magic items
artifacts
- THE CHALICE OF KHOOM: The chalice is an artifact of evil that was given to Andotniheeri to extend her life indefinitely. A gift she now regrets. The chalice will fill itself with demonsblood and anyone who drinks it fully, once a day, will gain immortality, but be damned forever, assuming a demonic form.
Books
- Book of Consumable Magic - Literally you eat the pages and get a spell slot back. Great for Warlocks and Sorcerers. A typical book of consumable magic has d6 level one pages, d4 level 2 pages, and 1 level 3 pages.
clothes and accessories
- PerfectShine™ Boots - They are always clean and shiny.
- Shirt of cleanliness - It does not hold stains or get dirty. Never needs washing to look nice.
- Wonderwig - Attaches perfectly with no glue or anything . Adds +2 to disguise.
jewelry
- Phylactery of Sobriety - This amulet has a filter that can mitigate the euphoric effects of the Sea Poppy. It grants a 50% chance to avoid the exhaustion effects of a Sea Poppy application.
potions, oils, and elixers
- Grind Sauce – Magic oil for weapons… makes them up to +3 for 10 rounds or until a 1 is rolled.
- Oil of Sea Poppy - A dose of Sea Poppy heals d4 and costs only 10gp. However, use of a potion incurs level 1 exhaustion for an hour. Subsequent potions add levels of exhaustion and one hour of duration.
powders
- Flame Accelerator - A bright red dust in a pack designed for throwing. Any fire damage is increased a die (i.e. d6 becomes d8) within a 20x20’ cube from where the bag is thrown.
- Perfect Seasoning - Makes any food an exceptional meal.
wands
- Needler Wand - A mainstay of offensive magic across Heremod, the Needler Wand is a high damage, disposable magic item that looks like bunches of heavy needles tightly packed in sections one after the other. It's very easy to tell how many charges a wand has simply by looking at the number of sections. Each charge launches a volley of needles in a 30' cone doing 3d10 damage. No Needler Wand has more than 10 charges and the wand is activated by pressing a button on the first section. When the last section is activated, there is nothing left of the wand. There are many varieties of Needer Wand but they basically all function the same.
- Silver Needler Wand - 4d10, 30' cone. Good against lycanthropes.
- Ruby Needler Wand - 5d10, 15' cone. Acts as magic weapon.
- Obsidian Needler Wand - 5d10, 30' cone.
- Needler Javelin - Single charge. Functions like a normal javelin but explodes into a 3d10, 20' cone at point of impact.
weapons
- Crossbow Bolt, Pophead - Normal damage but when they hit, they release a 10x10’ cube of aggravating dust - DC12 Con save or cough and hack. A failed save results in disadvantage on ability checks and no reactions until the end of the attackers next round.
- Electro Booster - This gizmo can be added to a melee weapon. When activated, it adds d6 lightning damage to attacks. It has 10 charges. Each charge requires a dose of liquified silver which costs 10gp. If you roll a natural 1 while using the Electro Booster, it has a 50-50 chance of exploding doing d10 damage to the wielder and rendering the booster inoperable. It can be repaired for 50gp..
monsters
IMPERIAL LION
AC:15 (natural)
Hit Points: 75
Speed: 60
STR DEX CON INT WIS CHA
20(+5) 20 (+5) 16 (+3) 5(-3) 12(+1) 10
Skills: Perception +6, Stealth +6
Senses - passive perception 14
Keen Smell – Advantage on wisdom (perception) checks that rely on smell
Pack Tactics – Advantage on attack rolls if at least one active ally is within 5’
Pounce – If the Imperial Lion moves at least 20’ in a straight linestraight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 40 feet.
ACTIONS
One bite and one claw attack
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target . Hit: (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target., Hit: (3d6 + 5) slashing damage.
Imperial Lions are animals that Gwinnet Rone had created as mounts. That didn’t work out as cats, no matter how big, make terrible mounts. But now the Imperial Lion is a symbol of Rone and they are a spectacle for the citizens to see. They are huge lions, over a ton in weight, with extra flowing manes. They are typically tawny but some are white.
AC:15 (natural)
Hit Points: 75
Speed: 60
STR DEX CON INT WIS CHA
20(+5) 20 (+5) 16 (+3) 5(-3) 12(+1) 10
Skills: Perception +6, Stealth +6
Senses - passive perception 14
Keen Smell – Advantage on wisdom (perception) checks that rely on smell
Pack Tactics – Advantage on attack rolls if at least one active ally is within 5’
Pounce – If the Imperial Lion moves at least 20’ in a straight linestraight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 40 feet.
ACTIONS
One bite and one claw attack
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target . Hit: (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target., Hit: (3d6 + 5) slashing damage.
Imperial Lions are animals that Gwinnet Rone had created as mounts. That didn’t work out as cats, no matter how big, make terrible mounts. But now the Imperial Lion is a symbol of Rone and they are a spectacle for the citizens to see. They are huge lions, over a ton in weight, with extra flowing manes. They are typically tawny but some are white.