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-----CHARACTER CREATION & LEVEL 1-----

Starting Class: Paladin

- +3 Lay on Hands Charges (Long Rest)

- +1 Channel Oath Charges (Short Rest)

- Lay on Hands

  • Heal a creature 2xLVL, 4xLVL, or Cure of all Diseases and Poisons

- Divine Sense (Short Rest)

  • Gain Advantage on Attack Rolls against Celestials, Fiends, and Undead for 2 turns

Subclass: Oathbreaker

- Spiteful Suffering (Channel Oath)

  • 1d4 + CHA Modifier Necrotic Damage per turn

  • Attack Rolls against target have Advantage

Race: Any

Background: Any

Skills: Any (Religion, Insight)

Themed Stats:

  • STR = 14

  • DEX = 12

  • CON = 14

  • INT = 8

  • WIS = 10

  • CHA = 17

Meta Stats:

  • STR = 8

  • DEX = 14

  • CON = 16

  • INT = 8

  • WIS = 10

  • CHA = 17

--------------------LEVEL 2--------------------

Paladin 2

- +2 Level 1 Spell Slots

- Divine Smite

  • +2d8 Radiant Damage

  • Extra +1d8 Radiant Damage to Fiends and Undead

  • +1d8 Radiant Damage per upcast (Capped at 5d8)

  • Can be activated when you land a Melee Weapon Attack

  • Choose Spell Slot to expend

  • Does not expend Spell Slot on miss

Fighting Style: Great Weapon Fighting

  • When you roll a 1 or 2 on a 2-Handed Attack, the die is rerolled once

--------------------LEVEL 3--------------------

Multiclass: Warlock

- Level 1 Warlock Spells

- +1 Warlock Spell Slot

Subclass: Hexblade

- Hex Warrior

  • Proficiency with Medium Armour, Shields, & Martial Weapons

- Bind Hexed Weapon

  • Bind Main Hand Weapon

  • Become Proficient with Binded Weapon

  • Damage is considered magical

  • Binded Weapon uses CHA Modifier instead of Strength or Dexterity

  • Hits with Binded Weapon have a chance to inflict Hexblade’s Curse

    • Warlock adds Proficiency Bonus to Damage Rolls against target

    • Warlock’s Number needed to Critical Hit is reduced by 1 against target

- Hexblade’s Curse (Bonus Action) (Short Rest)

  • Inflict target with Hexblade’s Curse for 10 turns

    • Warlock adds Proficiency Bonus to Damage Rolls against target

    • Warlock’s Number needed to Critical Hit is reduced by 1 against target

  • If the target dies, heal for Warlock Level + CHA Modifier HP

Cantrips:

- Booming Blade

  • Normal Weapon Damage + 1d8 Thunder Damage when target moves

  • Can be cast while Silenced

  • Level 5 = +1d8 Thunder Damage & +2d8 Thunder Damage when target moves

  • Level 11 = +2d8 Thunder Damage & +3d8 Thunder Damage when target moves

- Eldritch Blast (OR Toll the Dead)

  • 1d10 Force Damage per Beam

  • Level 5 = 2 Beams

  • Level 10 = 3 Beams

Spells: 

- Hex (Concentration)

  • Attacks deal Bonus 1d6 Necrotic Damage against target with Hex

  • Hex causes Disadvantage on Checks of an Ability of your choosing

- Arms of Hadar

  • 2d6 Necrotic Damage

    • Targets can’t take reactions for 1 turn

  • +1d6 per upcast

--------------------LEVEL 4--------------------

Paladin 3

- +1 Level 1 Spell Slot

- Divine Health

  • Immunity to Disease

- Control Undead (Channel Oath)

  • Gain Controlled over an Undead Creature that is lower level than yours

    • Follows the Paladin and attacks their enemies

    • Lasts until Long Rest

- Dreadful Aspect (Channel Oath)

  • Frighten enemies for 2 turns in a 9m Radius

    • Cannot move

    • Disadvantage on Attack Rolls

    • Disadvantage on Ability Checks

- Hellish Rebuke (Reaction) (Always Prepared)

  • 2d10 Fire Damage (DEX Save halves damage)

  • +1d10 per Upcast

- Inflict Wounds (Always Prepared)

  • 3d10 Necrotic Damage

  • +1d10 per upcast

--------------------LEVEL 5--------------------

Paladin 4

Feat: Ability Improvement (+2 Charisma)

Note: Make sure to obtain Hag’s Hair to cap Charisma at 20 if you haven’t already

--------------------LEVEL 6--------------------

Paladin 5

- Extra Attack

- +1 Level 1 Spell Slot

- +2 Level 2 Spell Slots

- Crown of Madness (Concentration) (Always Prepared)

  • Cause an enemy to attack the nearest creature other than spellcaster

- Darkness (Concentration) (Always Prepared)

  • Create 5m Area of Darkness

  • Creatures are Blinded

  • Ranged Attacks cannot penetrate Darkness

  • Immunity to Blinded negates effects

--------------------LEVEL 7--------------------

Warlock 2

- +1 Warlock Spell Slot

Eldritch Invocations:

- Agonising Blast (Passive)

  • Add CHA Modifier to Eldritch Blast’s Damage

- Devil’s Sight

  • Able to see in magical and nonmagical Darkness

Spells:

- Armour of Agathys

  • Gain 5 Temp HP and deal 5 Cold Damage to attackers while Temp HP persists

  • +5 Temp HP and Damage per upcast

  • Lasts until Long Rest or Temp HP is gone

- Shield (Reaction)

  • When about to be hit, can use a Reaction to cast Shield

    • +5 AC

    • Immune to Magic Missile

    • Lasts until start of your next turn

--------------------LEVEL 8--------------------

Warlock 3

- Level 2 Warlock Spells

Pact Boon:

- Pact of the Chain

  • Summon a Familiar once per short rest

  • Can summon an Imp or Quasit

    • Imp

      • (Poison Attack)

      • Invisibility

      • Fly

    • Quasit

      • (Fear Attack)

      • Invisibility

  • Summons get Extra Attack at Level 5

Spell:

- Hold Person (Concentration)

  • Hold an enemy still; Cannot Move, Act, or React

  • Attacks against target are always Critical Hits within 3m

  • Target can make a WIS Save to escape at the end of each turn

  • +1 target per upcast

--------------------LEVEL 9--------------------

Warlock 4

Feat: Great Weapon Master

  • Great Weapon Master: Bonus Attack

    • When you kill a creature or land a critical hit, you can make another attack using a Bonus Action

  • Great Weapon Master: All In (Toggleable)

    • -5 Attack Rolls with 2-Handed Weapons

    • +10 Damage with 2-Handed Weapons

Cantrip:

- Toll the Dead (OR Eldritch Blast)

  • 1d12 Necrotic Damage if target is below full health

  • 1d8 Necrotic Damage if target is at full health

  • Level 5 = 2d12 Necrotic Damage if target is below full health, 2d8 Necrotic Damage if target is at full health

  • Level 10 = 3d12 Necrotic Damage if target is below full health, 3d8 Necrotic Damage if target is at full health

Spell: 

- Misty Step

  • Teleport to an open space within 18m that you can see

--------------------LEVEL 10--------------------

Warlock 5

- Level 3 Warlock Spells

- Pact of the Chain: Extra Attack

Eldritch Invocation:

- Repelling Blast

  • When you hit a creature with Eldritch Blast, can push them 4.5m away

Spell:

- Hunger of Hadar (Concentration) (6m Radius)

  • 2d6 Cold Damage

  • 2d6 Acid Damage if creature ends turn in area (DEX Save to negate)

  • Difficult Terrain

  • Blinds those within

--------------------LEVEL 11--------------------

Warlock 6

- Accursed Spectre (Reaction)

  • When you kill an enemy afflicted with Hexblade’s Curse, summon a Spectre from their corpse depending on size for 10 turns

    • Feeble Spectre (Small or Tiny)

      • 11 STR / 14 DEX / 11 CON / 10 INT / 10 WIS / 11 CHA

      • 17 HP 12 AC

      • Pluck Soul

        • 18m

        • 1d6+Summoner’s CHA Modifier Necrotic Damage

        • Pull target towards you 5m

      • Right Behind You (Reaction)

        • 18m

        • Can be used when Hexblade hits a target with Hexed Weapon

        • 1d12+Summoner’s CHA Modifier Necrotic Damage

    • Mundane Spectre (Medium)

      • 16 STR / 14 DEX / 11 CON / 10 INT / 10 WIS / 11 CHA

      • 31 HP 14 AC

      • Devour Soul

        • 2d6+Summoner’s CHA Modifier Necrotic Damage

        • Heal half of that damage to Warlock

      • Pluck Soul

        • 18m

        • 1d6+Summoner’s CHA Modifier Necrotic Damage

        • Pull target towards you 5m

      • Right Behind You (Reaction)

        • 18m

        • Can be used when Hexblade hits a target with Hexed Weapon

        • 1d12+Summoner’s CHA Modifier Necrotic Damage

    • Primordial Spectre (Large or larger)

      • 16 STR / 14 DEX / 11 CON / 10 INT / 10 WIS / 11 CHA

      • 48 HP 12 AC

      • Devour Soul

        • 2d6+Summoner’s CHA Modifier Necrotic Damage

        • Heal half of that damage to Warlock

      • Sieze Soul

        • 18m

        • 1d6+Summoner’s CHA Modifier Necrotic Damage

        • Pull target towards you 10m

      • Reap Soul

        • 3m Melee Unarmed Attack Roll

        • 1d8+STR Modifier+Summoner’s CHA Modifier Slashing Damage x4

      • Right Behind You (Reaction)

        • 18m

        • Can be used when Hexblade hits a target with Hexed Weapon

        • 1d12+Summoner’s CHA Modifier Necrotic Damage

  • Doesn’t work on Elementals, Oozes, Plants, or Undead

Spell:

- Fear (Concentration)

  • Cause targets in a 9m Cone AoE to become Fearful for 2 turns

    • Disadvantage on Attack Rolls

    • Disadvantage on Ability Checks

    • Must run from source of fear

    • Cannot take additional actions

    • Can make a Saving Throw to shake of effect if they end their turn out of line of sight of caster

Note: Can take any spell, most require Concentration though

--------------------LEVEL 12--------------------

Warlock 7

Eldritch Invocation:

- Dreadful Word

  • Can cast Confusion with a Warlock Spell Slot

    • Confuse a group of creatures for 3 turns

      • Hostile to everyone

      • Wanders aimlessly

      • Chance to skip turn

    • Larger AoE per upcast

Spell:

- Staggering Smite (Concentration)

  • Normal Weapon Damage + 4d6 Psychic Damage

  • Uses Action & Bonus Action

  • Can Stagger target for 1 turn

    • Cannot take Reactions

    • Disadvantage on Attack Rolls

    • Diadvantage on Ability Checks

Replace Spell: Any

- Phantasmal Killer (Concentration) (10 turns) (OR Blight)

  • Haunt a creature with its worst nightmares

  • 4d10 Psychic Damage per turn

    • Cannot move

    • Disadvantage on Attack Rolls

    • Disadvantage on Ability Checks

  • +1d10 per upcast

--------------------GEAR--------------------

Important Items:

- Hag’s Hair (+1 Charisma)

- Elixir of Viciousness

  • Number needed to Crit reduced by 1

-------ACT 1-------

Head:

- Diadem of Arcane Synergy

  • When you inflict a condition, gain Arcane Synergy for 2 turns

    • Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier

Location: Looted from Ardent Jhe'rezath in Inquisitor's Chamber, Crèche Y'llek

- Haste Helm

  • At the start of combat, gain Momentum for 3 turns

    • Momentum

      • +1.5 Movement Speed

Location: Chest in Blighted Village near Waypoint

- Holy Lance Helm

  • +1 Constitution Saving Throws

  • Creatures who missed their Attack Roll against wear must make a DC 14 DEX Save or take 1d4 Radiant Damage

Location: Found in a painted chest in Rosymorn Monastery X: 120 Y: 35, accessible from the top level

- Grymskull Helm

  • Immune to Critical Hits

  • Fire Resistance

  • Hunter’s Mark (Long Rest) (Concentration)

  • +1d6 Physical Damage to Weapon Attacks

  • Can recast without expending spell slots

Location: Dropped by Grym in Grymforge

------------------------------

Chest:

- Adamantine Splint Armour

  • Heavy Armour

  • 18 AC

  • -2 All Incoming Damage

  • Immunity to Critical Hits

  • Disadvantage on Stealth Checks

  • When hit with a Melee Attack, the attacker is sent Reeling for 3 turns

    • Reeling:

      • -1 Attack Rolls for every turn remaining

Location: Grymforge

------------------------------

Gloves:

- Abyss Beckoners

  • Summoned creatures have Resistance to ALL Damage EXCEPT Psychic

  • At the start of summoned creature’s turn, it must succeed Wisdmon Saving Throw or be driven Mad

    • Attacks the nearest creature

    • At the end of each turn, make a DC 13 Wisdom Saving Throw to remove the condition

Location: Zhentarim Basement

- Gloves of Baneful Striking

  • When you deal damage with a Weapon Attack, the target receives a -1d4 Penalty against your next spell’s Saving Throw

  • Applies to all Saving Throws, not just spells

Location: Purchased from Lady Esther at Rosymorn Monastery Trail

- Gloves of Heroism

  • +1 STR Saving Throws

  • When you use Channel Oath, gain Heroism

Location: Found inside a wooden chest X: -674 Y: -401 at the back of the hidden room in the cellar of the Toll House, The Risen Road. The room can be opened by sitting on the two thrones X: -664 Y: -407, X: -664 Y: -400 simultaneously (or by placing objects on each throne).

- Gloves of Power

  • +1 Sleight of Hand

  • On a hit with a weapon attack, possibly inflict Absolute’s Bane on target if the wearer bears the Absolute’s Brand

    • -1d4 Attack Rolls

    • -1d4 Saving Throws

Location: Looted from the Goblin Boss Za'Krug in front of the Druid Grove.

- Gloves of the Growling Underdog

  • +1 Strength Saving Throws

  • Advantage on Melee Attack Rolls when surrounded by 2 or more foes

Location: Dror Ragzlin’s Treasure Chests

------------------------------

Boots:

- Boots of Genial Striding

  • Movement Speed is unimpeded by Difficult Terrain

Location: Purchased from Blurg in the Myconid Colony

- Boots of Speed

  • Grants “Click Heels” which is a Bonus Action Dash

Location: Gnome in Myconid Colony

- Boots of Stormy Clamour

  • When you inflict a condition on a creature, also inflict 2 turns of Reverberation

    • Reverberation

      • Entity has a -1 penalty to STR, DEX, and CON Saving Throws per remaining turn

      • When the entity has 5 or more turns of this, it takes 1d4 Thunder Damage and has a chance to fall Prone (DC 10 CON Save)

      • Creatures Immune to Thunder cannot receive Reverberation

Location: Sold by Omeluum

- Disintegrating Night Walkers

  • Cannot be Enwebbed, Entangled, or Ensnared

  • Cannot slip on Grease or Ice

  • Misty Step (Short Rest)

Location: Dropped by Nere

- Boots of Striding

  • +1 Athletics

  • When you cast a spell that requires Concentration, gain Momentum for 2 turns

  • While you are concentrating, you cannot be pushed or knocked prone

Location: Minthara

------------------------------

Cloak: N/A

Note: Dark Urge’s Cloak BUSTS this build especially if solo

- The Deathstalker Mantle

  • Once per turn when you kill an enemy, become Invisible for 2 turns

Location: Given to The Dark Urge during Act 1 in a custscene

------------------------------

Amulet:

- Amulet of Branding

  • Brand the Weak

    • Bludgeon the Weak

      • Target is Vulnerable to Bludgeoning Damage for 3 turns

    • Slash the Weak

      • Target is Vulnerable to Slashing Damage for 3 turns

    • Pierce the Weak*

      • Target is Vulnerable to Piercing Damage for 3 turns

Location: Looted from a Githyanki at Crèche Y'llek

- Amulet of Misty Step

  • Misty Step (Short Rest)

Location: Gilded chest next to the bed behind Polma in the Defiled Temple X: 386 Y: 8

- Broodmother’s Revenge

  • Whenever the wearer is healed, their weapon deals an additional 1d6 Poison Damage

Location: Looted from Kagha in Druid Grove AND/OR The High Hall in Act 3

- Pearl of Power Amulet

  • Pearlescent Restoration (Long Rest)

    • Restore a Level 3 Spell Slot or lower

Location: Purchased from Omeluum

- Periapt of Wound Closure

  • When Downed, automatically stabilise

  • Whenever healed, heal Max possible HP

Location: Purchased from Lady Esther at the Rosymorn Monastery Trail

- The Spectator Eyes

  • Ray of Fear (Long Rest)

    • Frightens the target for 2 turns

      • Cannot move

      • Disadvantage on Attack Rolls and Ability Checks

  • Wounding Ray (Long Rest)

    • 2d8 Necrotic Damage

    • CON Save for your Spell Save DC / On Save, target still takes half damage

Location: Looted from Spectator in Underdark

------------------------------

Rings:

- Caustic Band

  • +2 Acid Damage on Weapon Attacks

Location: Purchased from Derryth Bonecloak in the Myconid Colony

- Crusher’s Ring

  • +3m Movement Speed

Location: Dropped by Crusher

- Ring of Absolute Force

  • Thunderwave (Short Rest)

  • If wearer bears the Absolute’s Brand, deal bonus 1 Thunder Damage with Thunder spells/attacks

Location: Dropped by Sergeant Thrinn in Grymforge

- Ring of Arcane Synergy

  • When you deal damage with a Cantrip, gain Arcane Synergy for 2 turns

    • Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier

Location: Can be looted from Gish Far'aag in Crèche Y'llek

- Ring of Protection

  • +1 AC

  • +1 Saving Throws

Location: Reward for Steal the Sacred Idol

- Strange Conduit Ring

  • +1d4 Psychic Damage on Weapon Attacks while Concentrating 

Location: Inside an elegant chest in Inquisitor's Chamber, Crèche Y'llek X: 1360 Y: -657

------------------------------

Melee Weapons:

- Everburn Blade

  • +1d4 Fire Damage

Location: Looted from Commander Zhalk at the helm of the Nautiloid during the Prologue. Can also be obtained by casting Command (Drop) on Commander Zhalk instead of killing him, though his chance of succeeding the Saving throw is high.

- Sorrow

  • Glaive +1 Enchantment

  • Sorrowful Lash (Bonus Action) (Per Turn)

    • 1d4+Spellcasting Modifier Piercing Damage within 9m

    • Pulls target 3m closer to you

Location: Hidden Vault in Druid Grove

- Sussur Greatsword

  • +1 Enchantment

  • Silences target on hit

Location: This weapon is obtained as part of the quest Finish the Masterwork Weapon in the Blighted Village by combining the Greatsword with Sussur Tree Bark in the Blacksmith's Forge found in one of the buildings in the village

- Svartlebee’s Woundseeker

  • +1 Enchantment

  • +1d4 Attack Rolls against creatures who have already taken damage

Location: Looted from Gauntlet Yeva in Waukeen's Rest X: -66 Y: 609 in Act 1. Has to be acquired before the first zone travel (including teleporting to your camp) after coming to Waukeen's Rest for the first time. If you come to the area after travelling to a different zone, Yeva will be gone. Can also be obtained from Gauntlet Yeva in the Tadpoling Centre within the Mind Flayer Colony in Act 2. One method to keep her non-hostile is to use a Disarming action on her during the fight where she appears. As long as you do not kill her, she will remain an ally.

- Phalar Aluve

  • +1 Enchantment

  • +1 Performance

  • Sing (Short Rest)

    • All allies within 6m gain +1d4 Attack Rolls and Saving Throws

  • Shriek (Short Rest)

    • All enemies within 6m have -1d4 Saving Throws

    • Affected enemies receive +1d4 Thunder Damage

Location: Underdark

- Doom Hammer

  • Enemies hit with this Hammer are prevented from regaining HP for 2 turns

  • Undead creatures also get Disadvantage on Attack Rolls when hit with this Hammer

Location: Grat the Trader at Goblin Camp

------------------------------

Ranged Weapons:

- Gandrel’s Aspiration

  • Advantage against Monstrosities

  • Works with Melee Attacks as long as this weapon is equipped

Location: Dropped from Gandrel 

- Harold

  • Heavy Crossbow 

  • +1 Enchantment

  • When dealing damage, inflict Bane for 2 turns on a failed CHA Saving Throw

    • -1d4 Penalty to Attack Rolls

    • -1d4 Penalty to Ability Checks

Location: Reward for bringing Missing Shipment to Zarys at Zhentarim Hideout

- Spellthief

  • Longbow

  • Arcane Vehemence (Short Rest)

    • On Critical Hit, regain 1 Level 1 Spell Slot

Location: Bought from Arron in the Druid Grove

------------------------------

-------ACT 2-------

Head:

- Circle of Bones

  • Cast Animate Dead once per long rest

  • Allied Undead within 6m have Resistance to Bludgeoning, Slashing, and Piercing Damage

Location: Balthazar

- Covert Cowl

  • Number needed to roll a Critical Hit is reduced by 1 while Obscured

  • +1 Dexterity Saving Throws

Location: Carried by a Meenlock in the Cellar of Last Light Inn

- Dark Justiciar Helmet

  • Medium Armour

  • Number needed to roll a Critical Hit is reduced by 1 while Obscured

  • +1 Constitution Saving Throws

  • +1 Saving Throws against Spells

Locations: Found inside a Gilded Chest in the Gauntlet of Shar X: -822 Y: -753

- Flawed Helldusk Helmet

  • +1 Constitution Saving Throws

  • +2 Saving Throws against Spells

Location: Obtained by giving Infernal Iron to Dammon

------------------------------

Chest:

- Armour of Devotion

  • 18 AC

  • Eternal Devotion (Long Rest)

    • Recharge 1 Channnel Oath Charge

  • Disadvantage on Stealth Checks

Location: Sold by Roah Moonglow

- Dwarven Splintmail

  • 19 AC

  • +2 CON

  • Take 1 less Piercing Damage

  • +1 STR Saving Throws

  • +1 Ability Checks

  • Disadvantage on Stealth Checks

Location: Sold by Lann Tarv in the main floor of Moonrise Towers, if you convince Disciple Z'rell to give you additional aid in finding Ketheric's relic

- Flawed Helldusk Armour

  • Heavy Armour

  • 18 AC

  • -1 Incoming Piercing Damage

  • When hit by an enemy within 2m, they may receive 1d4 Fire Damage

  • Disadvantage on Stealth Checks

Location: Giving Dammon an Infernal Iron at Last Light Inn

- Reaper’s Embrace

  • Heavy Armour

  • 19 AC

  • -2 All Incoming Damage

  • Reaper’s Rigidity (Toggleable)

    • Can’t be moved against your will

    • Disadvantage on DEX Saving Throws

  • Howl of the Dead

    • Numb nearby creatures

  • Disadvantage on Stealth Checks

Location: Ketheric Thorm

------------------------------

Gloves:

- Dark Justiciar Gauntlets (Uncommon)

  • Weapon Attacks +1d4 Necrotic Damage

  • +1 STR Saving Throws

Location: Found lying on a pile of boxes in the Gauntlet of Shar X: -660 Y: -760, near Yurgir

- Dark Justiciar Gauntlets (Rare)

  • +1d4 Necrotic Damage with Weapon Attacks

  • +1 Strength Saving Throws

  • Beckoning Darkness (Bonus Action)

    • Creatures is haunted by darkness for 2 turns

    • Takes 1d8 Necrotic Damage if it enters or starts its turn in an Obscured area

Location: Reward for killing the Nightsong in Nightsong's Prison

- Flawed Helldusk Gloves

  • +1d4 Fire Damage with Weapon Attacks

  • +1d4 Necrotic Damage with Unarmed Attacks

  • Unarmed Attacks have a chance to inflict Bleeding

  • +1 Strength Saving Throws

Location: Purchased from Dammon

- Gloves of Battlemage’s Power

  • +1 STR Saving Throws

  • When your Weapon Attack Roll inflicts a condition, gain Arcane Acuity (stacks)

    • +1 Spell Attack Rolls for each remaining turn

    • +1 Spell Save DC for each remaining turn

    • Reduce the duration by 2 each time the entity takes damage

    • Maximum 10 turns

Location: Last Light Inn Quartermaster

- Ichorous Gloves

  • Inflict Noxious Fumes on target when dealing Acid damage

Location: Found inside a metal chest in the storeroom at the back of The Waning Moon X: -253 Y: -71

------------------------------

Boots: N/A

------------------------------

Cloak:

- Cloak of Protection

  • +1 AC

  • +1 Saving Throw

Location: Purchase from trader at Last Light Inn

- Cloak of Elemental Absorption

  • Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targeting you, and deal an additional 1d6 of that element type on your next attack.

Location: Can be looted from an Opulent Chest X: -170 Y: -171 in Ketheric Thorm's chambers on the second floor of Moonrise Towers

- Fleshmelter Cloak

  • When hit with a melee attack, deal 1d4 Acid Damage to that creature

Location: Looted from a Gilded Chest X: 29 Y: -930 in the House of Healing Morgue

------------------------------

Amulet:

- Spellcrux Amulet

  • Spell Slot Restoration (Long Rest)

    • Replenish any Level Spell Slot as a Bonus Action

Location: Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650

- Strange Tendril Amulet

  • Cast Evard’s Black Tentacles once per Long Rest

Location: Looted from a Wooden Chest X: 85 Y: -1007 inside a hidden room near the main entrance of the House of Healing Morgue

- Surgeon’s Subjugation Amulet

  • When you land a Critical Hit, you can Paralyze the target for 2 turns

Location: House of Healing

------------------------------

Rings:

- Killer’s Sweetheart

  • When you kill a creature, can make your next attack a Critical

Location: Self-Same Trial in Gauntlet of Shar

- Ring of Exalted Marrow

  • Exhort the Risen (Long Rest)

    • Command an Undead

      • Halt

        • Stops moving and doesn’t take actions

      • Grovel

        • Goes prone

      • Flee

        • Runs from caster

      • Drop

        • Drops their weapon

      • Approach

        • Moves towards caster

  • Ghoulish Touch (Long Rest)

    • Attack and Paralyze a target for 2 turns

    • Cannot Paralyze Elves or Undead

      • Cannot move or take actions or reactions

      • Automatically fails STR and DEX Saving Throws

      • Attack Rolls against creature always succeed

      • Attacks within 3m are Critical Hits

Location: Moonrise Towers Rooftop

- Ring of Free Action

  • Ignore Difficult Terrain

  • Immune to Paralysed and Restrained

Location: Purchased from Araj at Moonrise Towers

- Ring of Mental Inhibition

  • Inflict 2 turns of Mental Fatigue when a creatures fails a Saving Throw against your Spell or Action

    • -1 Penalty to WIS, INT, & CHA Saves for every turn remaining

    • With 5 or more turns remaining, when failing a WIS, INT, or CHA Save, take 1d4 Psychic Damage and remove all turns of Mental Fatigue

    • Max duration 7 turns

Location: Can be found inside a locked chest in the Ruined BattlefieldX: 76 Y: 40

- Ring of Spiteful Thunder

  • When the wearer deals Thunder damage to a creature with Reverberation, it must succeed a DC 13 CON Save or become Dazed for 2 turns

Location: Roah Moonglow in Moonrise Towers

- Ring of Twilight

  • +1 AC while Obscured

  • Works while Wildshaped

Location: Chest in Ruined Battlefield X: -34 Y: -12

- Shadow-Cloaked Ring

  • +1d4 Damage with Weapon and Unarmed Attacks against Obscured creatures or creatures made of shadow

Location: Can be looted from the Shadow Mastiff Alpha in the Ruined Battlefield X: -49 Y: 36; The nearby everburning torches must be destroyed before the Mastiff will appear

------------------------------

Melee Weapons:

- Drakethroat Glaive

  • Glaive

  • +2 Enchantment

  • Enemies have Disadvantage on Saving Throws against your dragonborn breath weapon.

  • Draconic Elemental Weapon

    • +1d4 Element Damage

    • +1 Attack Rolls

    • +1 Damage Rolls

    • Can be cast on a weapon lying on the ground

Location: Roah Moonglow

- Blade of Opressed Souls

  • Longsword

  • +1 Enchantment

  • +1d4 Psychic Damage

  • Crowning Strike (Short Rest)

    • Melee 1.5m

    • Normal Weapon Damage + Proficiency Bonus Psychic Damage

    • Crown of Madness for 3 turns

      • Will attack nearest creature other than spellcaster

    • Can only target Humanoids

Location: Unlocked after Necrotic Laboratory Puzzle or end of game

- Charge-Bound Warhammer

  • +1 Enchantment

  • Only functions when bound by Eldritch Knight or Warlock

  • +1d6 Lightning Damage

  • +1 Attack Rolls

  • +1 Damage Rolls

Location: Purchased from Dammon

- Ketheric’s Warhammer

  • +1 Enchantment

  • +1d4 Psychic Damage

Location: Ketheric Thorm

------------------------------

Ranged Weapons:

- Darkfire Shortbow

  • Shortbow

  • +2 Enchantment

  • Resistance to Fire Damage

  • Resistance to Cold Damage

  • Haste (Long Rest)

    • Gain an extra action

    • Double movement speed

    • +2 AC

    • Advantage on Dexterity Saving Throws

    • When Haste ends, become Lethargic (lose a turn)

Location: Purchased from Dammon

------------------------------

-------ACT 3-------

Head:

- Birthright

  • +2 CHA (Up to 22)

Location: If Rolan is dead: Sold by Lorroakan's Projection in Sorcerous Sundries. If Rolan and Lorroakan are both alive: Sold by Rolan in Sorcerous Sundries. If Rolan is alive but Lorroakan is dead: Can be traded or pickpocketed from Rolan in Ramazith's Tower

- Helm of Balduran

  • +1 AC

  • +1 Saving Throws

  • Regain 2 HP at the start of each turn

  • Immunity to Stunned

  • Immunity to Critical Hits

Location: The Dragon’s Sanctum

- Sarevok’s Horned Helmet

  • Medium Armour

  • Number needed to roll a Critical Hit is reduced by 1

  • Cannot be Frightened

  • Darkvision up to 3m or 15m if you already have it

Location: Sarevok

------------------------------

Chest:

- Armour of Persistence

  • 20 AC

  • -2 ALL incoming damage

  • Resistance (Permanent)

  • Blade Ward (Permanent)

  • Disadvantage on Stealth Checks

Location: Dammon

- Emblazoned Plate of the Marshal

  • 19 AC

  • -2 ALL incoming damage

  • +2 Saving Throws

  • Fire Resistance

  • Fire Shield (Long Rest)

  • Disadvantage on Stealth Checks

Location: Duke Ravengard

------------------------------

Gloves:

- Cerebral Citadel Gloves

  • +1 STR Saving Throws

  • Charm or Frighten a creature to gain Lieges of the Underdark Blessing

    • +1d4 Attack Rolls

    • +1d4 Saving Throws

    • Lasts for 3 turns

Location: Located in a wardrobe in the Knights of the Shield Hideout under the Elfsong Tavern X: 728 Y: 588

- Helldusk Gloves

  • +1 Spell Attack Rolls

  • +1 Spell Save DC

  • +1 STR Saving Throws

  • +1d6 Fire Damage with Weapon Attacks

  • +1d6 Necrotic Damage with Unarmed Attacks

  • Unarmed Attacks may inflict Bleeding

  • Rays of Fire (Cantrip) (Short Rest)

    • 3d6 Fire Damage per ray (3)

Location: Dropped by Haarlep in the House of Hope

- Martial Exertion Gloves

  • Take 6d6 Piercing Damage

  • Double Movement Speed

  • Gain Additional Action

Location: Sold by Bumpnagel in Angleiron's Cellar (accessible via a cave entrance at X: 30 Y: 29 in Rivington)

- Unwanted Masterwork Gauntlets

  • +1 Attack Rolls

  • +1 STR Saving Throws

Location: Forge of the Nine

- Legacy of the Masters

  • +2 Attack Rolls

  • +2 Damage Rolls

  • +1 Strength Saving Throws

Location: Sold by Dammon at the Forge of the Nine, in the Lower City

------------------------------

Boots:

- Boots of Persistence

  • +1 Dexterity Saving Throws

  • Gain Permanent Longstrider

    • +3m Movement Speed

  • Gain Permanent Freedom of Movement

    • Movement Speed unimpeded by Difficult Terrain

    • Immune to Paralysed and Restrained

Location: Purchased from Dammon in Baldur’s Gate

- Helldusk Boots

  • Immune to Prone

  • Immune to Difficult Terrain

  • Can use Reaction to succeed a failed Saving Throw

  • Hellcrawler (Short Rest)

    • Teleport to an area and deal 2d8 Fire Damage where you land in a 3m radius

Location: Found in a locked Gilded Chest X: -32 Y: 219 on the top floor of Wyrm's Rock Fortress. Taking this item after Gortash's coronation makes Gortash and all Steel Watchers on this floor permanently hostile. If Gortash's deal has been taken and the party has killed Orin, taking this item does not permanently make everyone hostile. Taking this item before the coronation does not turn anyone hostile or before Gortash leaves the throne room.

------------------------------

Cloak:

- Cloak of Displacement

  • Causes enemies Disadvantage on Attack Rolls against you until you take damage

Location: Sold by the trader Entharl Danthelon in Danthelon's Dancing Axe in Wyrm's Crossing

- Nymph Cloak

  • Dominate Person (Long Rest)

Location: Looted from the High Security Vault n°1 in The Counting House in the Lower City of Baldur's Gate OR Sold by Ferg Drogher in Rivington. It is part of his special stock, which requires a Persuasion check to access

------------------------------

Amulet:

- Amulet of Greater Health

  • Set CON to 23

  • Advantage on CON Saving Throws

Location: House of Hope

- Spell Savant Amulet

  • Gain an additional Level 2 Spell Slot

Location: Vault 1 in the Counting House

------------------------------

Rings:

- Band of the Mystic Scoundrel

  • After hitting a creature with a Weapon Attack, can cast an Illusion or Enchantment Spells as a Bonus Action

Location: Looted from a backpack X: -1566 Y: -1522 in the Jungle

- Crypt Lord Ring

  • Cast Create Undead once per long rest (Level 6 Spell)

Location: Rewarded for completion of Find Mystic Carrion's Servant if Thrumbo survives

- Ring of Regeneration

  • Regain 1d4 HP at the start of each turn

Location: Sorcerous Sundries or Ramazith’s Tower

------------------------------

Melee Weapons:

- Balduran’s Giantslayer

  • +3 Enchantment

  • Double damage from STR Modifier

  • Advantage on Attack Rolls against Large, Huge, or Gargantuan creatures

  • Giant Form

  • Topple the Big Folk

Location: Ansur

- Sword of Chaos

  • +2 Enchantment

  • +1d4 Necrotic Damage

  • On hit, regain 1d6 HP

Location: Sarevok

- Duke Ravengard’s Longsword

  • Longsword

  • +1 Enchantment

  • +2 CHA (Up to 24)

  • When you kill an enemy, allies within 9m gain Temp HP = CHA Modifier

  • Commander’s Strike (Short Rest)

    • Choose an ally to use a reaction on their next turn to make a Weapon Attack

Location: Looted from Duke Ravengard during the Coronation

Corpsegrinder

------------------------------

Ranged Weapons:

- Hellrider Longbow

  • +3 Initiative

  • Advantage on Perception Checks

  • Once per turn, a creature hit by this weapon will possibly be afflicted with Faerie Fire

Location: Sold by Ferg in Rivington

- The Dead Shot

  • Longbow

  • +2 Enchantment

  • Number needed to roll a Critical Hit is reduced by 1

  • Wielder doubles Proficiency Bonus when rolling Ranged Attacks with this weapon unless they have Disadvantage

Location: Sold by Fytz the Firecracker at the Stormshore Armoury in Lower City

------------------------------

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