Adventuring Gear
Wrath VIOS Kits - Uncommon - 150gp
Cures all three original viruses of wrath
Wrath V1 VIOS Kit - Common - 50gp - Cures the Wrath V1 Virus entirely when used.
Wrath/The Rung Virus(The Original Wrath Virus called The Rung) - Common - 50gp -
Cures the Original Wrath Virus entirely
Wrath V2 VIOS Kit - Common - 50gp
Cures the Wrath V2 Virus entirely when used.
Borrian Firebombs - Common - 20gp Each
10ft radius, thrown, range of 20/30 feet. Deals 2d6 Fire and 2d6 Radiant damage. Deals double damage against Undead or Fiends. DC 13 Dexterity Saving Throw to take half damage.
Pyrebombs - Rare(Borr) - 220gp per Bomb
Pyrebombs are a larger version of the Borrian firebombs, and are reserved for their military. Often fired from airships to demolish armies, these firebombs are a pride and joy of the Borrian Empire. They have the same range of 20ft and are thrown, but have a 20ft radius instead of 10ft, and explode in a column of whitehot flames in that 20ft radius, the column reaching 30ft in height. Creatures caught in the radius must make a DC 15 Dexterity saving throw or else take 4d6 Fire damage and 4d6 Radiant damage, taking half on a successful save.
Borrian Torches - Uncommon - 200gp Each
These torches are battery powered, using Phoenix Feather Batteries(Lasts for 2 weeks) or Navarii Cores(Lasts for 1 month). These lights will alert you should a fiend or undead enter the 20ft light radius of the torch.
Blasting Torch - Common - 50gp
Specialized tool meant for welding and mending metals. Found in Empires of Borr, Alith, and Brotto
Dragon Hunters Glass - Uncommon(Alith) - 150gp
Specially made for Alithean Dragon Hunters, these monocles are a prized possession, and enable the wearer to see through clouds, heavy fog, and rain. This monocle provides clear vision up to 60ft away in these types of weather conditions, seeing in grey, white, and black instead of full color.
Mindcap - Uncommon(The Depths/The Core) - 100gp
Mindcaps are the tool of the Myconids and the humanoid creatures of the Depths and the Core. These tight metal caps cover your head and protect your face against mindflayers mind reading and conversion abilities. A mindflayer must make a successful attack and a contested STR check to remove the cap from your head.
Firewalker Salve - Uncommon - 100gp per flask(1 use)
The Firewalker Salve comes with a bright red glass bottle like a potion, but is full of an orange lotion. When placed upon hands and feet, it enables you to walk upon extremely hot surfaces or climb up extremely hot surfaces without taking damage. This effect lasts for 1 hour.
Grapple Gun - Uncommon - 120gp
The Grapple Gun is a launch for a grappling hook, and has a range of 50ft as if you had 50ft of hempen rope attached to a grappling hook. The grapple is retractable, and takes 6 seconds in order to be used again.
Watcher’s Lens - Uncommon - 250gp
These lenses can be set up upon a tripod and act as telescopes, enhancing the user's range of vision to up to 300ft. The lens is glass and comes with a basic tripod.
LMA Mod Kit - Liquid-Metal Archer’s Mod Kit - Uncommon(Alith/Brotto) - 150gp
This archery modifier kit is an unusual sight, but is often used by Alithean Crossbows and Brottoan Heavy Bows. These kits, when attached to a heavy crossbow or longbow, increase the draw weight and increase the damage of your arrows and bolts. Utilizing the kit takes 8 hours of work. When completed, heavy crossbows and longbows are capable of shooting liquidmetal arrows and bolts, which deal an additional damage die and enable you to produce your own ammo with 3 hour’s work to create three arrows or bolts out of pure metal ingots of steel or iron.
Arcane Watcher’s Lens - Rare - 1,000gp
The Arcane Watcher’s Lens is a rare item that functions in a similar fashion as the base watcher’s lens, except it can give you vision as if you had darkvision up to 400ft, increasing the distance giving the user darkvision while they use the lens. The lens comes with an upgraded tripod and a hard case to protect it, which is around 2ft tall. The tripod is 2ft tall and the lens is 1ft in diameter.
Sparklers - Common - 3gp each
Sparklers, often used for celebration, can also be used as distraction items, and are often bought in packs of 10, costing 30gp total.
Solar Watch - Common(Borr) - 10gp each
These unique watches are common among the Borrian military, and tell the time by tracking the movement of the sun, with partial sundial features and small images of the sun as it moves across the sky to track the rough estimate of the time.
Lunar Glasses - Uncommon - 100gp each
These strange glasses take the form of a pair of eyeglasses made of dark blue mithril. The glasses heighten the sight of those with darkvision, enabling them to see in color within their normal range of darkvision.
Healers Cast - Uncommon(Alith) - 150gp
These magical casts are used for broken limbs and damaged flesh that cannot be healed by the normal methods, and are used to completely heal a broken arm or finger within 1 week, instead of the wounds normal healing time period.
Seekers Scope - Uncommon - 220gp
This strange looking scope is used by sailors and naval captains to see clearly through fog and storms with a command word and a description of a target they are looking for, highlighting the target in light blue when the target is sighted with the scope. The wielder of the scope cannot see through the fog or stormy weather, but the scope highlights the targeted vessel, item, or person in light, directing the user towards its general direction. This effect only works on nonmagical items and vessels, but identifies people you are familiar with.
Healer’s Salve - Common(Alith) - 40gp per vial
Healer’s Salve is a thick pasty lotion that is known to nullify pain, aches, and soreness, and is used heavily by Athletes and warriors. The salve heals the user by 1 point every hour, for the next 8 hours.
Stopwatch - Common - 5gp each
Stopwatches are a relatively common item used during training exercises. These small, handheld devices track time up to 10 minutes to the second.
Calculator - Uncommon - 20gp each
Calculators enable the quick math needed for engineers and machinery workers, and are only really sold in Alith and Aevorr. It takes an action to use a Calculator.
Siren-Caps - Common(The Depths/The Core) - 10gp each
Siren-Caps are small, circular, flat caps that are around 6inches in diameter, and are inch thick, with a large dark green bubble on top. When placed on the ground, these caps will burst with the sound of shrieking, similar to the shrieking fungus. This scream forces creatures in a 20ft radius to make a DC 13 CON save. On a failed save, the creature is momentarily stunned for 6 seconds/1 round and then becomes aware once again.
Ship Repair Kits - Common - 200gp each
There are a number of ship repair kits for smaller ships that are driven by only a small crew. These kits are as follows;
NS Repair Kit(Naval Ship Repair Kit)
AS Repair Kit(Airship Repair Kit)
DS Repair Kit(Diver Ship Repair Kit)
HS Repair Kit(Hybrid Ship Repair Kit)user.
Firearms Mod Kits - Uncommon - 250gp each
There are a number of Mod Kits, meant for upgrading or modifying firearms. They are sold in every empire except Ib’Na’Kar. The kits grant the following benefits - Firearms are more durable, shined and enhanced to shoot farther(range increment increased by 20ft & Can hold more bullets, expanding capacity by 4 shots per weapon, and your firearm is capable of handling maggi-tech bullets and heavier modified slugs, making them able to fire almost any type of bullet as long as it fits inside the weapon.
The kits are as follows;
SM Kit(Standard Modifier Kit - Borr, Thraxus’Nal, Vaarnux, Roth - Base Firearms - Flintlock, Musket)
HM Kit(Heavy Modifier Kit - Alith - Modern Firearms, Pistol, Shotgun, Revolver)
LM Kit(Laser Modifier Kit - Aevorr - Futuristic firearms - Laser Pistol, Plasma Rifle, Antimatter Rifle)
Sharpeners Kit - Rare(Abirria/Roth/Thraxus’Nal/Vaarnux) - 400gp
These rare kits are magical in nature, and are sold in many nations that focus more on magical enchantments. This kit, when used on a weapon that deals slashing damage, enables the weapon to deal additional damage equal to the max damage the weapon can deal, triggering on a critical hit. These effects last for 8 hours, and the kit can be used up to three times before needing to be replaced. The kit takes 1 hour to use.
Crusher’s Kit - Rare(Abirria/Roth, Thraxus’Nal/Vaarnux) - 400gp
These rare kits are magical in nature, and are sold in many nations that focus more on magical enchantments. This kit, when used on a weapon that deals bludgeoning damage, enables the weapon to deal additional damage equal to the max damage the weapon can deal, triggering on a critical hit. These effects last for 8 hours, and the kit can be used up to 3 times before needing to be replaced.
Handheld Radio - Uncommon(Aevorr) - Rare(Alith) - 150gp each
Handheld Radio’s are not commonly used due to signal scanners, and are mostly used by higher ranks to communicate on the battlefield. These devices are not sold to the general public, and are reserved for high ranking members of the Alithean ir Aevorrian militaries. These items have a range of 5 miles and must be tuned to match the tuning of the other radio they are attempting to reach. They are used in combat as a Bonus Action.
Bullet Reloader - Uncommon - 150gp
Bullet Packers are meant for reloading weapons in half the time, enabling firearm users to reload their firearm as a bonus action instead of an action. This kit also comes with a device to load ammunition into clips.
Inferno Scope - Rare(Borr) - 450gp each
Built for Borrian firearms like muskets and flintlock pistols, and even Borrian cannons, these scopes act similarly to thermal scopes, but highlight fiends and undead instead of simply warm targets. These scopes can be attached to firearms.
Gleaming Oil - Common - 10gp(1 vial = one armor piece)
Gleaming Oil turns nonmagical armor into Armor of Gleaming for 1 week before the effect ends. The armor does not stay dirty and cleans itself to a point of shining and gleaming in sunlight while this effect is active.
Borrian Oils(Brightburn Oil)- Common(Borr) - 5gp per vial(1 use per vial)
These holy oils function similarly to Holy Water, only used in a similar way to the grease spell and/or alchemist’s fire. When used as a burning amplifier, the effect is similar to Alchemist’s Fire, but deals 4d4 fire instead of 2d4.
Borrian Oils(Sanctuary Oils) - Common(Borr) - 10gp per vial(1 use per vial)
This holy oil acts as a lotion and when dyed as a war paint. This oil is rubbed into the skin of the user, and they do not take fire damage from static flames that are present on their body. The borrian Wickers and Wickermen use this oil to reduce the pain or eliminate the pain of their flaming wickermasks, and use it on their masks to prevent them from burning. This oil also prevents damage from Alchemists fire or Brightburn Oil. It is a favored item among the Borrian peoples.
Fog Machine - Uncommon(Alith) - 150gp per Fog Machine, 10gp per fog cannister
Fog Machines are used in battle by Alithian Dragon Hunters and Alithean Adventurers to cover their escape in battle or to disorient the enemy. These machines attach to the hip of the user and use up cannisters, each canister creating a 15ft cone of blinding fog as an action. This fog spreads around corners.
Maggi-Gloves - Rare(Alith) - 1,250gp per pair
These strange arcanic and white mithril chainmail gloves are famous among magical researchers in the empire of Alith, and are used for molecular magic. These gloves enable the wielder of the Abirrian or Alithean Runes to manipulate already made objects by transforming a certain part of it into another material or altering an already existing magical effect. When you know Abirrian or Alithean Runes you can use these gloves to utilize your known runes to manipulate something already made or manipulate an item while making one. These items are driven by imagination and creativity.
Signal Flares - Common - 8gp each
These single use items are flares, meant to signal your location for evacuation or rescue. They function the same as a normal flare, but instead of just light, they release a pillar of colored odorless smoke that rises as high as 60ft in the air in a 5ft wide cylinder. These flares are functional for 10 minutes when used. They come in almost any color, but their base color is white.
Holy Smoke Canisters - Common(Borr) - 6gp each/18gp for a package of 3
These canisters of holy smoke are a favorite among the Borrian military, and act as normal smoke bombs, but their smoke is magically enhanced, and they create a 30ft cube radius of white and yellow smoke. This smoke will deal 1d4 radiant damage to undead stuck in their radius when they enter it for the first time or start their turn inside the radius. These smoke bombs are blessed by the Grand Disciples of the Borrian Armed Forces or Grand Priests of their holy orders, and are often made in packages of 3. Their smoke lasts for 1 minute or is dispersed by a strong wind.
Flashlight - Common(Alith/Aevorr) - 12gp each
These Flashlights come in a few designs, but all do the same thing. The flashlights, when turned on, brightens an area of a 30ft cone, filling it with bright light for 20ft and dim light for 10ft. The flashlight is a staple of the military and law enforcement.
Pocketwatch - Uncommon(Alith) - 20gp-100gp
The vast selection of artisanal pocket watches is a high earning area for the Alitheans. It is customary that those who come of age in wealthy families receive a pocket watch, often etched and marked with their name. Adventurer’s have been known to collect the many different designs found in Alithean pocketwatches. These watches keep time down to the second, and are used often by generals and trainers and tutors at military encampments, as well as naval captains.
Lighter - Common(Borr/Alith) - 1gp-10gp
The lighter is a more recent invention among the Borrians, and a slightly older invention among the Alitheans, but are commonly used by both since their inception. The Borrian lighter will be a bit less sleek than their counterparts among the alitheans, but they are capable of lighting with holy oil. While the Alithean lighters are not able to to work with holy oil, but are able to last far longer and are made of mithril metal, while the Borrians lighters are made from iron or plain brass.
Arcshield - Rare(Aevorr) - 400gp
Arcshields are a small machine that can be attached to armor, and as a reaction, once per long rest, create a damage barrier that negates 1d10+2 damage from any source. The Arcshield deploys a flickering shield of energy around the wearer's body that acts as a damage dampener.
Sparktorch - Uncommon(Abirria) - 20gp
Sparktorches are torches that can be used multiple times, up to three times as a normal torch at their max duration. These torches are infused with magical fire and can be activated with a Bonus Action.
Firearm Holster - Common(Alith) - 20-100gp
The Firearm Holsters are common among the Alithean law enforcement and leather wearing soldiers. These Firearm Holsters can carry up to two firearms within easy reach, and have space for multiple other magazines for ammunition, between 4-6 extra slots for munitions.
Metal Detector(Hand) - Uncommon - 80gp
These handheld Metal Detectors are around 1 ½ feet long, and have a leather wrapped handle. These items detect metal up to 15ft. Underground when held directly above it. The item makes a distinct ringing sound that can be heard up to 20ft away.
Metal Detector - Uncommon - 120gp
These metal detectors are around the length of 3 ½ feet long with a comfortable, ergonomic handle. These items detect metal up to 30ft Underground when held directly above it. The item makes a distinct ringing sound that can be heard up to 20ft away.
Brottoan Climber’s Kit - Uncommon - 150gp
The Brottoan Climber’s Kits are the best climbing kits in the world, and are stocked with ample top of the line pitons and thick spidersilk ropes, and enhanced hammers for using the pitons. The kit is a long lasting one, and comes from a Brottoan company called Ironward. This Climber’s kit gives you a +2 bonus to all checks made to climb.
Brottoan Totem Statues - Common(Brotto) - 30gp
The Brottoan totem statues are made of iron and black marble, and sell for a pretty penny for the right collector. They hold a certain religious significance to those of the Brottoan Faith and are often used as centerpieces to prayers and religious rites of passage. These statues give the user a +1 bonus to religion checks pertaining to the totem god presented on the particular statue.
Firesong Drum - Common(Borr) - 100gp
The Firesong Drum is a holy drum used by the Borrian bannermen and warsingers, and is part of religious rites and ceremonies. The Firesong drums are alight with bright flames and dancing white smoke rings whenever the drum is hit. The core of the drum has a phoenix feather inside of it. The users of these drums can grant a +2 bonus to a target ally within 20ft’s next save if they use this as a bonus action on their turn.
Ironward Pickaxe - Uncommon(Brotto) - 250gp
The Ironward Axe’s of Brotto are unique type of pickaxe, that glow when ore is nearby and you have advantage to mine things with the axe, rolling your STR and adding your proficiency bonus while you use one of these pickaxes, as well as making the check with advantage. These are the perfect pickaxes.
Stoneshaped Armor - Plate/Half-Plate/Breastplate/Splint - Rare(Brotto) - 1,000gp-3,000gp
Stoneshaped Armor is a specialty in Brotto, and is often wielded by the Brothers of Brotto, and some Sisters of Brotto. The armor negates critical hits and reduces spell damage you take by 3 points of damage.
Upgraded Grappling Hook - Uncommon - 30gp
This upgraded grappling hook automatically grasps onto something with more force and stability when thrown or shot out of a grappling gun. The normal grappling hook grants you advantage on climbing while using it. The upgraded grappling hook grants you advantage on your throwing the hook while attached to rope or another line, and grants you advantage on your climbing once it has made contact.
Direscopes - Uncommon - 100gp
Direscopes are mechanical scopes used by firearm users in Alith and Aevorr. These scopes have a modified version of tracking software that, when attached to a rifle or sniper, enables advantage on a single shot at a time. These Direscopes have a 4x zoom and enable the user to see even greater distances, up to 500ft through a rifle or sniper firearm. Their tracking capabilities can only be used 3/Long rest and assist in only a single shot.
Hotshot Munitions - Uncommon - 100gp for a set of 10 bullets, 10gp for a single one
Hotshot Munitions are a fan favorite among the Borrians who use firearms, which are already a minority among their military forces. Hotshot munitions deal an additional 2d4 fire damage on a hit, and on a critical hit can sunder armor, giving the armor a -1 penalty to Armor class.
L-Class Bolt Munitions - Uncommon - 120gp for a set of 10 bullets, 12gp for a single one
Bolt Munitions are a firearm's lightning damage bullets, and when a target is hit with a bullet of this kind, if there is another enemy within 5ft of the hit target, that other enemy takes 1d6 Lightning damage.
B-Class Bomb Munitions - Rare - 500gp for a set of 5 bullets, 100gp for a single one
B-Class Bomb Munitions are a rare bullet type used in shotguns, muskets, and single round firing firearm weaponry. These bullets are thick and made of solid iron with a large amount of concentrated blasting powder inside of them. When these bullets hit a target, the target takes double the normal damage die from the firearm and the bullet explodes upon impact, doing an additional 3d6 bludgeoning damage and 1d6 fire damage.
Lightspikes - Common - 25gp for a set of 6 Lightspikes(4gp for 1 lightspike)
Lightspikes are a Borrian invention, and are silver spikes with a small sunstone at the back end. The spikes are driven into the ground, most often around campsites while traveling. The lightspikes will create a soft warm light around the campsight during the night, and while it may not be the best for stealth, these lightspikes are used often around Borrian campsites and warcamps. These lights shed light in a 10ft radius, and can be set to dim light settings, making them able to shed dim light around 20ft instead of bright light in a radius of 10ft. Used to prevent people from sneaking into your camp, and sometimes used as last minute torches, these items often come in the standard pack for a Borrian soldier.
Stakebow - Common(Borr, Thraxus’Nal, Vaarnux) - 85gp
The Stakebows are crossbows meant to fire stakes, intended to ward off vampires that take up residence in Roth. Created to put down failed vampire spawn, these crossbows are even used in Roth by the vampiric high bloodline to put down failed spawns and false inheritors(children born out of their rightful coven). These crossbow bolts cost around 6gp for a set of 3 bolts, and these stake bolts deal an additional 1 damage die to vampires, as they are built for maximum efficiency against vampire flesh.
Tower Shield - Uncommon(Abirria/Roth/Vaarnux/Brotto) - 100gp
Tower shields are an enhanced version of a normal shield, and often carry the markings of their empire upon them. The tower shield will grant you ⅓ cover while you use it and wield a weapon in your other hand, and also function as a +1 shield without being magical, making their bonus to AC a +3 instead of a +2. These shields are quite heavy, and require a strength score of 15 or higher to wield them normally.
Stoneshield(Tower Shield) - Uncommon(Brotto) - 200gp
Stoneshields are effectively shields made out of Effigy stone, and sold only in Brotto to the members of the royal guard or to those adventurer’s brave enough to attempt to wield them. These shields hold a slight religious significance, and are wielded by the bannermen and bannerwomen of the Brottoan armies, and also wielded by the Sons of Brotto, the Brottoan paladin order. These shields function as tower shields, and grant you ⅓ cover while you use them. The stoneshields are also able to grant the wearer temporary resistance to piercing and slashing damage for 1 round, 1/Long Rest.
Firebird Feathers - Rare(Borr) - 300gp each
Firebird feathers are stray feathers from a Phoenix, and are most often found in Borr or Abirria. The feathers make for an excellent spell component with fire spells. Using a Firebird Feather as a spell component on a fireball makes the fireball deal an additional 2d6 fire, or generally makes a spell that deals fire damage deal an additional 2 damage die of the type the spell uses. Using multiple feathers at the same time does not have the same effect, as only one phoenix feather can effectively be used at the time of spellcasting.
Nova Feathers - Very Rare(Abirria/Borr) - 500gp each
The Nova Feather is a feather from the legendary Novarii birds, the offspring of the supreme god Arsii’s immortal deified steed, Novarus’Khall. These feathers are extremely rare, but when used as a spell component, these feathers make any spell you cast deal an additional 3d6 radiant damage, even for normally non-damaging spells. These feathers can be bought for upwards of 500gp from licensed sellers, or in even more unlikely situations, can be given to those who worship under Arsii by Novarus’Khall or other Novarii birds.
Reashii Scales - Rare(Abirria/Borr) - 100gp each
Raeshii are a particularly nasty creature born of Arsii’s brother Habrintom, an Abirrian supreme deity. Raeshii have long been a favorite type of mount among the people of borr since the monster trade between Abirria and Borr began some 300 years ago. Raeshii scales, when used in armor, grant the armor resistance to poison and bludgeoning damage, but cost a lot of scales(25 scales). When used as spell components, making a poison or acid spell deals an additional 2 damage die of acid, poison, or both.
Cooler Chest - Common(Alith) - 35gp each
These chests are meant for insulation of cold items, like drinks and ice. These chests are sold in Alith and are used for celebrations and revelries. The chests can hold 12 cubic feet/300lbs of items in them. These chests, unless refilled with cooler packs or ice, will keep things cold for up to 12 hours.
Ice - Common(Alith) - 3cp
These bags of ice are produced in ice makers in Alith, and can be sold in large quantities. These ice cubes are primarily used in Cooler Chests and for drinks that require being cold.
Matchbook - Common - 3cp for 20 matches
These matchbooks are standard in many military kits and often used by adventurers to light torches, campfires, and other non magical fire sources.
Polish - Common - 4cp per vial(1 use per vial)
These 6 inch vials are full of liquid polish, meant to polish items made of metal. It can polish up to one set of heavy armor in 3 hours of work, 1 martial weapon in 1 hour work, or 1 simple weapon in ½ hours work.
Sanding Kit - Common(Alith/Borr) - 10gp
These sanding kits come with multiple types of sandpaper and are made for manual sanding of wooden items and crafts. Sanding an item with this kit takes 3 hours if the item is 1ft long/wide or larger. Sanding a tiny item of less than 1ft long or wide takes 1 hour with this kit.
Hotplate - Common - 10gp
This hotplate machine heats up enough to cook items or boil water in 3 minutes. These are common among Borrian military packs and are often picked up by adventurers who travel frequently.
Steam Iron - Uncommon(Alith/Aevorr)- 25gp
Steam Irons are made to steam clean and unwrinkle fine clothing. They are often found in noble homes and bought in higher end shops in Alith. It takes 10 minutes to unwrinkle and steam clean a singular piece of fine clothing with this item.
Pop-Ladder - Uncommon(Alith) - 80gp
Pop-Ladders are small rectangular boxes when put away. When activated with a switch on the device, a small metal ladder that stands around 5ft tall emerges from the box. While not in use, the box is around 1 ½ feet long, 8 inches wide, and 6 inches tall.
Sound-Learner - Rare(Alith/Aevorr) - 220gp
Sound-Learners are recording devices used in Alith and Aevorr during important meetings and courtrooms. These devices are only sold in Alith or Aevorr, and are difficult to find for non-governmental or military use. These devices are 1ft in length, 1ft in width, and 4 inches in height, and have a large cone attached to them, which records the sounds being recorded. To record sounds with this device, the user must have songdisks, which cost 3gp per disk, and can record up to 5 minutes of sound on them at a time.
Lightning Rod - Uncommon(Alith/Aevorr) - 30gp each
Lightning Rods can be used in combat to redirect a lightning spell's damage to the lightning rod. Lightning rods are 3ft long and take an action to set up outside of combat, otherwise being carried and set up in the same way drawing or stowing a weapon is done. Lightning spells damage is reduced by 1d6+3 when the rod redirects the damage, and the rest of the damage is unaffected. These rods can only be used once before needing to be replaced.
Camera - Rare(Alith) - 350gp
Camera’s are in a rudimentary stage, and these camera’s function as if they were polaroid cameras. The film for these camera’s costs 15gp for ten photos. These cameras have a clear range of 20ft.
Smokelight - Uncommon(Abirria/Alith/Aevorr) - 50gp
Smokelights are similar to flashlights, but are used to push smoke out of the way in a small 5ft beam that reaches 20ft, accompanied by a pulse of compressed air to move away the smoke. These smokelights are not commonly used, but are for sale in Alith, Aevorr, and Abirria.
Laserpointer - Uncommon(Alith/Aevorr) - 120gp
Laserpointers are used by professors, firearm professionals, and ranged fighters. These pointers can be attched to firearms to assist with aiming, or can be used to point out things up to a distance of 120ft. These items are exclusive to Alith and Aevorr. When attached to ranged weapons that fire ammunition(excluding the sling), you gain a +2 bonus to your ranged attack rolls.
Toolbelt - Common(Alith/Aevorr) - 15gp
These toolbelts are made of leather, and can carry up to three different complete toolkits on it at one time. Used often by artificers and craftspeople, toolbelts are in high demand.
Magnet Set - Common(Alith/Aevorr) - 10gp
Magnet sets are sold in Alith and Aevorr, and are a prized tool of rogues, artificers, and thieves. These sets come with two magnets 3 inches wide, 3 inches long, and 2 inches thick.
Ironward Oil - Uncommon(Brotto) - 50gp per Vial
Ironward Oil is a strange forest green oil that feels physically heavier than regular oils. On close inspection, you will see flakes of solid black iron floating in the oil. This oil, when used to clean or polish armor or or weapons will make the armor resistant to bludgeoning damage for 24 hours, with a single flask of oil able to treat up to Splint Armor and 3 flasks able to treat up to full-plate. When used on a weapon, this oil will enable the weapon to ignore resistances to Bludgeoning, Piercing, and Slashing damage from nonmagical sources.
Blackburn Ash - Common(Borr) - 3gp per flask
Blackburn Ash is a common item used as part of fire spell components. The Blackburn Ash, when a flask used during a fire spells incantations as a spell component, makes the fire spell deal an additional 5 points of fire damage, regardless of the spells total damage dealt after damage rolls occur.
Whitescales - Uncommon(Alith) - 10gp per Scale
Whitescales are a powerful source of light and radiant energy, collected en masse from radiant dragons, slain by the Alithean forces. A single scale, when used as part of spell components grants a radiant spell an additional 3d4 points of radiant damage.
Necroscales - Rare(The Depths, The Core, Roth) - 200gp per Scale
Necroscales are rotted skulls taken from Dracolich’s remains. The scales are used as a bonus spell component, and grant necrotic spells an additional 4d6 Necrotic damage per scale. The scales are not cheap, and collecting them takes 4 hours of hard work.
Ironstakes - Common(The Depths, The Core, Aevorr) - 10gp each per stake
Ironstakes are a special kind of climbing piton that are in their own category, and are built to be sharp enough to climb on metal surfaces, or metal walls. These stakes could replace normal pitons in a climbing kit. Ironstakes grant you advantage on climbing metal surfaces and grant you a +1 bonus to climbing these surfaces.
Mithril Arcanum Canister - Uncommon - 35gp each
Mithril Canisters are used for storing magical energy and are a prime component of biological warfare and magical energy batteries for airships, certain weapons, and magical cannons. These canisters are not necessarily cheap for the adventurer, but far too expensive for those who are not adventurers with a solid form of income. Mithril Canisters are able to hold up to 2 2nd level or lower damaging spells damage, 1 litre of magical liquids, or can store up to 3lbs of foreign material. The canisters seal themselves when you are done with filling them up, and can be opened with an action. You can release properly stored damage, pour out or spray the litre of liquid, or pour out the 3lbs of foreign material at your own pace. These canisters prevent the user from taking any of the damage stored, being burned or hurt by the liquid, or dealing with any adverse effects from the foreign material.
In order to store spell damage in the canister, you must cast the spells directly into the canister. The canister cannot absorb spell damage from an attacker.
Mithril Micro-Canisters - Uncommon - 10gp each
These small canisters can hang on a belt or a sash, and can store small amounts of energy from your own spells, hold up to 8oz of liquids, or 0.5lb’s of foreign material. They act similarly to pouches and small vials, but are able to hold far more magically imbued materials and liquids, and are far more oriented towards battle and spellcasters.
Silencer - Uncommon - 50gp each
Silencers can be placed on the ends of firearms to mute their sound by a slight amount. These attachments are highly sought after and are sold primarily by weapons shops specializing in firearms. Mechanically, these items grant your enemies a -2 debuff to any check meant to hear the discharging of a firearm.
Bloodvials - Common(Roth, Thraxus’Nal) - 10gp each
Bloodvials are long, curved, and slender bottles that look quite elegant, and are made from a shining clear crystal. They take a similar shape to decanters, and are used by the Vampires of Roth to store their blood supplies. They have crystal stoppers and look quite nice on a bar table in Roth. They hold 5 liters of blood in them, and enough to encompass all the blood in the average humanoid's body. They are often found in the hundreds in Vampire Elite’s homes and wine cellars. Other people have used them for more unique purposes.
Umbrella - Common(Alith/Aevorr/Roth) - 1gp each
Umbrella’s are a common sight in Alith, Aevorr, and a slightly rarer sight in Roth. These items are held in one hand, and take a bonus action to deploy correctly. These umbrellas are sturdy and protect the user from rain and provide a barrier between the user and semi-strong to weak winds.
Explosive Barrier - Uncommon(Aevorr/Borr) - 200gp
These barriers of pure iron or steel can be set up as an Action, and protect those behind them from explosive damage. The barriers are 5 feet tall, 3 inches thick, and 4 feet wide, and are able to shield up to three medium creatures or 6 small creatures from explosive damage.
Iron Vests - Uncommon(Aevorr/Alith) - 65gp each
Iron Vests are strong, sturdy, and heavy vests of thick fabric holding strong iron plates inside of them. These vests require the wearer to have a Strength score of 14 to use them properly, and act as a barrier to piercing damage, negating 3 points of piercing damage from firearms and ranged piercing attacks, as well as piercing attacks from melee weapons.
Telescope - Common(Mithiias/Alith/Aevorr) - 500gp
Mounted on a ship's deck or steady platform higher up, they stand up to 4ft tall, and have a tripod holding them in place. The telescope enables vision of up to 10 miles and requires an action to use. The telescope is often used and loved by the people of Mithiias and the high cities of Alith.
Welder’s Mask - Common(Borr/Alith/Aevorr) - 5gp
These solid metal masks protect the wearer’s eyes when they weld or use blast torches or high tech specialized tools. These masks grant you a +1 bonus to checks made to forge, weld, or work on metal with flames.
WV1 Repellant - Common(Roth/Vaarnux/Thraxus’Nal) - 3gp per vial(1 use per vial)
Fungal Repellant is a powerful antifungal spray that is known to affect the senses of the Rotwitch, The Rotqueens, and the viral Wrath V1 Infected Virulents. This spray keeps the virulents at a distance for 1 hour before you need to use another vial.
Treasurer’s Glass - Common(Alith/Mithiias/Aevorr) - 50gp
A Treasurer’s Glass is a strange pair handheld monocle that attaches to the pocket of your shirt, and can be held up to inspect gemstones, gold, silver, and bronze items. When used as an Action, the Treasurer’s Glass will glow yellow if the item has been in contact with magic in the last week.
Singer’s Horn - Common(Abirria) - 50gp
A singer’s horn is a common find in Abirria, as it is used in place of technology. A Singer’s Horn is a decorated ivory horn from a Deka, and is blessed with thaumaturgy and minor illusion magic. This horn produces illusionary notes and lyrics when one sings into it, and the voice that emerges from it is quite loud as the Thaumaturgy kicks in.
Wand-Sheathe - Common(Abirria) - 6gp
These wand-sheathes are made of supple black, brown, or white leather, and hold up to two wands of similar size. The straps go over your chest and shoulder and hang like a sash, enabling easy access to two wands at the same time. The standard wand-sheathe goes for 6gp and can carry two wands, while the large model carries 4 wands and costs 12gp.
Javelin Quiver - Common(Abirria/Borr/Vaarnux) - 20gp
Javelin Quivers are large belt hanging quivers that can hold up to 10 javelins. These leather products have locking slots inside of them, each slot able to hold a javelin stead and stable while in the quiver. Pulling the javelin from the quiver works as normal. There is a larger model of the Javelin quiver, which is around 2 feet long and 1 foot wide, and can hang across the wearer’s back like an arrow quiver.
Borrian Warhorn - Common(Borr) - 50gp
The Borrian Warhorns are a staple in Borrian military regiments, and can be found for a rather low price in Borrian military warehouses and military consignment stores. The Borrian Warhorn inspires a unique ability, like all warhorns from other empires.
Fiery Frenzy. As an action, the user can blow the Borrian Warhorn. The Borrian Warhorn, when blown, makes 10 people the user can see within 30ft of themselves able to get either advantage on their next melee or spell attack or enables them to gain a +2 bonus to melee damage during their next attack action.
Mithiian Warhorn - Common(Mithiias) - 50gp
The Mithiian Warhorn is a must have for every raiding party, who will often carry multiple horns in a single raiding party. The Horn can be blown as an Action, and the user targets up to 10 people within 30ft that the user can see. The Mithiian warhorn inspires a unique ability in those targeted.
Raiders’ Blessing. As an action, the user can blow the Mithiian Warhorn. The user targets up to 10 people they can see within 30ft of themselves. The targeted creatures gain additional 3 cold damage on their melee, ranged, and ranged spell attacks and gain resistance to the frightened condition.
Portable Forge - Rare(Abirria/Alith) - 1,000gp
Portable Forges are items that enable you to forge safelly outside of a fully functioning forge. These items are expensive and require proper cleaning and upkeep. It takes 3 hours to properly clean the forge and it must be cleaned before it can be used again. These forges are 5 feet tall, 4 feet wide, and 5 feet long, and weigh 400lbs.
Parachute - Common(Alith/Aevorr) - 5gp each
Parachutes are often used by Alithen soldiers and Aevorrian human scouts during wartime. They act as if the slowfall spell was cast upon them, except they are a one time use item.
Handhook - Uncommon(Alith) - 12gp
Handhooks are an item used while wielding a rapier or sword one-handedly, that is held in your off-hand and used to redirect melee weapon attacks made against you. You use your reaction to attempt to intercept a melee weapon attack, doing a contested Dex check with the attacker. If you beat their roll, you reduce their damage by 3 points. If you roll a natural 20, you completely negate the attack.
Knuckledusters - Common(Alith) - 5gp
Knuckledusters are common among the Alithean crime families and gangs, and are used to increase damage dealt by unarmed strikes with fists. The knuckledusters grant you a +1 bonus to damage rolls with unarmed strikes using your fists.
Chainsaw - Rare - 220gp each
Chainsaw’s are a useful tool used by lumber workers and wood carvers, or used by Thraxuuan and Vaarnian soldiers as weapons of war. These items cut through wood up to 1ft thick in 1 minute, but can be heard up to 120ft away. As weapons of war, these items deal 4d6 Slashing damage in a single strike and are required to be wielded in two hands. These items cut your movement speed by 10ft while being wielded as weapons.
Flash Arrows/Bolts - Uncommon(Borr/Vaarnux/Thraxus’Nal) - 15gp per arrow/bolt
Flash Arrows are made with explosive tips and burst in white, blinding light upon a successful hit. The arrows deal normal arrow damage, but the target makes a DC 13 CON save to avoid being blinded. On a failed save, the target is blinded for 1d4 rounds, and is able to make the DC 13 CON save at the end of each of its following turns until the effect ends.
Whistler Arrows/Bolts - Uncommon - 5gp per arrow/bolt
Whistler Arrows/Bolts are used in wartime to send signals or to distract enemies. The arrow/bolt deals normal arrow/bolt damage.
Multistrike Bolts/Arrows - Rare - 100gp per Arrow.
Multistrike Arrows and Bolts split into two bolts or arrows, and the user makes a ranged attack against two targets. You roll two normal, separate attack rolls to hit both targets. The targets both take the full damage of the attack that hits them.
Mk-I Fireshots - Uncommon(Aevorr) - 150gp per bullet, 1,000gp for 6 Bullets
Mk-I Fireshots are exploding bullets that expand inside a target and deal an additional 4d6 Fire damage on a hit. They are used by the Aevorrian military exclusively, and are sought after by Aevorrian Rebels and people attempting to trade with the Aevorrian military. They are one of their Mk-I bullets, of which there are variations of each elemental type.
Mk-I Radshots(Radiant)
Mk-I Necroshots(Necrotic)
Mk-I Shockshots(Lightning)
Mk-I Boomshots(Thunder)
Mk-I Frostshots(Cold)
Mk-I Acidshots(Acid)
MkI Venoshots(Poison)
Mk-II Fireshots - Uncommon(Aevorr) - 200gp per bullet, 1.2kgp for 6 shots.
Similar to Mk-I shots but 5d6 instead of 4d6 additional damage.
Binding Bolts - Uncommon - 10gp per bolt
Binding Bolts are made for heavy crossbows, and on a hit against a target, the target takes normal damage but must make a DC 13 STR Save to avoid being bound in a burst of sticky silk lines. On a failed save, the target is restrained and must make a DC 13 STR saving throw to break free of the binds at the start of each of their turns.
Firebrand(Bolts/Arrows) - Rare - 100gp per bolt
Firebrand Bolts are a highly sought after crossbow bolt, and are magically enhanced. They get it. +2 bonus to attack and damage rolls. On a hit with one of these Bolts, the target takes 2d6 Fire damage in addition to its normal damage, and must make a DC 14 Constitution saving throw. On a failed save, the creature is reeling from the pain of a fiery brand being burned into their flesh. Creatures afflicted with this brand cannot hide from you, and the brand shines even when the creature turns invisible. The brand lasts for 1 hour before fading.
Blastbolts - Uncommon(Borr/Alith/Abirria) - 10gp per bolt
Blastbolts are made for heavy crossbows and burst into a flare of whitehot flames on a hit. The target takes normal damage from the bolt plus an additional 3d4 fire damage on a hit.
Zapper Bolts/Arrows - Uncommon(Alith) - 20gp per Arrow/Bolt
These electrified bolts and arrows deal an additional 2d4 lightning damage on a hit, and force the creature hit to make a DC 13 Constitution saving throw. On a failed save, the creature takes an additional 3d4 lightning damage and is stunned until the start of their next turn. On a successful save, the creature takes no additional damage and is not stunned.
Stealth Arrows - Rare(Aevorr/Roth/The Depths/The Core) - 50gp per Arrow
Stealth Arrows are used by assassins and rangers for hunting and killing their targets, are NOT sold commercially, and can be bought from underground sellers. These arrows are made to disintigrate themselves after a hit, and leave very few traces except the wound it created. A DC 15 Investigation check can reveal the use of a Stealth Arrow. These arrows make no sound and are imbued with the silence spell, muting the target who might cry out in pain.
Blackburn Arrows - Uncommon(Core/Depths Humans and Maashuu) - 100gp for 10x arrows
The Blackburn Arrow/Bolt is a lethal form of arrow that leaves a trail of burning smoke across it’s path, and deals an additional 2d4 Fire damage on a hit. The smoke from the arrow fills a 5 foot square line following the arrows path. Often used in ambushes to blind the enemy forces, these arrows are supplied very heavily to the Human armies of the Depths and the Maashuu Armies of the Core.
Whitestrike Bolts - Uncommon(Borr/Abirria) - 100gp per arrow
Whitestrike bolts are magical crossbow bolts that burst with a flash of white light, like a flashbang grenade upon making contact with a target or an object. A loud bang occurrs, and the target, targets within 10ft of the bolt’s location must make a DC 13 Constitution saving throw, being stunned until the start of their next turn and blinded on a failed save. This effect fails if a creature has blindsight or is immune to the blinded or stunned conditions.
Flashbang - Common(Aevorr/Alith) - 10gp for one
Flashbangs are a common crowd control item in Aevorr, and used on occasion in Alith to subdue rioters and to fight dragons. These flashbangs have a radius of 10ft, and you use an action to pull the pin and throw them. They have a range of 20ft, and explode in a flash of searing white light. They deal 1d4 radiant damage, and force all creatures within the 20ft radius to make a DC 13 Constitution saving throw. On a failed save, the creature is blinded and stunned until the start of their next turn. On a successful save, they are not blinded or stunned but take the 1d4 radiant damage.
Shadowrope - Common(Core/Depths Humans) - 10gp for 50ft of Rope
The sale of Blackropes is a big one down in the mountainous and cliff-ridden depths and Core. They can hold 100 pounds of extra weight and are used in Depths and Core warfare by armies scaling cliffs and fortress walls. These pitch black ropes are covered in a film of black adhesive. They give advantage on climbing checks and also assist with stealth. The user gains a +2 bonus to their stealth checks on top of their normal stealth check bonus.
Raesh-Fang Potion - Rare - 1,200gp
With this potion you grow long claws and razor sharp teeth, and your mouth fills with acid and venom. This effect lasta for 1 minute. You gain a breath weapon, recharged on a 6 on a d6 at the start of each of your turns. This breath weapon spews a 10ft cone of acid and poison, forcing creatures within the range to make a DC 15 Dexterity saving throw. On a failed save, they take 3d6 Acid damage and 1d6 Poison damage. Your unarmed strikes change to 2d6 Slashing for your claws, and 1d6 Piercing + 2d4 Acid for your new bite attack. You gain resistance to Poison and Acid damage while you are under this effect.
Dekka’s Strength Potion - Rare - 1,200gp
When you drink this potion, your strength score increases to 22(+6) and you gain “Endless Momentum,” which enables you to move your speed as a bonus action and when you make a melee attack by moving 10ft towards a target before your attack roll, the attack deals an additional 2d6 Bludgeoning damage and the target must make a DC 15 Strength saving throw to avoid being knocked backwards 10ft and prone. You gain 15 temporary hit points when you drink this potion.
Blackstone Armor - Rare(Core/Depths Maashuu) - 600gp Light - 2,200gp for Plate armor.
Blackstone Armor is armor made from a strange black stone found in the Core and the Depths, and grants the wearer a number of unique benefits. They gain resistance to piercing and slashing damage, and they gain advantage to stealth in complete darkness and dim light.
Barbed Wire - Common(everywhere) - 10gp for a spool of 10ft
Barbed Wire is a useful tool to fortify your position. These spools come in 10ft spools of Barbed Wire, and these wires force all creatures that attempt to cross them to make a DC 14 Dexterity saving throw, or else they take 4d4 Piercing damage and are trapped and grappled by the Barbed Wire. They can attempt to break free with a Dexterity saving throw at the start of each of their turns.
Night Ring - Uncommon(Core/Depths) - 200gp
Nightrings are black, circular rings that absorb light in a 5ft radius, turning bright light into dim light in a 5ft radius centered on the wearer. This effect must be activated as the ring darkens and its magic takes effect. This effect lasts for 1 hour, and can be done once per long rest.
Luminous Wax - Common(Alith) - 20gp
Luminous Wax is a special kind of glowing wax made from remnants of holy candles after official rituals. This wax is considered the finest sealing wax in the world, and candles made from luminous wax will sell for much more gold than a normal set of wax ritual candles. Luminous Wax is also a collectors item, often collected by priests and shamans. When you receive a letter sealed with luminous wax, it is a sign of the upper class or even the noble's interest in you.
Tarot Cards - Common(everywhere) - 5gp
Tarot Cards are used in magical rituals on the rare occasion, and are also sold by larger manufacturers and corporations, printing many limited edition versions of the Tarot deck, which makes these often collected by mages as a fun activity. These decks normally do not have magical properties, but the occasional deck will have minor magical capabilities, which drives up the price of special limited edition decks.
Blackburn Gloves - Uncommon(everywhere) - 50gp
Blackburn Gloves are the strongest nonmagical forge gloves in the world. They are capable of resisting pure lava and flesh burning temperatures. A forgemaster who uses these gloves is capable of handling both regular fire and lava, but radiant fire as well. These gloves are sought after by the forgemasters of the world, who gather as many sets as possible and give them to elite trainee’s on their graduation days or when they open their own smithy.
Macro-Goggles - Rare(Alith) - 300gp
Macro-Goggles enable the wearer to examine items at extremely close range, and pick up details too small for the mortal eye. These goggles give the wearer a +5 to Investigation checks to examine items like jewelry, clothing, and gemstones at extremely close range. A favorite for jeweler’s and clothing crafters, these goggles fetch a hefty price and are regarded as one of the finest tools for intricate crafting in Alith.
Tailwind Fletching - Uncommon(Alith, Borr, Abirria) - 50gp for 5 feathers
This particularly elegant looking fletching material is meant for arrows and bolts, with the express purpose of making arrows that fly better through wind gusts. Made from a rare creature’s tailfeathers, these fletching feathers grant arrows the ability to pass through magical gusts of wind, ignore storm weather conditions, and grant the user a +1 to their attack rolls with arrows using this type of fletching feather.
Sealing Coin-Pouch - Uncommon(Alith, Abirria) - 100gp
The Sealing Coin Pouch enables the user to lock the coin pouch using transmutation magic, transforming the opening into solid fabric. The coin pouch is also able to lock onto your hip or pack with similar magic. Attempting to open this pouch requires the use of magic or a magical set of thieve’s tools. The pouch can contain up to 300 coins inside of it at a time before the magic begins to weaken and the pouch cannot seal itself.
Whitewind Vials - Common(Borr, Alith, Abirria) - 100gp
These strange 1 inch vials are filled with a white fog. The vial is sealed with a white cork and when the vial is shaken, the fog swirls into a tornado inside the vial. The vials are meant to be thrown and smashed or unsealed then thrown. On impact, the vials act similarly to a fragmentation grenade, but instead of releasing solid material, release a semi-powerful gust of wind that can clear a 20ft radius of smoke, acid fog, or something similar that can be dispersed with wind. They have a range of 30ft that they can be thrown, and the effect only lasts for 1 round. You can throw these using a bonus action.
False-Keys - Common(Criminal Undergrounds) - 100gp
False-Keys are a favorite among the rogues and thieves of the criminal underground. Presenting as normal looking house keys made of brass, these keys use transmutation magic to replicate the appearance of any other key that is of similar size. The False-Keys can replicate a key up to 2 inches longer and 1 inch wider than the false-key is normally. The keys are not exact replicas, and cannot open the locks that the real key is meant to open, but will pass as the key. A creature investigating a False-Key has to make a DC 16 Investigation check to notice that it is not the real key.
Proxy-Dolls - Uncommon(Criminal Undergrounds) - 220gp
These small dolls fit inside a simple pants pocket, but when activated, grow to medium size and take on the humanoid appearance that the user decides. These dolls take on the humanoid features and can even say a few sentences chosen by the user to assist in the cover. These dolls are meant to taunt or distract law enforcement or whoever is chasing the criminal using the doll. In order to notice the doll is not real, the pursuer must pass a DC 15 Perception or Investigation check. Activated as a Bonus Action(5e)/Swift Action(3.5e).
Swan Shield - Uncommon(Alith) - 250gp
These decorative swan wings are made of solid silver and act as a brooch for a cloak or a badge on a piece of armor. They are highly decorated and are quite beautiful. As a Reaction, when the wearer is attacked by a ranged or melee attack, the wearer can tap the swan wings and summon two large silver swan wings to protect against the incoming attack, granting the wearer a +4 bonus to AC. This effect only protects against one singular attack, not the full attack action(5e) or Full Attack Round(3.5e). After this effect has been used, the wings fall apart and become useless.
Frost Patch - Uncommon(Mithiias) - 100gp
Frost Patches are used by the Mithiian Military and Raiding Parties to seal ship leaks and ship damage, using potent frost magic. These patches can seal a ship break up to 1 foot long and 1 foot wide, and can be installed in a single action. The Frost Patches last for 1 month before needing to be replaced.
Gold-Shiner - Uncommon(Criminal Undergrounds) - 100gp per vial
This dark bottle resembles a small liquor bottle, intentionally disguised as an alcoholic drink, but is filled with a dark oil with small gold flakes. Gold-Shiner is meant to disguise treasure and coins as gold when the item is not truly gold. The oil temporarily changes the color of non-magical metals and presents them as gold. Someone inspecting a piece of jewelry or armor coated in Gold-Shiner must make a DC 16 Investigation check to notice the item is not actually made of gold.
Magnet-Lure - Uncommon(Criminal Undergrounds) - 15gp
Magnet-Lure’s appear as retractable fiber rods with a long line wrapped around the rod. At the end of the rod’s line is a small, powerful magnet. These rods are often used to steal coin pouches from rooftops or retrieve items through sewage grates.
Master Key - Rare(Criminal Undergrounds) - 500gp
These simple keys are enhanced by transmutation magic. They can take the exact shape and form of a key the user has seen before or is familiar with. These keys can unlock most nonmagical locks. familiar with. The key can unlock most non-magical locks. The key transforms as an Action(5e)/Standard Action(3.5e). The key has a small chance of failing. Roll a percentile, and on a 1-5, the key breaks and the magic dissipates.
Deadwater Bottle - Rare(The Core, The Depths, Criminal Undergrounds) - 250gp
These dark grey, metal bottles are used to purify standing water, purify rotten water, or cleanse water that is unsafe to drink. The flask acts as if the Purify food and water spell was cast. The flask can hold 1 litre of water, and cleanses the water within 1 hour.
Whitewater Can - Uncommon(Mithiias) - 100gp
These bright blue aluminum cans are found in cases of 20 on Mithiian ships, and are sold in large, bulk numbers in the Mithiian adventuring stores. These cans are popped open as a Bonus Action, and are pointed towards a ship’s sails or pointed behind smaller vessels without sails. The canister releases a great sheet of air that can temporarily speed up a ship in case of emergency.
Flockmaster’s Wirecage - Uncommon(Alith) - 200gp
These elegant golden cages function as an extra-dimensional space for small or tiny birds like messenger pigeons and other birds. Often owned by messenger services in Alith and warcamps across the empires of Abirria and Borr, these cages can hold up to 3 birds inside them comfortably. The cage appears as a 3ft tall, 2ft wide cylindrical cage.
Training Collar - Rare(Alith, Borr, Abirria, Ib’Na’Kar) - 600gp
These magical collars are used to train animals and beasts to understand more complicated commands. These are made for specific creatures, but most cost the same 600gp. Most animal breeders and trainers have these made for specific animals, similarly to ordering barding. While wearing the collar, the creature gains an intelligence of 10(+0) for the purposes of training and remembering commands. If a creature wears the collar for longer than a month and is trained while wearing the collar, the creature is able to remember the command when the collar is taken off, provided the creature was trained regularly for a week per command during the time it wore the collar.
Gleaming Whetstone - Uncommon(Abirria, Alith, Borr) - 80 5585gp
This enchanted whetstone enables the user to shine the blades that are sharpened on the whetstone. The swords are effectively entirely polished when the sharpening is completed.
Blacksun Orb - Rare(Abirria, Aevorr, The Core, The Depths) - 650gp
Appearing as a strange smoky black orb with a miniature sun at its core, resembling the image of a black hole contained in an orb. This orb is the size of a human’s palm, and when activated by using the command phrase as an Action(5e)/Standard Action(3.5e), the orb emits an aura of shadow that snuffs out nonmagical flames and absorbs the flames. The wielder of the Blacksun Orb can attempt to snuff out non-living, magical flames by using another Action after the Orb was activated, forcing the wielder to make a DC 17 CON Save(5e)/DC 17 Fort Save(3.5e) to snuff out the magical flame
Magical Conveniences
Aetran Sky Boots - Abirria - 150gp
These magical boots enable hovering and normal movement speed telekinetic flight. The creature that wears the boots has a fly speed equal to their movement speed. These boots recharge every long rest and enable slow flight for 1 hour each day before needing to be recharged.
Aetran Levi-Wands - Abirria - 55gp
These thin white wands have a small pearl in their handle and are made of ashwood. These wands recharge every long rest. When you wave these wands, you can cast the mage hand spell or the levitation spell, using a charge for either spell. The wands hold 10 charges and regain 1d4 charges every long rest.
Aetran Tele-Stones - Abirria. - 100gp
These stone tablets are around 6 inches tall and 3 inches wide and are made of engraved rune covered stone, and project illusions of locations you have recorded into the tablet. The tablets enable single person and mount teleportation to any location who’s teleportation circle you have logged into the tablet. It takes 1 hour to add another teleportation circle to your tablet. These tablets only work in Abirria.
Aetran Robes - Abirria - 100gp
These robes are made of finely crafter mithril chaimmail, and act as medium armor of Splint Mail for casters with a 20% reduced arcane spell failure. This armor is hooded, covers the legs, arms, back, chest, and other parts of the body, and protects the face from infectious gasses. This armor starts at 100gp and increases in cost for each armor style above splint.
Aetran Gauntlets - Abirria - 25gp
These are the standard Abirrian gauntlets that contain the spells tied to their deities. These gauntlets begin at 25gp and rise to 100gp, depending on decoration at base level. These gauntlets enable you to carry two stones representing your main deities.

