Itachi of the Sharingan (Patreon)
Content
-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Rogue
- Choose 4 Skill Proficiencies
- Expertise
- Double your Proficiency Bonus in 2 Skills you are Proficient in
- Sneak Attack (Once per turn)
- +1d6 Physical Damage
- Must have Advantage on target or have an ally next to
- Must have Finesse or Ranged Weapon equipped
- Level 3 Rogue = 2d6
- Level 5 Rogue = 3d6
- Level 7 Rogue = 4d6
- Level 9 Rogue = 5d6
- Level 11 Rogue = 6d6
Race: Wood Elf
Note: Half-Elves have better face options for Itachi, but do not gain Perception proficiency.
- +1.5m Movement Speed (Permanent)
- Shortsword, Longsword, Shortbow, Longbow Proficiency
- Stealth, Perception Proficiency
- Darkvision
- Can see in the dark up to 12m
- Prevents Disadvantage when attacking creatures in the dark up to 12m
- Fey Ancestry
- Immune to Sleep
- Advantage on Saving Throws against Charmed
Background: Criminal (Deception, Stealth)
Skills: Acrobatics, Investigation, Insight, Intimidation (Stealth, Deception from Expertise)
Stats:
- STR = 8
- DEX = 16
- CON = 15
- INT = 16
- WIS = 10
- CHA = 8
--------------------LEVEL 2--------------------
Rogue 2
Unlocks:
- Cunning Action: Hide
- Hide as a Bonus Action
- Cunning Action: Dash
- Dash as a Bonus Action
- Cunning Action: Disengage
- Disengage as a Bonus Action
--------------------LEVEL 3--------------------
Rogue 3
Subclass: Arcane Trickster
Unlocks:
- +2 Level 1 Spell Slots
- Mage Hand (10 turns) (Short Rest)
- A Spectral Hand that can manipulate and interact with objects
- Mage Hand Legerdemain
- Mage Hand is Invisible
- Mage Hand lasts forever until destroyed or dismissed
- Mage Hand can stow away or retrieve objects from other creatures
- Mage Hand can use Thieves’ Tools at range
Cantrips:
- Firebolt
- 1d10 Fire Damage
- Level 5 = 2d10
- Level 10 = 3d10
- Minor Illusion
- Creates an Illusion that compels creatures to investigate
- Can be cast while Silenced
- Can remain hidden when cast
- Can last for 10 turns
Spells:
- Tasha’s Hideous Laughter (Concentration) (10 turns)
- Prone a creature with Hideous Laughter
- Target must have INT of 5+
- Target can try to escape when taking damage
- Disguise Self (Ritual)
- Alter your appearance
Expanded:
- Magic Missile
- 1d4 + 1 Force Damage per Missile (3)
- Can select multiple targets
- Missiles always hit
- +1 Missile per upcast
--------------------LEVEL 4--------------------
Multiclass: Wizard
Unlocks:
- +1 Level 1 Spell Slot
- Arcane Recovery (Long Rest) (Arcane Recovery Charge)
- Replenish expended Spell Slots
- +1 Arcane Recovery Charge used per Spell Slot Level
Cantrips:
- Friends (Concentration) (10 turns)
- Advantage on Charisma Checks against non-hostiles creatures
- Can be used in Dialogue
- Can be cast while Silenced
- Ray of Frost
- 1d8 Cold Damge
- Reduce target’s Movement Speed by 3m for 1 turn
- Level 5 = 2d8
- Level 10 = 3d8
- Blade Ward (2 turns)
- Halves incoming Physical Damage
Spells:
- 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
- Longstrider (Ritual)
- +3m Movement Speed
- Enhance Leap (Ritual) (10 turns)
- Triple Jump distance
- Chromatic Orb
- Cast an orb of a selected damage type to cast at enemies
- 3d8 Thunder Damage
- 2d8 Acid Damage + Acid Surface
- 2m for 2 turns
- Reduces AC by 2
- 2d8 Cold Damage + Ice Surface
- 2m for 2 turns
- Movement Speed halved
- Chance to fall Prone
- 2d8 Fire Damage + Fire Surface
- 2m for 2 turns
- Burning
- Take 1d4 Fire Damage per turn
- 2d8 Lightning Damage + Electrified Surface
- 2m for 2 turns
- Electrified
- Take 1d4 Lightning Damage per turn
- 2d8 Poison Damage + Acid Surface
- 2m for 7 turns
- Poisoned
- Disadvantage on Attack Rolls and Abilities Checks
- +1d8 per Upcast
- Burning Hands
- 3d6 Fire Damage in 5m Cone AoE
- DEX Save to halve damage
- +1d6 per upcast
- Ice Knife
- 1d10 Piercing Damage
- 2d6 Cold Damage in 2m Radius
- Creates 2m Radius Ice Surface for 2 turns
- Difficult Terrain
- Movement Speed halved
- Creatures fall Prone on failed DEX Save
- +1d6 Cold Damage per upcast
--------------------LEVEL 5--------------------
Wizard 2
Subclass: Enchantment
Unlocks:
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
- Enchantment Savant
- Halves the cost to learn Enchantment Spells from Scrolls
- Hypnotic Gaze (Long Rest) (2 turns)
- Charm & Incapacitate a creature
- Can Maintain Hypnotic Gaze to extend its duration
- Ends upon taking damage
- WIS Save
Spells:
- Feather Fall (Ritual) (10 turns)
- Immune to Falling Damage
- Affects you and allies within 9m
- Find Familiar (Ritual) (Short Rest)
- Can summon a Familiar to accompany you in your travels
--------------------LEVEL 6--------------------
Rogue 4
Feat: Ability Improvement (+2 INT)
Spell:
- Colour Spray
- Blind creatures in 5m AoE Cone up to a combined 33 HP
- +1 target & +11 HP per upcast
--------------------LEVEL 7--------------------
Wizard 3
Unlocks:
- +1 Level 2 Spell Slot
Spells:
- Scorching Ray
- 2d12 Fire Damage per Ray (3)
- +1 Ray per upcast
- 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 8--------------------
Wizard 4
Feat: Resilient: Constitution
- +1 CON
- Proficiency in Constitution Saving Throws
Unlocks:
- +2 Level 3 Spell Slots
Cantrip:
- Poison Spray
- 1d12 Poison Damage
- Level 5 = 2d12
- Level 10 = 3d12
Spells:
- Misty Step
- Teleport to an open space within 18m that you can see
- Mirror Image (10 turns)
- Create 3 Illusory duplicates of yourself that distract attackers
- +3 AC per duplicate
- When you evade an attack, 1 duplicate dissappears
--------------------LEVEL 9--------------------
Wizard 5
Unlocks:
- +1 Level 3 Spell Slot
Spells:
- Fireball
- 8d6 Fire Damage with 4m AoE
- DEX Save to halve damage
- +1d6 per upcast
- Hypnotic Pattern (Concentration) (2 turns)
- Hypnotize creatures in a 9m radius
- Cannot move or take any actions
- Removed by taking damage, shoved, or helped
--------------------LEVEL 10--------------------
Wizard 6
Unlocks:
- +1 Level 4 Spell Slot
- Instinctive Charm (Reaction)
- When an enemy attacks you, Charm them for 1 turn
- Charmed will creature will attack a new target if possible
- If target succeeds a WIS Saving Throw, cannot be affected by Instinctive Charm until after Long Rest
Spells:
- Counterspell (Reaction)
- Nullify a creature’s spell as a Reaction
- Spell must be 3rd Level or lower
- If Spell is 4th Level or above, must succeed a Check to nullify
- Check Difficulty is based on Spell’s Level
- Haste (Concentration) (10 turns)
- +2 AC
- Advantage on DEX Saving Throws
- +9m Movement Speed
- +1 Action per turn
- When Haste ends, become Lethargic
- Cannot move or take actions for 1 turn
--------------------LEVEL 11--------------------
Wizard 7
Unlocks:
- +1 Level 4 Spell Slot
Spells:
- Wall of Fire (Concentration) (10 turns)
- Create 36m Area: Wall of Fire in a Line
- 5d8 Fire Damage on cast and per turn
- Causes Burning
- Take 1d4 Fire Damage per turn
- Immune from Burning if Wet
- Can be dipped from other characters
- Can be removed with Help, Healing Potion, or gaining Wet
- Wall of Fire: Aura
- Affected entity takes 5d8 +1d8 per upcast Fire Damage per turn if within 3m of Wall of Fire
- Does not break Stealth*
- +1d8 per upcast
- Phantasmal Killer (Concentration) (10 turns)
- 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
--------------------LEVEL 12--------------------
Wizard 8
Feat: Ability Improvement (+2 INT)
Unlocks:
- +1 Level 4 Spell Slot
- +1 Level 5 Spell Slot
Spells:
- Otiluke’s Resilient Sphere (Concentration) (3 turns)
- Enclose target in a sphere
- Blocks ALL incoming and outgoing damage
- Halves Movement Speed
- Banishment (Concentration) (2 turns)
- Banish target to another plane of existence
- Incapacitated
- Can’t be targeted
- Can’t move or take any actions
- CHA Saving Throw
- +1 target per upcast
--------------------JUTSU--------------------
Note: This is a list of spells to learn from scrolls to further Itachi's arsenal of Jutsu
Level 1
- Mage Armour
- Fog Cloud
- Charm Person
Level 2
N/A
Level 3
- Fear
Level 4
N/A
Level 5
- Hold Monster
- Curriculum of Strategy: Artistry of War
--------------------GEAR--------------------
Note: Gear is rated by level of importance relating to this build specifically on a scale of 1-5 indicated by asterisks. Some pieces of gear may be of equal level of importance.
Important Items: N/A
-------ACT 1-------
Head:
- The Spellshade Circlet (*****)
- +1 Spell Save DC while Obscured
Location: Sold by Omeluum in Myconid Colony
- Shadow of the Menzoberranzan (**)
- Light Armour
- Shrouded in Shadow (Long Rest)
- Become Invisible for 2 turns
Location: Looted from the Pale Corpse in the Myconid Colony, in the secret area unlocked by completing the quest Defeat the Duergar Intruders X: 50 Y: 75
- 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
- Circlet of Blasting (**)
- Scorching Ray (Long Rest) (Level 2)
- 2d12 Fire Damage per Ray (3)
Location: Sold by Blurg in the Myconid Colony
------------------------------
Chest:
- Spidersilk Armour (*****)
- Light Armour
- 12 AC + Dexterity Modifier
- +1 Stealth Checks
- Advantage on Constitution Saving Throws
Location: Worn by Minthara
------------------------------
Gloves:
- Daredevil Gloves (*****)
- +1 Spell Attack Rolls
- Daredevil Proximity (Toggleable)
- Ranged Spell Attacks can be made in Melee when adjacent to an enemy
Location: Sold by A'jak'nir Jeera at Crèche Y'llek
- 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
Location: Purchased from Lady Esther at Rosymorn Monastery Trail
- Fleetfingers (***)
- When you Dash or make a similar action, you can Jump without using a Bonus Action
Location: Chest in Forest X: 80 Y: 347
- Gloves of Missile Snaring (**)
- Use a Reaction to reduce incoming Missile Damage from a Ranged Weapon Attack by 1d10 + DEX Modifier
Location: These gloves are sold by Arron in the Druid Grove
------------------------------
Boots:
- Disintegrating Night Walkers (*****)
- Cannot be Enwebbed, Entangled, or Ensnared
- Cannot slip on Grease or Ice
- Misty Step (Short Rest)
Location: Dropped by Nere
- Swiresy Shoes (***)
- +1.5m Jump Distance
- +1 Acrobatics
Location: Grat the Trader at Goblin Camp
- Springstep Boots (**)
- When the wearer Dashes, gain Momentum for 3 turns (+1.5m Movement Speed)
Location: Dror Ragzlin’s Treasure Room
- Mystra’s Grace (**)
- Feather Fall (Bonus Action)
- Immune to Falling Damage
- Affects you and allies within 9m
Location: Chest of the Mundane in Arcane Tower
------------------------------
Cloak: N/A
------------------------------
Amulet:
- Psychic Spark (*****)
- +1 Missile when casting Magic Missile
- Magic Missile (Long Rest) (Level 1)
- 1d4 + 1 Force Damage per missile
- Always hits
Location: Sold by Blurg in Myconid Colony
- Necklace of Elemental Augmentation (***)
- When your Cantrip deals Acid, Cold, Fire, Lightning, or Thunder Damage, deal Bonus Damage equal to Spellcasting Modifier
Location: Inside a display case in Inquisitor's chamber at X: 1379 Y: -662, 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
- Pearl of Power Amulet (*****)
- Pearlescent Restoration (Long Rest)
- Restore a Level 3 Spell Slot or lower
Location: Purchased from Omeluum
------------------------------
Rings:
- Ring of Protection (*****)
- +1 AC
- +1 Saving Throws
Location: Reward for Steal the Sacred Idol
- Fetish of Callardun Smoothhands (**)
- Invisibility (Long Rest)
Location: Found on one of the dead deep gnomes that a pair of duergar are throwing into the lake in Grymforge X: -610 Y: 408
- Smuggler’s Ring (****)
- +2 Stealth
- +2 Sleight of Hand
- -1 Charisma
Location: Looted from a Skeleton, hidden in a bush on the lower path following the river, near the broken bridge section at The Risen Road (X:58, Y:512)
- Crusher’s Ring (***)
- +3m Movement Speed
Location: Dropped by Crusher
- 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:
- Knife of the Undermountain King (*****)
- Shortsword
- +2 Enchantment
- Number needed to roll a Critical Hit is reduced by 1
- If you roll 2 damage or less, reroll and take the highest result
- Advantage on Attack Rolls against Obscured targets
Location: Can be bought or looted from A'jak'nir Jeera in Crèche Y'llek
- Ritual Dagger (*****)
- Dagger
- On hit, gain +1d4 Attack Rolls & Saving Throws until the end of your next turn
- Blood Sacrifice (Bonus Action)
- Take 1d4 Slashing Damage
- +1d4 Attack Rolls & Saving Throws for 1 turn
Location: On the table next to Abdirak in Shattered Sanctum
- Sussur Dagger (**)
- Dagger
- +1 Enchantment
- Silences target on hit for 2 turns
Location: Finish the Masterwork Weapon quest
- Hunter’s Dagger (*)
- Dagger
- +1 Enchantment
- On hit, target must make 13 DC Constitution Saving Throw or become Ruptured for 3 turns
- Take 1d4 Piercing Damage when moving
- Each time you move, reduce duration by 1
Location: Purchased from Roah Moonglow in Shattered Sanctum
------------------------------
Ranged Weapons:
- Bow of the Banshee (****)
- Shortbow
- +1 Enchantment
- +1d4 Attack Rolls against Frightened creatures
- +1d4 Damage against Frightened creatures
- On a hit, possibly inflict Frightened
- Note: Both +1d4 buffs apply to all weapons you are wielding
Location: Corsair Greymon in Grymforge
- 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:
- Hat of Fire Acuity (*****)
- When you deal Fire Damage, gain Arcane Acuity for 2 turns (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
Looted from the Strange Ox (Also in Act 3)
- Fistbreaker Helm (***)
- +1 Spell Save DC
- +1 Initiative
Location: Sold by Lann Tarv at Moonrise Towers
- 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
------------------------------
Chest:
- Shadeclinger Armour (***)
- Light Armour
- 12 AC + Dexterity Modifier
- Advantage on Saving Throws while Obscured
- +1 Stealth
Location: Purchased at Last Light Inn
- Penumbral Armour (*)
- Light Armour
- 12 AC + Dexterity Modifier
- +3 Stealth Checks while Obscured
Location: Found in a locked chest in the abandoned house by the river just east of the Last Light Inn at X: 33 Y: 145
- Robe of Exquisite Focus (***)
- Clothing
- 10 AC + Dexterity Modifier
- +1 Spell Save DC
Location: Sold by Araj Oblodra on the main floor of Moonrise Towers
------------------------------
Gloves:
- Braindrain Gloves (*****)
- When you deal Pyschic Damage, inflict Mental Fatigue for 2 turns
- -1 WIS, INT, CHA Saving Throws for every turn remaining
- 5 turns of Mental Fatigue = 1d4 Psychic Damage if failed WIS, INT, or CHA Saving Throw
- Maximum 7 turns
Location: Can be looted from a skeleton in the Necrotic Laboratory of the Mind Flayer Colony next to the Blade of Oppressed Souls X: 748 Y: -14
- Raven Gloves (****)
- Summon Quothe the Raven (Short Rest(
Location: Given by He Who Was for completing Punish the Wicked
- Jhannyl’s Gloves (**)
- +1 Saving Throws
- When the wearer becomes Blinded, Paralyzed, or Poisoned, they automatically cast Lesser Restoration on themselves
Location: Looted from Isobel in numerous locations:
- Last Light Inn if she is killed after dealing with the Nightsong but before completing the assault on Moonrise.
- Mind Flayer Colony if she is kidnapped by Marcus or killed at Last Light Inn before dealing with the Nightsong.
- In your camp in act 3 if she accompanies you.
- Ramazith's Tower in act 3 if the Nightsong is killed or imprisoned there.
------------------------------
Boots:
- Boots of Arcane Bolstering (*****)
- When the wearer Dashes, gain 2 turns of Arcane Charge
- While Threatened, deal +2 Bonus Damage with Spells
- Spells like Magic Missile deal Bonus Damage on each Missile
Location: Sold by Araj Oblodra on the main floor of Moonrise Towers
------------------------------
Cloak:
- Cloak of Protection (*****)
- +1 AC
- +1 Saving Throw
Location: Purchase from trader at Last Light Inn
- Cloak of Cunning Brume (****)
- When the wearer Disengages, they create a Fog Cloud with 2m Radius for 1 turn
Location: Purchased at Last Light Inn
------------------------------
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
------------------------------
Rings:
- Ring of Mental Inhibition (*****)
- Inflict 2 turns of Mental Fatigue when a creatures fails a Saving Throw against your Spell or Action
Location: Can be found inside a locked chest in the Ruined BattlefieldX: 76 Y: 40
- Ring of Shadows (****)
- Pass Without Trace (Concentration) (Long Rest)
- +10 Stealth Checks for you and allies in 9m radius
- Lasts until Long Rest
Location: Hide and Seek quest reward by Oliver, House with Flowers in Shadow-Cursed Lands. Can also be obtained by knocking him out or through pick-pocketing at the exact moment the encounter becomes a tactical turn based encounter and before he vanishes or if you can see invisible creatures
- Killer’s Sweetheart (****)
- When you kill a creature, can make your next attack a Critical
Location: Self-Same Trial in Gauntlet of Shar
- Firzu’s Ring of Trading (*)
- +1 Deception
Location: On a charred corpse X: 82 Y: -1006 in the hidden room immediately south of the entrance hall of the House of Healing Morgue
------------------------------
Melee Weapons:
- Render of Mind and Body (**)
- Shortsword
- +1 Enchantment
- When Attacking with Advantage deal bonus 1d8 Psychic Damage
Location: Purchased at Moonrise Towers
- Sword of Clutching Umbra (*)
- Shortsword
- +1 Enchantment
- Shadowsoaked Blow
- Strike an enemy and add Proficiency Bonus to Damage
- If Attack hits, deals +1d6 Psychic Damage
- Does not break stealth
Location: Purchased from Dammon
------------------------------
Ranged Weapons:
- Least Expected (**)
- Shortbow
- +2 Enchantment
- +1d4 Bonus to Ranged Weapon Attacks while Obscured
- Blinding Shot (Bonus Action)
- Blind your target
Location: Gauntlet of Shar
------------------------------
-------ACT 3-------
Head:
- Hood of the Weave (*****)
- +2 Spell Attack Rolls
- +2 Spell Save DC
Location: Sold by Mystic Carrion
------------------------------
Chest:
- Robe of the Weave (*****)
- Clothing
- 10 AC + DEX Modifier
- +2 AC
- +1 Spell Attack Rolls
- +1 Spell Save DC
- Regain 1d6 HP when succeeding a Saving Throw against a spell
Location: Located inside a Globe of Invulnerability in Ramazith's Tower
- Robe of Supreme Defences (*****)
- Clothing
- 10 AC + DEX Modifier
- While Concentrating:
- +1 AC
- Add Spellcasting Modifier to Saving Throws
Location: Purchased from Ferg Drogher near Requisitioned Barn in Rivington
- Cloth of Authority (**)
- Clothing
- 10 AC + DEX Modifier
- +1 AC
- Cannot be Frightened
- Cannot be afflicted with emotion-altering conditions
- Advantage on Intimidation Checks
- Advantage on Insight Checks
Location: Looted from Enver Gortash
------------------------------
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
------------------------------
Boots: N/A
------------------------------
Cloak:
- Cloak of the Weave (*****)
- +1 Spell Attack Rolls
- +1 Spell Save DC
- Absorb Elements (Short Rest)
- Take half damage from an elemental attack, and deal +1d6 Bonus Damage of that element on your next attack
Location: Sold by Helsik at the Devil's Fee once her special stock is unlocked
- Shade-Slayer Cloak (***)
- Number needed to roll a Critical Hit reduced by 1 while Hiding
Location: Sold by Sticky Dondo X: -17 Y: 755 in the Guildhall, found in the Lower City Sewers
------------------------------
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
- Corvid Token (***)
- +1.5m Jump/Flying
- Feather Fall (Active)
- Feather Fall persists while Polymorphed or Wild-Shaped
- Polymorph: Dire Raven
- Take the shape of a Raven that can Blind enemies and has 13 HP
Location: Sold by Mattis in Rivington
------------------------------
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
- Burnished Ring (**)
- Paralyzing Ray (Long Rest) (Level 3)
- Paralyze a target for 2 turns
- Attack rolls against this creature have Advantage
- Attack rolls made against creature within 3m are always Critical Hits
Location: Dropped by a Spectator in House of Hope
------------------------------
Melee Weapons:
- Rhapsody (****)
- Dagger
- +1 Enchantment
- Scarlet Remittance
- +1 Attack Rolls, Damage, and Spell Save DC for every foe you slay up to +3
- Scarlet Saturation (Long Rest)
- Consume +3 stack to make next attack a Critical Hit
- Scarlet Stupor (Long Rest)
- Consume +3 stack to give hostile creatures Disadvantage on Saving Throws against your spells
- Scarlet Regeneration (Long Rest)
- Consume +3 stack to regain 3d10 HP
- Possibly inflict Bleeding when hitting a creature while Hiding or Invisible
Location: Dropped by Cazador
- Stillmaker (***)
- Dagger
- +2 Enchantment
- Hold Person (Long Rest) (Level 3)
Location: Found in a hole X: 67 Y: -1018 in the area underneath the Open Hand Temple. A successful DC5 Perception check is needed to spot it
------------------------------
Ranged Weapons:
- 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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