Inventory
Weapon
A'at Nit-Silver Blade +3
Type: Weapon / Martial Weapon (magic object)
Damage: 1d8 Slashing (+3)
Properties: Versatile (1d10)
Mastery: Sap
Weight: 3
This magnificent weapon was beared by the last Syat, head of Nithian Honor Guard, a group of elite warrior appointed to guard the Black Pyramid, house of the Celestial Protector, in Huta-Nehem city.
It is an Intelligent weapon and can communicate with Telepathy.
Sentience:
Intelligence 15, Wisdom15, Charisma 15.
Telepathy, Languages known Nithian/Huutakan, Draconic, High Sidhe, Abyssal
Require a special Attunement by a Human. This one don't count to attunement maximum number.
Without Attunement
This weapon has +3 magic power
Whih Attunement
This weapon has +3 magic power, +5 versus Fey, Dragon and Demon.
Increase by +1 Dexterity and Strenght score when held
Banishement (only Fey, Dragon and Demon) 1/day
Enemy Detection (only Fey, Dragon and Demon) 3/day
For the next minute, you know the direction and type of the nearest creature (Fey, Dragon, Demon) hostile to you within 60 feet, but not its distance from you. You can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the weapon.
Protection from evil (only Fey, Dragon and Demon) 3/day
Blade Staff Crystal
Type: Weapon / Martial Weapons (magic object)
Damage: 1d8 slahing (+1)
Properties: Finesse, Versatile (1d6+2 bludgeoning)
Mastery: Cleave
This special weapon appear like a normal Blade Staff composed by a quarterstaff with a long curved blade at one extremity. Its balde, covered by crystalline foil, is magical.
Normally attacks are made with balde. When used with two hands it hits with staff edge. The Cleave bonus attack is a staff hit.
Dagger of Venom, +1
Type: Weapon / Simple Melee Weapons (magic object)
Damage: 1d4 Piercing (+1)
Properties: Finesse, Light, Thrown (Range 20/60), magic
Mastery: Nick
Weight: 1
Cost: 4,002 gp
Weapon (Dagger), Rare
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can't be used this way again until the next dawn.
Light Crossbow
Type: Weapon / Simple Ranged Weapons
Damage: 1d8 Piercing
Properties: Ammunition (Range 80/320; Bolt), Loading, Two-Handed
Mastery: Slow
Weight: 5
Cost: 25 GP
Quarterstaff
Type: Weapon / Simple Melee Weapons
Damage: 1d6 Bludgeoning
Properties: Versatile (1d8)
Mastery: Topple
Weight: 4
Cost: 2 SP
Adventuring Gear
Backpack
Type: Adventuring Gear / Standard
Weight: 5
Cost: 2 GP
A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.
Bolts (20)
Type: Adventuring Gear / Ammunition
Weight: 1.5
Cost: 1 GP
Location: Case, Crossbow Bolt
Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.
Caltrops (20)
Type: Adventuring Gear / Standard
Weight: 2
Cost: 1 GP
Location: backpack
As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.
Case, Crossbow Bolt
Type: Adventuring Gear / Standard
Weight: 1
Cost: 1 GP
A Crossbow Bolt Case holds up to 20 Bolts.
Case, Map or Scroll
Type: Adventuring Gear / Standard
Weight: 1
Cost: 1 GP
A Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment.
Crowbar
Type: Adventuring Gear / Standard
Weight: 5
Cost: 2 GP
Location: backpack
Using a Crowbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied.
Healer's Kit (×2)
Type: Adventuring Gear / Equipment Kits
Weight: 3
Cost: 5 gp
Location: belt
This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Nithian Lenitive Oil (×5)
Type: Adventuring Gear
Cost: 101-500 gp
Location: backpack
An oil used to aid in wound and injuries treatment.
When used give a +2 bonus to Medicine or Healing Tool Check
Oil (Flask) (×2)
Type: Adventuring Gear / Standard
Weight: 1
Cost: 1 SP
Location: backpack
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.
Rations (1 day) (×10)
Type: Adventuring Gear / Standard
Weight: 2
Cost: 5 SP
Location: backpack
Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See "Malnutrition" in the rules glossary for the risks of not eating.
Rope
Type: Adventuring Gear / Standard
Weight: 5
Cost: 1 GP
Location: backpack
As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check.
You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.
Tinderbox
Type: Adventuring Gear / Standard
Weight: 1
Cost: 5 SP
Location: backpack
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch-or anything else with exposed fuel-takes a Bonus Action. Lighting any other fire takes 1 minute.
Torch (×10)
Type: Adventuring Gear / Standard
Weight: 1
Cost: 1 CP
Location: backpack
A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.
Waterskin
Type: Adventuring Gear / Standard
Weight: 5
Cost: 2 SP
Location: belt
A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see the rules glossary).
Tools
Cook's Utensils
Type: Tools / Artisan's Tools
Weight: 8
Location: backpack
Ability: Wisdom
Weight: 8 lb.
Utilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15)
Craft: Rations
Dulcimer
Type: Tools / Musical Instrument
Weight: 10
Location: backpack
Ability: Charisma
Weight: Varies
Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
Rod
Rod of the Pact Keeper (+2)
requires attunement
Type: Rod / Templates (magic object)
Weight: 2
Cost: 501-5000 gp
While holding this rod, you gai n a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
The bonus is derermined by the rod's rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you lìnish a long rest.
Armor
Elven Chain Shirt +1
Type: Armor / Medium Armor (magic object)
AC: 13
Weight: 20
Cost: 4,050 gp
Armor (Chain Mail or Chain Shirt), Rare
You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.
Wondrous Item
Boots of Elvenkind
Type: Wondrous Item (magic object)
Cost: 400 GP
Wondrous Item, Uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
Cloak of Elvenkind
Type: Wondrous Item (magic object)
Cost: 400 GP
Wondrous Item, Uncommon (Requires Attunement)
While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks.
Cloak of Protection
requires attunement
Type: Wondrous Item / Cloak (magic object)
AC: 0
Cost: 400 GP
Wondrous Item, Uncommon (Requires Attunement)
You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.
Clothes of Mending
Type: Wondrous Item (magic object)
Weight: 2
Cost: 50-100 gp
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.
Driftglobe
Type: Wondrous Item (magic object)
Cost: 400 GP
Location: Belt
Wondrous Item, Uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can't be used again until the next dawn.
You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Dust of Dryness (×6)
Type: Wondrous Item (magic object)
Cost: 400 GP
Location: Belt
Wondrous Item, Uncommon
This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic.
As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a Water Elemental or a Water Weird). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one.
Eyes of Minute Seeing
Type: Wondrous Item (magic object)
Cost: 400 GP
Location: Belt
Wondrous Item, Uncommon
These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.
Heward's Handy Spice Pouch
Type: Wondrous Item (magic object)
Cost: 100 GP
Location: Belt
Wondrous Item, Common
This belt pouch appears empty and has 10 charges. While holding the pouch, you can take a Magic action to expend 1 charge, name any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Sending Stones
Type: Wondrous Item (magic object)
Cost: 400 GP
Location: Belt
Wondrous Item, Uncommon
Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell.
Once Sending is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Ring
Ring of Necrotic Resistance
Type: Ring (magic object)
Cost: 4,000 GP
Ring, Rare
This ring is set with a Jet gemstone and you have Resistance to necrotic damage while wearing it.
Other
Belt
Type: Other
Bracer of Kuilaheed
Type: Other
Location: Backpack
Kaey's Mirror of Communication
Type: Other (magic object)
Location: Backpack
Nithian Map
Type: Other
Location: Case, Map or Scroll
Pendant of Kultak Mein Clan
Type: Other
Location: Backpack
Radiance Crystals (×22)
Type: Other (Radiant object)
Location: Backpack
Scale-Dragon adult White
Type: Other
Location: Backpack
Scale-Dragon young Black (×5)
Type: Other
Location: Backpack
Skin and Talon-Vrock
Type: Other
Location: Backpack
Potion
Oil of Sharpness
Type: Potion (magic object)
Cost: 20,000 GP
Location: Belt
Potion, Very Rare
One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition .
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards.
Potion of Animal Friendship
Type: Potion (magic object)
Cost: 200 GP
Location: Belt
Potion, Uncommon
When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13).
Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.
Potion of Fire Breath
Type: Potion (magic object)
Cost: 200 GP
Location: belt
Potion, Uncommon
After drinking this potion, you can take a Bonus Action to exhale fire at a target within 30 feet of yourself. The target makes a DC 13 Dexterity saving throw, taking 4d6 Fire damage on a failed save or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.
This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Potion of Giant Strength (Fire)
Type: Potion (magic object)
Cost: 2,000 gp
Location: Belt
Potion, Rare
When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail.
Potion of Poison
Type: Potion (magic object)
Cost: 200 GP
Location: Belt
Potion, Uncommon
This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature.
If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour.
Scroll
Spell Scroll 3lvl-Remove Curse
Type: Scroll
Cost: 300 gp
Location: Case, Map or Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.
Spell Scroll 5lvl-Hold Monster
Type: Scroll
Cost: 3,000 gp
Location: Case, Map or Scroll
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
If the spell is not on your spell list and of a higher level than you can normally cast, you make an ability check with Disadvantage using your spellcasting ability to determine whether you cast the spell. The DC equals 15 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table.