Party

Level 7 GP 528
Party Items
Immovable Rod
Wondrous Item

As an action, cause the rod to become fixed in place until an action is used to unfix the rod. The rod can hold up to 8000 lbs. DC 30 Str to move up to 10 ft.

Quicksilver Key
Wondrous Item

Once per day, this key can change shape to unlock a single lock. If the lock is mundane, the key works on it until the next dawn. If the lock is magical, the magic is suppressed for 10 minutes.

Characters
Ashe Dragonborn Monk
Calligrapher's Supplies
  • Crown of Wisdom
    Helmet

    Your Wisdom score is 19 while wearing this crown.

  • Potion of Charm
    Potion

    Advantage on Persuasion and Deception checks for 1 hour.

  • Potion of Disguise
    Potion

    Gain the effects of Disguise Self for 1 hour.

  • Potion of Luck
    Potion

    You gain advantage on one ability check, attack roll, or saving throw of your choice that you make within 1 hour.

  • Robe of Power
    Cloak

    Once a day, when you take the dash or disengage action, you can activate the robe until the end of your turn. While the robe is active, it leaves a trail of lightning wherever you go. Any creature that gets within 5 feet of you during your movement makes a DC 13 Dex saving throw, and takes 4d6 lightning damage on fail or half on a save.

  • Rune of the Cube's Glut
    Tattoo (Arm)

    You can choose for your unarmed strikes to deal acidic damage. When you deal damage this way, the targets armor or shield takes a -1 penalty for 1 hour (stacks up to -5). If the target's armor reaches 10 AC or 5 stacks, or the targets shield reaches +0, it is destroyed.

  • Rune of the Golem's Skin
    Tattoo (Chest)

    Convert critical hits against you to normal hits when not wearing armor.

  • Rune of the Mantis' Claw
    Tattoo

    Once per day, when a creature within 5 ft of you makes a melee attack against you, you can use your reaction to make an unarmed strike against them. If your attack hits, the creature's attack against you automatically misses. If your attack crits, you gain an additional use of this rune for the day.

  • Rune of the Mermaid's Breath
    Tattoo

    Can breath underwater, and gains a swim speed equal to your walk speed.

  • Rune of the Raven's Shadow
    Tattoo

    Once per day, you can use your bonus action to become invisible for 1 minute. If you attack, deal damage, or force a creature to take a saving throw, you become visible again.

  • Rune of the Sky's Song
    Tattoo (Arm)

    You can choose for your unarmed strikes to deal thunder damage. When you deal thunder damage this way, you become resistant to the next non-magical bludgeoning, piercing, and slashing damage you take for 1 minute.

  • Rune of the Storm's Fury
    Tattoo (Arm)

    You can choose for your unarmed strikes to deal lightning damage. When you deal lightning damage this way, you gain an extra 10 ft of movement to spend until the end of your next turn. You can only gain this bonus once per creature per turn.

  • Simple +1 Weapon of Returning
    Weapon — Dagger

    Simple weapon with +1 bonus to attack and damage. After you make a thrown weapon attack with this weapon, it appears back in your hand.

Edith Dwarf Warlock
Carpenter's Tools Smith's Tools
  • Armor of Speed
    Armor — Breastplate

    While wearing this armor, your speed is increased by 10 ft.

  • Bell of Swapping
    Wondrous Item

    This bell has 3 charges. As a bonus action, you can expend a charge and swap places with a medium or smaller willing creature within 60 ft. If the creature is non-willing, they must make a DC 13 Cha save or be swapped. Regains all charges at dawn.

  • Boots of Thunder Step
    Boots

    Once per day, you can cast Thunder Step with a DC 13 spell save.

  • Brooch of the Diplomat
    Wondrous Item

    While wearing this brooch, you learn the Friends cantrip. When the spell ends, the creature does not realize you used magic to influence its mood, though it still may be upset if you manipulated it poorly.

  • Frost Shield
    Shield — Shield

    This shield has 3 charges. Whenever a melee attack misses you, you may use your reaction to expend up to 3 charges. Each creature in a 30 ft cone must make a DC 13 Con save or else take 1d8 cold damage per charge (1/2 on a save). Regains all charges at dawn.

  • Idol of Valmira
    Wondrous Item

    Once per short or long rest, you cast Healing Word without expending a spell slot.

  • Potion of Healing
    Potion

    Restores 4d4+4 hit points.

  • Potion of Luck
    Potion

    You gain advantage on one ability check, attack roll, or saving throw of your choice that you make within 1 hour.

  • Potion of Magic
    Potion

    Regain an expended spell slot, up to 3rd level.

  • Rune of the Mermaid's Breath
    Tattoo

    Can breath underwater, and gains a swim speed equal to your walk speed.

  • Rune of the Misty Step
    Tattoo

    Once per day, you may cast Misty Step without expending a spell slot.

  • Watch of Rewind
    Wondrous Item

    Once per day, you can activate this watch during your turn. You instantly teleport to where you began your turn, regaining any movement you used.

  • Weapon of Spell Storing
    Weapon — Battleaxe

    A weapon that can store up to 3 levels worth of spells. While it is holding a spell, becomes a +1 weapon. While wielding the weapon, you can cast any spell stored in it, expending the spell.

Genesis Simic Hybrid Barbarian
Jeweler's Tools Leatherworker's Tools
  • +1 Unarmed Attack
    Tattoo (Arm)

    +1 bonus to attack and damage with an unarmed strike.

  • Adamantite Armor
    Armor — Half plate

    Armour that converts any critical hit to a normal hit.

  • Earring of Self Sacrifice
    Wondrous Item

    When a creature within 30 feet of you takes damage, you choose to take 1/2 the damage yourself, plus an extra 1d4. This doesn’t transfer any other effects that might accompany the damage, and this damage cannot be reduced by resistances.

  • Franklin Badge
    Wondrous Item

    Whenever a creature within 60 ft of you takes lightning damage, you can use your badge to reduce the damage and gain a charge in this badge, up to 5 charges. If the badge is empty, the damage is reduced to 0, otherwise it is halved. As an action, you use up to 5 charges to make a 60 ft ranged spell attack (+5) that does 1d10 lightning damage per charge. Loses all charges at dawn.

  • Giant's Bracelets
    Gloves

    Once per day, you can activate your bracelets for 1 minute. While active, you can now grapple creatures up to two size categories larger than you, and your strength score can become equal to the grapple target's strength while calculating the grapple check DC.

  • Potion of Growth
    Potion

    Gain the effects of "enlarge" from the Enlarge/Reduce spell for 1 minute.

  • Potion of Healing
    Potion

    Restores 4d4+4 hit points.

  • Potion of Remedy
    Potion

    End one of the following conditions; Blinded, Deafened, Paralyzed, Poisoned, Charmed, or Frightened.

  • Ring of the Winter Court
    Wondrous Item

    Once a day, if you win a game against an opponent while wearing this ring, they will automatically come under the effects of the Suggestion spell.

  • Ring of Warmth
    Wondrous Item

    Resistant to cold damage, and can tolerate extreme temperatures.

  • Rune of the Devil's Bargain
    Tattoo

    Once per day, after failing an ability check, attack, or ability save, you can make another roll and must use the new result. If you fail the new roll, you take 1d8 necrotic damage and regain the use of this ability.

  • Shield of Empathy
    Shield — Shield

    This shield has 3 charges. When a creature within 10 ft of you deals damage to a creature other than you, you can use your reaction to expend up to 3 charges. For each charge you expend, reduce the damage dealt by 1d10. Regains all charges at dawn.

  • Simple Weapon of Lightning
    Weapon — Javelin

    Once a day, you make throw this weapon at a target to make a 5 ft x 120 ft line. Other creatures in this line make DC 13 Dex and take 4d6 lightning on a fail (half on save). The target takes 4d6 lightning damage on a hit.

Indigo Warforged Ranger
Alchemist's Supplies Tinker's Tools
  • +1 Armor
    Armor — Studded leather

    Armor with +1 bonus to AC.

  • Booming Weapon
    Weapon — Longbow

    When you hit a creature with this weapon, they become booming until the start of your next turn. If a booming creature willingly moves 5 ft or more, they take 1d6 thunder damage and the effect ends.

  • Eyes of the Eagle
    Wondrous Item

    You have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of distant objects.

  • Helm of Lightning
    Helmet

    This helm has 4 charges. As an action, you can expend up to 4 charges to shoot a bolt of lightning from your helm, forming a 100 ft long, 5 ft wide line. Each creature in the area makes a DC 13 Dex saving throw, taking 1d6 Lightning damage per charge on a failed save, or half as much on a successful one. Regains all charges at dawn.

  • Potion of Calm
    Potion

    Advantage on Wisdom saving throws against being Frightened and cannot be put to sleep by magic for 1 hour.

  • Potion of Healing
    Potion

    Restores 4d4+4 hit points.

  • Potion of Speed
    Potion

    Your walk speed is increased by 10 ft for 1 hour.

  • Ranged Weapon of Mage Hand
    Weapon — Longbow

    You can forgo one of your attacks to make an object interaction at the range of your attack. You can also choose to send an object no heavier than 10 pounds to the location that can be used as part of the object interaction.

  • Ring of the Puzzler
    Wondrous Item

    The ring has 3 charges. When you make an Intelligence check, you can expend 1 charge to grant yourself advantage on the check. Regains all expended charges at dawn.

  • Ring of Water Whip
    Wondrous Item

    This ring has 3 charges. As an action, expend one charge to create a whip of water with a range of 30 ft. The creature must make a DC 13 Dex save. On a fail, take 1d10 bludgeoning damage and pull it up to 25 ft closer or knock it prone. You may choose for the target to not take damage or be knocked prone. Regains all charges at dawn.

  • Weapon of Amplitude
    Weapon — Longbow

    Once per day, as a bonus action, you can speak a command word and activate this weapon for 1 minute. While active, the weapon becomes a +11 weapon, and deactivates after you hit with it. If you miss while this weapon is active, you take 8d6 fire damage and roll a d20. On a 1, the weapon is destroyed.

  • Weapon of Corrosion
    Weapon — Longbow

    This weapon does an extra 1d4 acid damage. Whenever you miss an attack with this weapon, you can use your reaction to make the target take 1d4 acid damage.