtherealOnce per day, become incorporeal for 1 round (pass through walls, immune to physical damage)
AdaptiveChange your damage resistance (from Resistant quality) as an action
ReturningIf removed from your person, armor teleports back to you at dawn
Mind-ShieldedImmune to mind-reading, scrying, and magical detection
CounterstrikeWhen a melee attack misses you, the attacker loses 1 Vigor
StalwartAdvantage on all saves against spells and magical effects
GuardingOnce per round, as a reaction, give an adjacent ally +2 AC against one attack

Tier 4 - Very Rare Armor Qualities (1500-3000 gp)

QualityEffect
Invincible+3 AC
LifeboundOnce per day, negate the wound that would drop you
PhasingWalk through solid objects up to 5 feet thick at will. Cannot end your turn inside solid matter
SpellturningReflect spells of Tier 3 or lower back at caster (once per rest)
AdamantineImmune to critical hits. All critical hits against you become normal hits
TemporalOnce per day, rewind 1 round of combat (only you remember what happened)
VampiricWhen you drop an enemy, regain 1 Vigor
ElementalAbsorb elemental damage to gain temporary flight (30 ft) for 1 minute
CommandmentOnce per day, enemies within 30 ft must make a Heart save or cannot attack you for 1 round
TitanicYour size counts as one category larger for grappling, shoving, and intimidation

Tier 5 - Legendary Armor Qualities (5000+ gp)

QualityEffect
Impenetrable+4 AC. Reduce all damage you take by 2
ImmortalYou cannot die while wearing this armor. Wounded past your last slot, you remain conscious and dying but cannot be healed until combat ends
DimensionalTeleport up to 30 feet as a bonus action (3 times per day)
AbsoluteImmune to all conditions (charmed, frightened, paralyzed, poisoned, etc.)
GodslayerResistance to all damage types. Advantage on saves against divine magic
LivingThe armor repairs itself, removes 1 of your wounds at dawn, and warns you of danger (cannot be surprised, +2 initiative)
AntimagicCreate a 10-foot antimagic field once per day for 1 minute
AvatarOnce per day, assume the form of a divine champion: +4 to all stats, fly 60 ft, for 1 minute
CosmicYou no longer need to breathe, eat, or sleep. Immune to environmental hazards
DestinyOnce per day, automatically succeed on any one roll

Magic Weapons

Magic weapons deal enhanced damage through enchanted qualities. Each weapon can hold one Quality per tier. Higher-tier weapons can have multiple qualities from lower tiers.

Quality Slots:

  • Tier 1 weapon: 1 quality
  • Tier 2 weapon: 2 qualities (1 Tier 2, 1 Tier 1)
  • Tier 3 weapon: 3 qualities (1 Tier 3, 1 Tier 2, 1 Tier 1)
  • Tier 4 weapon: 4 qualities (1 each tier)
  • Tier 5 weapon: 5 qualities (1 each tier)

Base Weapon Types: Any mundane weapon can be enchanted.

Tier 1 - Common Weapon Qualities (50-150 gp)

QualityEffect
Keen+1 to attack rolls
Brutal+1 crit range
BalancedReroll natural 1s on attack rolls
ReturningThrown weapons return to your hand at end of turn
GleamingWeapon sheds light as a torch on command
Quick+2 to initiative when wielding this weapon
VenomousOnce per combat, a hit also deals 1 Vitality (poison) if the target has no Vigor
ElementalDeal fire, cold, lightning, or acid damage instead of normal type
ReachMelee weapon gains 5 extra feet of reach
Hunting+1 crit range against a chosen creature type (choose when enchanted)

Tier 2 - Uncommon Weapon Qualities (200-400 gp)

QualityEffect
Striking+2 to attack rolls
Vicious+1 crit range
ThunderingOn critical hit, target is deafened and knocked prone
FlamingHits strip 1 additional Vigor (fire)
FreezingHits strip 1 additional Vigor (cold); on a critical, target's speed is halved on their next turn
ShockingHits strip 1 additional Vigor (lightning); target can't take reactions until their next turn
WoundingDamage from this weapon can't be healed until target rests
SunderingAttacks ignore 2 points of AC from armor (not natural AC or Sense)
GuardianWhile wielding, gain +1 AC
Disrupting+1 crit range against undead; an undead brought to half its wounds must save or be destroyed

Tier 3 - Rare Weapon Qualities (500-1000 gp)

QualityEffect
Deadly+3 to attack rolls
Savage+2 crit range
VampiricHeal Vitality equal to half the damage dealt (once per combat)
SeekingAttacks ignore cover and concealment. Can attack invisible creatures without penalty
PhasingAttacks pass through armor and shields (target uses base AC 10 + Sense only)
BanishingOn critical hit against extraplanar creatures, they must save or be banished to their home plane
SpeedMake one additional attack per round with this weapon
Spell-StoringStore one spell of Tier 2 or lower. Release as action, spell affects target you hit
DancingWeapon fights on its own (as your action) for 3 rounds per day within 30 feet
ExecutionerDeal +1 Vitality to targets below half Vitality

Tier 4 - Very Rare Weapon Qualities (1500-3000 gp)

QualityEffect
Legendary+4 to attack rolls
Annihilating+2 crit range; your critical hits deal +1 Vitality
VorpalOn a natural 20, decapitate the target (creatures without heads lose 2 Vitality instead)
Holy+1 crit range against profane creatures; crits against them deal +1 Vitality. Opposing Crown creatures suffer both without needing a crit, once per combat
Dragonslayer+2 crit range against dragons; advantage on saves against dragon breath
Spell-DrinkerWhen you hit a spellcaster, they lose 1 stamina (or equivalent resource)
DimensionalTeleport to any point within 30 feet as part of your attack action (once per round)
Soul-StealingCreatures killed by this weapon can't be raised or resurrected
Giant-Killer+2 crit range against creatures larger than you; your size counts as equal to theirs for combat

Tier 5 - Legendary Weapon Qualities (5000+ gp)

QualityEffect
Mythic+5 to attack rolls. Cannot miss on rolls of 5 or higher
Apocalyptic+2 crit range; your critical hits deal +1 Vitality and cannot be absorbed by Vigor
GodslayerBypass divine protection and damage reduction. and the target loses 1 Vigor against divine beings
Reality-RendingAttacks create 5-foot tears in reality. Creatures passing through lose 2 Vitality (force)
Time-StoppingOnce per day, stop time for 1 round. Only you can act
Life-EndingCreatures slain by this weapon are erased from existence. Cannot be restored by any means short of divine intervention
World-BreakerDestroy any non-magical object or structure with one strike. Bypass all hardness and damage thresholds
Wish-GrantingOnce per month, the weapon grants one wish (GM determines limitations)
Bound DemonA demon is bound within. Summon it to fight for you for 10 minutes (once per week). It will try to corrupt you
SentientThe weapon is fully intelligent with its own goals. It grants +3 to one stat while wielded and has 3 Tier 3 spells it can cast (once each per day)

Magic Items - Tools & Adventuring Gear

Magic items in this section are OSR tool-friendly. They provide creative utility, problem-solving options, and exploration capabilities rather than direct combat bonuses. These items reward clever thinking and creative application.

Using Magic Items:

  • Most items require no attunement unless noted
  • Activated items typically require an action unless specified
  • Items with charges regain 1d3 charges at dawn unless noted
  • Items marked "consumable" are destroyed after use

Tier 1 - Common Magic Items (25-100 gp)

ItemEffect
Everburning TorchSheds light as a torch. Cannot be extinguished by water or wind. Can be covered
Rope of Climbing (50 ft)On command, snakes toward a point you designate and anchors itself. Holds 1000 lbs
Bag of Holding (Minor)Holds 50 lbs / 5 cubic ft, weighs 5 lbs regardless of contents. 1 gear slot
Compass of FindingPoints toward an object you've held in the last 24 hours (within 1 mile)
Boots of ElvenkindAdvantage on stealth checks involving movement
Cloak of ElvenkindAdvantage on stealth checks while stationary
Goggles of NightSee in darkness as dim light out to 60 feet
Ring of WarmthComfortable in temperatures as low as -50°F. Resist damage ice magic
Hat of DisguiseCast Disguise Self at will. Lasts until dismissed or you take damage
Immovable RodButton-activated. When activated, fixes in place, holds up to 8000 lbs
Decanter of Endless WaterCommand words produce stream (1 gallon/round), fountain (5 gallons/round), or geyser (30 gallons/round, can knock creatures prone)
Chalk of PassageDraw a door on a surface up to 10 ft thick. Door functions for 1 minute, then chalk crumbles (3 uses)
Candle of TruthWhile lit (1 hour total), creatures within 10 ft cannot deliberately lie
Bell of WarningRings when hostile creature comes within 100 feet while you sleep
Quill of CopyingAutomatically copies any text placed beneath it. Takes 1 minute per page

Tier 2 - Uncommon Magic Items (150-400 gp)

ItemEffect
Bag of Holding (Standard)Holds 500 lbs / 64 cubic ft, weighs 15 lbs. 1 gear slot
Rope of Entanglement (50 ft)Command word causes rope to animate and grapple one creature within 20 ft (Body save DC 14 to escape)
Folding BoatSmall box unfolds into 10-ft boat (4 passengers) or 24-ft ship (15 passengers) on command
Lantern of RevealingReveals invisible creatures and objects within its light (60 ft). Shows true form of shapeshifters
Boots of Striding and SpringingWalking speed becomes 30 ft (if lower). Jump triple distance
Cloak of the Manta RayBreathe underwater and swim 60 ft/round while hood is up
Portable Hole6-ft diameter, 10-ft deep extradimensional hole. Place on surface to open. Folds to handkerchief
Wind FanCreate strong wind in 60-ft cone. Disperses gas, extinguishes flames, grants disadvantage on ranged attacks through it (3 charges)
Stone of AlarmWhen triggered, mental alarm alerts you within 1 mile
Dust of DisappearanceOne use. Sprinkle on up to 4 creatures. All become invisible for 2d4 minutes
Gem of SeeingPeer through to gain truesight 120 ft for 10 minutes (3 charges)
Mirror of Life TrappingTrap a creature that sees its reflection inside (Sense save DC 15). Holds up to 12 creatures. Command word releases them
Gloves of Swimming and ClimbingClimbing and swimming speed equal to walking speed. Can climb difficult surfaces without checks
Sending Stones (pair)Once per day, send a 25-word message to holder of paired stone across any distance
Tankard of SobrietyAny liquid poured in becomes purified water. You cannot become intoxicated while it's on your person

Tier 3 - Rare Magic Items (500-1500 gp)

ItemEffect
Bag of Holding (Greater)Holds 1500 lbs / 250 cubic ft, weighs 35 lbs. 1 gear slot
Carpet of Flying (5x7 ft)Fly 80 ft carrying up to 400 lbs, 40 ft carrying up to 800 lbs. Requires command word
Helm of TelepathyCast Detect Thoughts at will. Telepathically communicate with any creature within 30 ft
Eyes of the EagleAdvantage on Perception checks relying on sight. Can see clearly up to 1 mile
Amulet of Proof Against DetectionCannot be targeted by divination magic or perceived through magical scrying
Dimensional ShacklesCreature restrained by these cannot teleport or plane shift. Escape DC 30
Cube of ForceCreate immobile 10-ft cube of force around you. Different settings block different things. (6 charges, complex)
Brazier of Commanding Fire ElementalsSummon a fire elemental (as Tier 4 creature) for 1 hour once per day. Must maintain concentration
Eversmoking BottleUncork to fill 60-ft radius with thick smoke (heavily obscured). Cork to stop
Horn of Blasting30-ft cone: 2 Vitality (thunder) (Body save half), deafened 1 minute. 10% chance to explode (2 Vitality to you)
Necklace of AdaptationBreathe normally in any environment. Immune to inhaled poisons and gases
Instant FortressCommand word: 20-ft square adamantine tower rises from the ground. Siege-scale: 10 Vitality, immune to non-magical attacks
Periapt of Wound ClosureStabilize automatically when dying. Double Vitality healed from spending Fate during rests
Ring of X-Ray VisionSee through 1 ft stone, 1 inch metal, 3 ft wood/dirt. 1 minute of use per activation (3 charges)
Well of Many WorldsUnfold to create a portal to a random plane of existence. Portal lasts 1 minute. Risky but powerful

Tier 4 - Very Rare Magic Items (2000-5000 gp)

ItemEffect
Bag of DevouringAppears as bag of holding. Actually the mouth of an extradimensional creature. Reach in: 50% chance it bites (2 Vitality, swallowed on failed Body save). Can be weaponized
Cubic Gate6 sides, each keyed to different plane. Touch side and speak command to open gate to that plane (3 charges)
Mirror of Mental ProwessScry any creature or place you know (like Scrying spell). Telepathically communicate through mirror. Once per week, ask one question about creature viewed
Helm of BrillianceSet with gems that cast various fire/light spells when commanded. Powerful but dangerous. taking damage may trigger explosion
Ring of Spell StoringStores up to 5 tiers of spells. Anyone can cast stored spells. Spells use original caster's stats
Ring of Regenerationrestore 1 Vigor every 10 minutes. Regrow lost limbs over 2d6 days
Apparatus of the CrabBarrel-shaped vehicle that transforms into a giant crab. Seats 2, swims 30 ft, walks 15 ft, AC 20, 6 Vitality, two claw attacks
Manual of GolemsContains instructions to create one type of golem. Requires massive materials and 60+ days of work. Single use
Daern's Instant FortressAs Instant Fortress but 30-ft square, 12 Vitality, includes basic furnishings and supplies for 10 people
Iron FlaskTrap an extraplanar creature inside (Sense save DC 17). Can command it to serve you for 1 hour when released. Very dangerous
Orb of DragonkindDominate dragons within 40 miles (dragon's Sense save DC varies by orb). Dragons know who holds it. Ancient artifact with its own agenda
Talisman of Pure Good (7 charges)Attuned good creature only. Expend charge to destroy one evil extraplanar creature (no save) or deal 10d10 radiant to fiend/undead
Deck of IllusionsDraw a card to create an illusion of the depicted creature. Lasts until touched or you lose concentration. 34 cards
Rod of SecurityCreate pocket paradise that lasts 200 days (divided by occupants). Everyone inside ages and heals normally but is completely safe. Usable once per 10 days

Tier 5 - Legendary Magic Items (10000+ gp)

ItemEffect
Portable FortressCommand word conjures a fully equipped stone fortress (60 ft square, 4 stories). Staffed by 20 unseen servants. Lasts until dismissed. Once per month
Sphere of Annihilation2-ft sphere of absolute void. Touch destroys anything except artifacts. Moves 30 ft/round with a Mind save for all within 30 feet. Fail by 5+ and you're pulled in
Cubic Gate (Legendary)As Cubic Gate, but you choose which plane each side opens to. Unlimited uses
Ring of Three WishesCast Wish three times. Then becomes a mundane ring
Well of Many Worlds (Controlled)As Well of Many Worlds, but you choose the destination plane and can specify a location you know
Talisman of the SphereControl a Sphere of Annihilation easily (Mind check DC 15). Double sphere's movement speed
Tome of Clear ThoughtReading increases Mind by +2 permanently. Takes 48 hours. Single use
Manual of Bodily HealthReading increases Body by +2 permanently. Takes 48 hours. Single use
Rod of Lordly MightTransforms into various weapons (+3). Additional powers: flame, paralyze, drain life, earthquake. Symbol of rulership
Staff of the Magi+2 AC, advantage on spell saves, absorb spells targeting you (as charges), cast numerous powerful spells. If broken: 50% teleport safely away, 50% explode for 16× remaining charges in force damage
Deck of Many ThingsDraw cards for permanent effects ranging from incredible fortune to total destruction. Reshuffles between uses
Bag of Infinite HoldingHolds anything. No weight or space limit. Living creatures can survive inside indefinitely. Pulling a specific item requires knowing it's there
Crystal Ball of True SeeingScry anywhere in the multiverse. See through all illusions, invisibility, and shapechanging. Pierces magical darkness
Luckstone of Ultimate Fortune+3 to all rolls. Once per day, automatically succeed on any one roll
Gate KeyOpens a gate to any plane at any location you can visualize or have been. Gate remains for 1 hour. Usable once per week

Cursed Items

Cursed items appear as beneficial magic items but carry hidden drawbacks. Identifying a curse requires a Mind check (item tier) or the Identify spell (which reveals the curse 75% of the time).

Removing Curses:

  • Most curses can be removed with Remove Curse spell
  • Some require specific conditions (destroying the item, visiting a holy site, etc.)
  • Tier 5 curses may require Wish or divine intervention

Sample Cursed Items

ItemApparent BenefitCurse
Armor of Arrow Attraction+2 AC, appears magicalAll ranged attacks against you have advantage
Berserker Axe+2 to hit and +1 crit rangeWhen reduced below half Vitality, you must attack the nearest creature (friend or foe) until no targets remain
Shield of Cowardice+3 ACWhen ally within 30 ft takes damage, you must make a Heart save or use your movement to flee
Sword of Vengeance+1 to hit and +1 crit rangeIf damaged in combat, you must attack the creature that damaged you until it dies or you are dropped
Boots of StumblingAppear as Boots of SpeedDisadvantage on Cunning saves. Fall prone when rolling natural 1 on any d20
Necklace of StrangulationAppears as Necklace of AdaptationOnce worn, slowly tightens. After 1 hour, you can't breathe. After 2 hours, you die
Ring of Memory Loss+1 to all savesEach dawn, you forget one ally's name and face. They seem like strangers
Bag of DevouringAppears as Bag of Holding50% chance reaching in causes bite (4d6), 25% chance of being swallowed
Demon Armor+4 AC, resist fireCannot remove without Remove Curse. Demons can see through your eyes. You have disadvantage on saves vs demons
Sword of Wounding (Self)+2 to hit; your hits also strip 1 VigorYou lose 1 Vigor each time you hit