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Coins & Expenses


                                Adventuring Gear



Magical Implements

Magic Items

Herbal & Alchemical Brews




Business Goods

Conveyance Goods

Containers & Packs

Creatures & Mounts



Food & Drinks

Garments & Sundries

Luxury Goods

Tools, Games, & Instruments

Trade Goods

                Business Goods

                Construction Goods

                Household Wares

                Occupational Goods

Travelling Goods


House Rules



Groups & Organizations

Guilds of Waterdeep

Factions of Waterdeep

                Bregan D’aerthe

                Emerald Enclave

                Gray Hands


Lords’ Alliance

Order of the Gauntlet

Xanathar Guild


Nobility of Waterdeep

                The Noble Game

Religions of Faerûn

                Drow Pantheon

Dwarven Pantheon

Elven Pantheon

Faerunian Pantheon

Gnomish Pantheon

Halfling Pantheon

Orc-kin Pantheon

The Calendar of Harptos

The Code Legal

The Grand Games



  • Address

    East of High, North Ward

  • Lifestyle

    Comfortable, Wealthy, Aristocratic

  • Here's an overview section!

  • Class Sorcerer (Wild Magic)
  • Level 5
  • Race Tiefling (Glasya)
  • Attributes

  • Strength 11
  • Dexterity 12
  • Constitution 14
  • Intelligence 9
  • Wisdom 12
  • Charisma 19
  • Deep Delver’s Spelunking
    Equipment Pack. 65 lbs. Includes 1 pair of gloves of swimming and climbing, 2 potions of water breathing, a crowbar, a hammer, chalk, boot tips, climbing harness, 10 pitons, 10 days of rations, a healer’s kit, kneepads, elbowpads, a miner’s cap, and 2 waterskins. The pack also has two 50 feet coils of spidersilk rope strapped to the sides of it.

    Drow Gunslinger’s Pistol
    Type: Weapon (pistol)   Cost: 250 gp   Weight: 3 lbs Ammunition (firearms), Loading, Range (30/90)
    Nearly impossible to find at markets, drow firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons and proficiency with a pistol is required for a proficiency bonus to apply to the attack role.
    Reload (1). The weapon can be fired a number of times equal to its Reload score before you must spend 1 action to reload. You must have one free hand to reload a firearm.
    Misfire (5). Whenever you make an attack roll with a firearm, and the unadjusted dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make have tinker's tools available and make a successful tinker’s tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat using tinker’s tools. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

    Ammunition. All firearms require bullets and smokepowder to make an attack. Due to their rare nature, ammunition may be near impos-sible to purchase; however, with the proper tools and materials, a character can craft ammunition. Crafting bullets requires smith’s tools or tinker’s tools. Crafting five bullets requires one day of downtime. The five types of bullets known to work in drow gunslinger pistols are:

     Renaissance bullet. The ammunition of a
    firearm is destroyed upon use. Renaissance
    and modern firearms use bullets.
     Silver bullet. This bullet has a silver jacket. Incendiary bullet. This is a hollow bullet filledwith alchemist’s fire (one flask refined with alchemist’s supplies is enough for five bullets). A creature injured by this ammunition takes an additional 2 (1d4) fire damage. On impact, the bullet creates a flash that can ignite highly flammable material.

     Venom poisoned bullet. This is a hollow bullet filled with serpent venom (one vial is enough for five bullets). A creature injured by this ammunition takes an additional 11 (2d10) poison damage.

     Drow poisoned bullet. This is a hollow bullet  filled with drow poison (one vial is enough for five bullets). A creature injured by this ammuni-tion must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. 

    As an alternate method of tracking costs for firing a pistol with a lower administrative burden
    (similar to spell component costs), material costs per shot effectively equal 10 gp for a standard bullet, 20 gp for a silvered or incendiary bullet, or 50 gp for a poisoned bullet using drow poison or serpent venom. While not discussed, other types of poisoned bullets are possible.

    Faction Loot Satchel
    Wondrous item, uncommon
    The faction loot satchel is a kind of magical being that safeguards the faction’s funds and valuables. Its innards are connected to a secure coffer within your faction, to which the satchel periodically trans-fers faction items. As an action, you can extract a faction perk item from your satchel with a successful DC 15 Dexterity (Sleight of Hand) check. Failure requires the character wait 10 minutes before trying again. The size of the item extracted must be able to fit into a normal-sized chest. Alter-natively, a character may deposit a similarly-sized item, which transfers ownership to the faction.
    When the character gains renown rank 2, a second pouch in the satchel materializes and func-tions like a bag of holding.
    If this item is lost or destroyed, the character must find a faction representative for a replace-ment. The physical appearance of the satchel is determined by the Dungeon Master.

    This is a variant of the living loot satchel found in Acquisitions Incorporated. This item allows for characters to receive faction items regardless of the character’s location.

    Rope, Spidersilk (50 feet)
    Type: Mundane item   Cost: 50 gp   Weight: 3 lbs
    Made only by sentient giant spiders this rope is sturdier and finer than any other type of rope. This rope has 6 hit points and can be burst with a DC 25 Strength check. It is incredibly supple and slightly adhesive, and thus provides advantage on any Strength or Dexterity checks related to climbing with this rope.

    Wondrous item, uncommon
    Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, water-proof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.
    If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
    Casting dispel magic on smokepowder renders it permanently inert.
    While almost never found for sale, a packet of smokepowder typically costs 50 gp and a keg costs 5,000 gp. A character proficient in alchemist’s supplies can make smokepowder by spending 2 workweeks of downtime. Raw mate-rials includes giant bat guano, among other things.

    Duelist's Wit

    Rapier, rare

    This ornate dueling rapier is complete with a collection of niches to catch opposing blades. While holding this weapon, you may use your bonus action to make a contested Wisdom
    (Insight) check against one creature you can see within 5 feet of you who currently has a weapon in hand.
    If successful you may choose to gain advantage on your next attack against the creature or give it disadvantage on the next attack roll it makes against you before the end of its next turn. However, on a failure, the creature may instead choose to gain advantage on its next attack against you or impose disadvantage on your next attack roll against it.

    Dust of Wild Magic
    Wondrous item, uncommon
    The dust of the ground of the Court of the White Bull frequently shifts colors or vibrates, hinting at the erratic and wild magic stored within. You may use an action to throw a handful of wild magic in a 15 foot cone originating from you. Whenever a creature covered in the dust attempts to cast a spell they must roll a d20. On a result of 5 or less, they must roll on the Wild Magic Surge table to create a random magical effect.

    Kiss of Steel
    Weapon (dagger) rare
    This ornate stiletto dagger has the appearance of two androgynous figures entwined with one another leading to a sharp point. When you deal damage with this weapon the target must succeed on a DC 15 Constitution saving throw or suffer 2d6 poison damage. In addition, their lips begin to swell blood red, and they confer their darkest secret telepathically to you.
    As a bonus action, pushing the button tucked into the dagger's hilt casts the disguise self spell targeting you. However, this spell can only change your facial features and clothing over your head (such as a mask, hat, or hood). Once this feature has been used, it cannot be used again until the next dawn.

    Osben's Letter Opener
    Weapon ( dagger) common
    This sharped letter opener is curved to a fine point. The ornate engravings into the handle and hilt depict a scholar tirelessly working away. Any letters opened with this blade are magically stored within it. You can command the dagger to read aloud the contents of a letter in a disembodied voice.

    Potion, rare
    This colorless potion is so clear that the vial looks empty. When you drink this potion you gain a heightened sense of focus that lasts for 1 hour. For the same duration, you have advantage on all Constitution saving throws to maintain concentration on a spell.

    Weapon (handaxe) rare (requires attunement)
    This worn and well-used cleaver has a pristine ever-sharp edge to it. You gain a + 1 bonus to attack and damage rolls made with this magic weapon that deals maximum damage when the wielder hits a beast. In addition, you automatically succeed on checks when harvesting a beast for meat, gaining the maximum amount of perfectly portioned meat.
    You may use your bonus action to speak a command word to have the cleaver fly back to your hand.

    Annor (shield) very rare (requires attunement)
    This kite shield is blackened and charred in lightning-shaped patterns. At the very top of the shield is a foot long pole with a metal sphere atop it. While holding this shield, you have resistance to lightning and thunder damage.
    In addition, while amidst stormy weather, you may command a bolt of lightning to strike the shield and be stored inside. With the lightning stored, you may expend it to cast the lightning bolt spell (spell DC 15 + your proficiency) as an action. Only one bolt of lightning may be stored inside the shield at one time.

    Wondrous item, uncommon
    This unassuming silver coin bears the symbol of Tymora on one side and Beshaba on the other. As a bonus action, you may flip the coin in the air in hopes of getting the blessing of Tyche. Roll a d20. On an even result you have advantage on your next attack rolL ability check, or saving throw. However, on an odd result, yo disadvantage instead

    In addition, once per day you may use an action to divine the outcome of a specific course of action you plan to take within the next 30 minutes. The DM chooses either Tymora for fortune, or Beshaba for misfortune. You cannot use this ability again until the next dawn.

    Weapon ( quarterstaff) rare
    This staff is designed with a padded end reminiscent of a pole for vaulting. When a creature moves within 10 feet of you, you may use your reaction to force them to make a DC 10 + your Strength modifier saving throw. If they
    faiL their speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
    Additionally, you may use your action to vault yourself into enemies in an attempt to knock them over. The target must succeed on a DC 12 + your Strength modifier Strength saving throw o be knocked prone and suffer ld8 + your Stre th modifier bludgeoning damage. However, if they succeed, you instead are knocked prone.

    Wanq rare (requires attunement by a spellcaster)
    This wand has 8 charges for the following properties. It regains ld6 + 1 charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed
    As an action for 1 charge, you can invert the intention of a magically enchanted object within 15 feet for 1 minute. The wand has no effect on constructs. Here are so example of the an usages:

    Brass Snake Ball
    Wondrous item, rare (requires attunement)
    Most commonly used by Zobeck and Morgau assassins to strangle sleeping victims, this
    heavy, brass ball is 6 inches across and weighs approximately 15 pounds. It has the image of
    a coiled snake embossed around it. You can command the orb to uncoil into a brass snake approximately 6 feet long and 3 inches thick. You can direct it by telepathic command to attack any creature within your line of sight. Use the statistics for the constrictor snake, but use armor class 14 and increase the challenge rating to 1/2 (100 XP). The snake can stay animate for up to 5 minutes or until reduced to 0 hit points. Being reduced to 0 hit points causes the snake to revert to orb form and become inert for 1 week. If damaged but not reduced to 0 hit points, the snake has full hit points when summoned again. Once you have used the orb to become a snake, it can’t be used again until the next sunset.

    Clockwork Gauntlet
    Wondrous item, uncommon (requires attunement)
    This metal gauntlet has a steam-powered ram built into the greaves. It has 3 charges. While wearing the gauntlet, you can expend a charge as a bonus action to make a slam attack.
    Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) bludgeoning damage, and the target must succeed on DC 14 Constitution saving throw or be stunned until the end of your next turn.
    The gauntlet regains 1d3 expended charges daily at dawn.

    Clockwork Rogue Ring
    Ring, uncommon (requires attunement)
    Made by kobold clockwork mages for the thieves’ guild of the Zobeck ghetto, this brass clockwork ring is formed to look like a coiled dragon. When you speak or whisper the draconic command word etched on the inside of the ring, the brass dragon uncoils and attempts to pick any lock within 10 feet of you. The dragon picks the lock using your proficiency bonus but with advantage. It is treated as having thieves’ tools when attempting to pick locks. It uses your Dexterity (Stealth) bonus for purposes of not being spotted but with advantage

    Gale Javelin
    Weapon (javelin), uncommon
    The metallic head of this javelin is embellished with three small wings. When you speak a command word while making a ranged weapon attack with this magic weapon, a swirling vortex of wind follows its path through the air. Draw a line between you and the target of your attack; each creature within 10 feet of this line must make a DC 12 Strength saving throw. On a failed save, the creature is pushed backward 10 feet and falls prone.
    Additionally, if this ranged weapon attack hits, the target must make a DC 13 Strength saving throw. On a failed save, the target is pushed backward 15 feet and falls prone.
    The javelin’s property can’t be used again until the next dawn. In the meantime, it can still be used as a magic weapon.

    Phasic-Destablisation Caltrops
    Wondrous item, rare

    These caltrops can be used as if they were regular caltrops, with the added effect that any creature that takes damage from the Caltrops must make a Charisma saving throw with a DC of 15. If the creature fails, they are affected as if by a banishment spell.

    Cape of Blades
    Wondrous item, rare (requires attunement)

    While wearing this cape, when you move within 5 feet of a creature, and then move at least 5 feet away from that creature without stopping, the cape whips around to strike at the creature. The cape's attack is resolved as if you had made an attack with a shortsword, and the attack is resolved before any attacks of opportunity are made. If the attack hits, that creature may not make any attacks of opportunity until the end of your turn. This feature may be used once per turn. If the movement would make multiple creatures eligable for attack by the cape, the creature attuned to it decides which creature is attacked.

    In addition, you can choose to magically draw daggers from the cloak as if they were on your person. These daggers are normal daggers in every respect, except that they deal magical damage for the purposes of overcoming resistances. Any daggers drawn from the cloak disappear at the end of your turn.

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