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Sauron (Manipulator)

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

Starting Class: Warlock

Subclass: Archfey

- Level 1 Warlock Spells

- +1 Warlock Spell Slot

- Fey Presence

  • Charm or Frighten foes within 3m

Cantrips:

- Eldritch Blast

  • 1d10 Force Damage per Beam

  • Level 5 = 2 Beams

  • Level 10 = 3 Beams

- Friends (Concentration) (10 turns)

  • Advantage on Charisma Checks against non-hostiles creatures

  • Can be used in Dialogue

  • Can be cast while Silenced

Spells:

- Armour of Agathys

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

  • +5 Temp HP and Damage per upcast

  • Lasts until Long Rest or Temp HP is gone

- Sleep

  • Select targets up to 24 HP and put them to Sleep

  • +8 HP per Upcast

Race: High Elf or High Half-Elf

  • Advantage on Saving Throws against Charmed

  • Cannot be put to Sleep

  • Perception Proficiency (Half-Elf gets Medium Armour instead)

High Elf Cantrip: 

- Fire Bolt

  • 1d10 Fire Damage

  • Level 5 = 2d10

  • Level 10 = 3d10

Background: Acolyte, Charlatan*, or Sage

Skills: Deception, Intimidation

Stats:

  • STR = 8

  • DEX = 16

  • CON = 14

  • INT = 10

  • WIS = 8

  • CHA = 17

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

Warlock 2

- +1 Warlock Spell Slot

Eldritch Invocations:

- Agonising Blast (Passive)

  • Add CHA Modifier to Eldritch Blast’s Damage

- Devil’s Sight

  • Able to see in magical and nonmagical Darkness

Spell:

- Hellish Rebuke (Reaction)

  • 2d10 Fire Damage (DEX Save halves damage)

  • +1d10 per Upcast

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

Warlock 3

- Level 2 Warlock Spells

Pact Boon: Pact of the Tome

- Guidance (Concentration)

  • +1d4 Ability Checks

- Vicious Mockery

  • 1d4 Psychic Damage (WIS Save to Negate)

  • Target has Disadvantage on next Attack Roll

  • Level 5 = 2d4

  • Level 10 = 3d4

- Thorn Whip

  • 1d6 Piercing Damage

  • Pull creature 3m towards you

  • 2d6 Piercing Damage at Level 5

  • 3d6 Piercing Damage at Level 10

Spell:

- Darkness (Concentration)

  • Create 5m Area of Darkness

  • Creatures are Blinded

  • Ranged Attacks cannot penetrate Darkness

  • Immunity to Blinded negates effects

Replace Spell: Any

- 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 4--------------------

Warlock 4

Feat: Ability Improvement (+2 CHA)

Cantrip:

- 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

Spell:

- Misty Step

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

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

Warlock 5

- Level 3 Warlock Spells

Deepened Pact:

- Animate Dead

  • Animate a corpse as a servant while not in combat

  • Level 4 Upcast raises 3 minions instead of 1

  • Level 5 Updated raises a Ghoul or Flying Ghoul

Haste

- Call Lightning (Concentration)

  • 3d10 Lightning Damage

  • Can recast for free once per turn

  • +1d10 Lightning Damage per upcast

Eldritch Invocation: Mask of Many Faces

- Disguise Self (Ritual)

  • Alter your appearance

OR Sign of Ill Omen

- Bestow Curse (Concentration)

  • Curse a creature for 10 turns

  • +10 turns per upcast

    • Dread

    • Additional Damage

    • Attack Disadvantage

    • Strength Disadvantage

    • Dexterity Disadvantage

    • Constitution Disadvantage

    • Intelligence Disadvantage

    • Wisdom Disadvantage

    • Charisma Disadvantage

Spell:

- Gaseous Form (Concentration)

  • Transform yourself or an ally into a cloud of mist

  • Resistant to all Damage

  • Advantage on STR, CON, and DEX Saving Throws

  • Become Tiny in size

  • Cannot attack, cast spells, or speak

  • Strength and Dexterity set to 10 while transformed

Replace Spell: Sleep

- Invisibility (Concentration)

  • Attacks against creature have Disadvantage

  • Creature Attacks with Advantage

  • Ends if creature attacks or casts a spell

  • +1 target per upcast

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

Warlock 6

- Misty Escape (Short Rest) (Reaction)

  • Upon taking damage, become Invisible

  • Can cast Misty Step on next turn but will break Invisibility

Spell:

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

  • 2d6 Cold Damage

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

  • Difficult Terrain

  • Blinds those within

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

Warlock 7

- Level 4 Warlock Spells

Eldritch Invocation: Book of Ancient Secrets

- Silence

  • 6m AoE Silenced

    • Creatures cannot cast spells that require a verbal component

Note: Can be used to cheese some spellcasting enemies

- Ray of Sickness

  •  2d8 Poison Damage

  • Chance to Poison Target

  • +1d8 per upcast

- 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

Spell:

- Blight

  • 8d8 Necrotic Damage

  • Plants take maximum damage

  • Plants have Disadvantage on Saving Throw against it

  • Does not affect Undead or Constructs

  • +1d8 Necrotic Damage per upcast

Replace Spell: Invisibility

- Greater Invisibility (Concentration)

  • Attacks against creature have Disadvantage

  • Creature Attacks with Advantage

  • Ends when you fail increasingly harder Stealth Checks on Attacks, Casting Spells, or interacting with items

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

Warlock 8

Feat: Lucky

  • +3 Luck Points

  • Gain Advantage on Attack Rolls, Ability Checks, or Saving Throws

  • Make an enemy reroll their Attack Roll

Spell:

- Dominate Beast (Concentration)

  • Control a Beast for 10 turns

  • When the creature takes damage, makes a Wisdom Saving Throw against domination

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

Warlock 9

- Level 5 Warlock Spells

Eldritch Invocation: Minions of Chaos

- Conjure Elemental

  • When cast at Level 5, summon:

    • Air Elemental

    • Earth Elemental

    • Fire Elemental

    • Water Elemental

  • When cast at Level 6, summon:

    • Air Myrmidon

    • Earth Myrmidon

    • Fire Myrmidon

    • Water Myrmidon

Spell:

- Dominate Person (Concentration)

  • Control a Humanoid for 10 turns

  • When the creature takes damage, makes a Wisdom Saving Throw against domination

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

Warlock 10

- Beguiling Defences

  • Cannot be Charmed

Cantrip:

- Blade Ward (2 turns)

  • Halves incoming Physical Damage for 2 turns

Spell:

- Hold Person (Concentration)

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

  • Attacks against target are always Critical Hits within 3m

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

  • +1 target per upcast

Replace Spell: Any

- Hold Monster (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 11--------------------

Warlock 11

- +1 Warlock Spell Slot

Mystic Arcanum:

- Eyebite (Concentration)

  • Can recast while concentrating 

  • Panicked

    • Fearful

    • Disadvantage on Ability Checks and Attack Rolls

    • Must run from source of fear and cannot take any additional actions

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

  • Sickened

    • Disadvantage on Attack Rolls & Ability Checks for 10 turns

  • Asleep

    • Sleeping

    • Cannot move or act

    • Automatically fails STR and DEX Saving Throws

    • Attack Rolls against creature have Advantage and landed attacks are Critical Hits if they attacker is within 1.5m

    • Removed by taking damage, receiving Help, or being Shoved

Spell:

- Blink

  • At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.

  • When you do vanish, your presence here is a representation of the location you'll come back to. You can choose to teleport it up to 6m

  • Blinked

  • At the end of each turn, there is a chance the affected entity gets Blinked to the Ethereal Plane, where it can't be harmed, seen or affected.

  • While in the Ethereal Plane, the entity can't move or interact with anything in the world. It can only choose to teleport up to 6m. When combat ends, so does this effect.

  • Blinked to the Ethereal Plane

    • Affected entity is in the Ethereal Plane, where it can't be harmed, seen, or affected.

    • While in the Ethereal Plane, the entity can't move or interact with anything in the world. It can choose to teleport up to 6m

    • At the end of each turn, there is a chance it reappears in the Material Plane. When combat ends, so does this effect.

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

Warlock 12

Feat: Ability Improvement (+2 DEX) OR Alert

Eldritch Invocation: Repelling Blast

  • Push creatures up to 4.5m away with Eldritch Blast

Spell: Any

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

Important Items:

- Hag’s Hair (+1 CHA)

- Volo’s Eye

  • Permanent See Invisibility

- Necromancy of Thay

  • Danse Macabre Summon

  • Tharchiate Codex: Blessing

  • Speak with Dead

  • Forbidden Knowledge (Used for Mirror of Loss)

- Mirror of Loss (+2 CHA or DEX)

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

Head:

- Circlet of Blasting

  • Scorching Ray (Level 2) (Long Rest)

    • 2d12 Fire Damage per Ray (3)

    • +1 Ray per upcast

Location: Sold by Blurg in Myconid Colony

- The Shadespell Circlet

  • +1 Spell Save DC while Obscured

Location: Sold by Omeluum in Myconid Colony

- 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

- 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

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

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

- Abyss Beckoners

  • Summoned creatures have Resistance to ALL Damage EXCEPT Psychic

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

    • Attacks the nearest creature

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

Location: Zhentarim Basement

- Gloves of Dexterity

  • Set DEX to 18

  • +1 Attack Rolls

Location: Can be bought from A'jak'nir Jeera at Crèche Y'llek

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

Boots:

- Disintegrating Night Walkers

  • Cannot be Enwebbed, Entangled, or Ensnared

  • Cannot slip on Grease or Ice

  • Misty Step (Short Rest)

Location: Dropped by Nere

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

Cloak: N/A

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

Amulet:

- The Spectator Eyes

  • Ray of Fear (Long Rest)

    • Frightens the target for 2 turns

      • Cannot move

      • Disadvantage on Attack Rolls and Ability Checks

  • Wounding Ray (Long Rest)

    • 2d8 Necrotic Damage

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

Location: Looted from Spectator in Underdark

- 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 Silvanus

  • Lesser Restoration (Once Per Long Rest)

    • Cure a creature of Paralysis, Blinded, Diseased, or Poisoned

Location: Druid Grove X:262 Y:481

- 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

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

Rings:

- Ring of Arcane Synergy

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

    • Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier

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

- Shapeshifter’s Boon Ring

  • +1d4 Bonus to all checks while shapeshifting or Disguise Self

Location: Emerald Grove: Can be looted from the Strange Ox in the Druid Grove. Killing the Strange Ox there will not reward the Hat of Fire Acuity. Can also trade with the Strange Ox to obtain the ring. First, send a single party member to attack the Strange Ox but lose the battle (i.e. die, to be resurrected later) or run away via stealth/invisibility. The party member who fought can then return and talk to the Strange Ox to make amends with a gift; the ring will be tradable. X: 217 Y: 540

Last Light Inn: Can be looted from the Strange Ox at Dammon's blacksmith. X: -28 Y: 170

Rivington: Given as a reward for completing Help the Devilish Ox or looted from Strange Ox. If you assist the Strange Ox you will lose out on the Hat of Fire Acuity. X: 39 Y: -149

- Ring of Elemental Infusion

  • When you deal Acid, Cold, Fire, Lightning, or Thunder Damage with a Spell or Cantrip, infuse your weapon with that element until the end of your next turn for one successful hit

    • +1d4 Elemental Damage with Weapon Attack

Location: Looted from Gish Umr'a'ac in Infirmary, Crèche Y'llek

- 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

- Caustic Band

  • +2 Acid Damage on Weapon Attacks

Location: Purchased from Derryth Bonecloak in the Myconid Colony

- 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

- Ring of Protection

  • +1 AC

  • +1 Saving Throws

Location: Reward for Steal the Sacred Idoll

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

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

- Phalar Aluve

  • +1 Enchantment

  • +1 Performance

  • Sing (Short Rest)

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

  • Shriek (Short Rest)

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

    • Affected enemies receive +1d4 Thunder Damage

Location: Underdark

- Larethian’s Wrath

  • +1 Enchantment

  • Razor Gale (Short Rest)

    • Deal Damage to enemies in a 4m Cone AoE

    • Targets take Half-Damage on Miss

    • Unlike Cleave, does NOT have maximum number of targets

Location: Purchased at Crèche Y'llek

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

Ranged Weapons:

- Bow of the Banshee

  • +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

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

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

Head:

- Circle of Bones

  • Cast Animate Dead once per long rest

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

Location: Ketheric Thorm

- 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

- Circlet of Mental Anguish

  • Regain 1d4 HP when an enemy fails a CHA, INT, or WIS Saving Throw against your spell or cantrip

Location: Can be looted from a skeleton in the Necrotic Laboratory of the Mind Flayer Colony X: 748 Y: -141

- Dark Justiciar Helmet

  • Medium Armour

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

  • +1 Constitution Saving Throws

  • +1 Saving Throws against Spells

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

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

Chest:

- Potent Robe (Optional)

  • 10 AC + DEX Modifier

  • +1 AC

  • Cantrips deal additional damage equal to Charisma Modifier

  • At the start of each turn, gain HP equal to Charisma Modifier

Location:  Rewarded by Alfira for successfully completing Rescue the Tieflings LOL

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

Gloves:

- Dark Justiciar Gauntlets (Rare)

  • +1d4 Necrotic Damage with Weapon Attacks

  • +1 Strength Saving Throws

  • Beckoning Darkness (Bonus Action)

    • Creatures is haunted by darkness for 2 turns

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

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

- Flawed Helldusk Gloves

  • +1d4 Fire Damage with Weapon Attacks

  • +1d4 Necrotic Damage with Unarmed Attacks

  • Unarmed Attacks have a chance to inflict Bleeding

  • +1 Strength Saving Throws

Location: Purchased from Dammon

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

Boots:

- Dark Justiciar Boots

  • +1 DEX Saving Throws

  • Shadow Teleportation (Short Rest)

    • Teleport between shadows

Location: Kill the Nightsong

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

Cloak:

- Cloak of Protection

  • +1 AC

  • +1 Saving Throw

Location: Purchase from trader at Last Light Inn

- Fleshmelter Cloak

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

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

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

Amulet: N/A

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

Rings:

- Ring of Exalted Marrow

  • Exhort the Risen (Long Rest)

    • Command an Undead

      • Halt

        • Stops moving and doesn’t take actions

      • Grovel

        • Goes prone

      • Flee

        • Runs from caster

      • Drop

        • Drops their weapon

      • Approach

        • Moves towards caster

  • Ghoulish Touch (Long Rest)

    • Attack and Paralyze a target for 2 turns

    • Cannot Paralyze Elves or Undead

      • Cannot move or take actions or reactions

      • Automatically fails STR and DEX Saving Throws

      • Attack Rolls against creature always succeed

      • Attacks within 3m are Critical Hits

Location: Moonrise Towers Rooftop

- Shadow-Cloaked Ring

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

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

- Shifting Corpus Ring

  • Invisibility (Long Rest)

  • Blur (Long Rest)

    • Enemies have Disadvantage on Attacks against you until you take damage

Location: Dropped by Flaming Fist Marcus at Last Light Inn

- Ring of Free Action

  • Ignore Difficult Terrain

  • Immune to Paralysed and Restrained

Location: Purchased from Araj at Moonrise Towers

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

Melee Weapons:

- Incandescent Staff

  • +1 Spell Attack Rolls

  • Fire Resistance

  • Fire Bolt (Cantrip)

    • 1d10 Fire Damage

    • Level 5 = 2d10

    • Level 10 = 3d10

  • Fireball (Level 3) (Long Rest)

    • 8d6 Fire Damage with 4m AoE

    • DEX Save to halve damage

    • +1d6 per upcast

Location: Quartermaster Tali

- Infernal Rapier

  • +2 Enchantment

  • +1 Spell Save DC

  • Uses Spellcasting Ability Modifier for Attack Rolls instead of DEX

  • Planar Ally: Cambion (Long Rest)

Location: Potential reward during Wyll's companion quest, The Blade of Frontiers. Bring Wyll along when entering the Tadpoling Centre, free Zariel's asset, then pass a DC 14 Persuasion Check to successfully ask for a reward

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

Ranged Weapons:

- Darkfire Shortbow

  • Shortbow

  • +2 Enchantment

  • Resistance to Fire Damage

  • Resistance to Cold Damage

  • Haste (Long Rest)

    • Gain an extra action

    • Double movement speed

    • +2 AC

    • Advantage on Dexterity Saving Throws

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

Location: Purchased from Dammon

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

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

Head:

- Birthright

  • +2 CHA (Up to 22)

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

- Helldusk Helmet

  • +2 Saving Throws against Spells

  • Immune to Critical Hits

  • Immune to Blinded

  • See in Darkness up to 12m

  • Immolating Gaze (Short Rest)

    • Frighten creature

    • +2d8 Fire Damage against Burning creatures

Location: Found in the House of Hope in a vault across from the entrance to the Boudoir. The player will need to pass a DC10 Wisdom check to activate the Inert Infernal Gem and then a DC20 Arcana check to use the Infernal Control Gem to open the door. The helmet will be located in the treasure pile X: -6482 Y: 2939

- Hood of the Weave

  • +2 Spell Attack Rolls

  • +2 Spell Save DC

Location: Sold by Mystic Carrion

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

Chest:

- 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

- 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

- Bhaalist Armour

  • Light Armour

  • 14 AC + Dexterity Modifier

  • +2 Initiative

  • Aura of Murder

    • Enemies within 2m become Vulnerable to Piercing Damage

    • Note: Enemies become Vulnerable regardless of Resistance mentioned in the item description

Location: Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin

- Helldusk Armour

  • Heavy Armour

  • 21 AC

  • Considered Proficient with this armour while wearing it

  • When you succeed a Saving Throw, the caster receives Burning for 3 turns

  • Resistance to Fire

  • Immunity to Burning

  • -3 Damage from all sources

  • Fly

Location: Looted from Raphael

- Elegant Studded Leather

  • 14 AC + Full Dexterity Modifier

  • +2 Initiative

  • Advantage on Stealth Checks

  • Shield (Short Rest)

    • When you are about to be hit, use a Reaction to increase AC by 5

    • Take 0 damage from Magic Missile

    • Lasts until start of your next turn

Location: Looted from High Security Vault n°9

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

Gloves:

- Cerebral Citadel Gloves

  • +1 STR Saving Throws

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

    • +1d4 Attack Rolls

    • +1d4 Saving Throws

    • Lasts for 3 turns

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

- Helldusk Gloves

  • +1 Spell Attack Rolls

  • +1 Spell Save DC

  • +1 STR Saving Throws

  • +1d6 Fire Damage with Weapon Attacks

  • +1d6 Necrotic Damage with Unarmed Attacks

  • Unarmed Attacks may inflict Bleeding

  • Rays of Fire (Cantrip) (Short Rest)

    • 3d6 Fire Damage per ray (3)

Location: Dropped by Haarlep in the House of Hope

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

Boots:

- Helldusk Boots

  • Immune to Prone

  • Immune to Difficult Terrain

  • Can use Reaction to succeed a failed Saving Throw

  • Hellcrawler (Short Rest)

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

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

- Boots of Persistence

  • +1 Dexterity Saving Throws

  • Gain Permanent Longstrider

    • +3m Movement Speed

  • Gain Permanent Freedom of Movement

    • Movement Speed unimpeded by Difficult Terrain

    • Immune to Paralysed and Restrained

Location: Purchased from Dammon in Baldur’s Gate

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

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

- Cloak of Displacement

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

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

- Nymph Cloak

  • Dominate Person (Long Rest)

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

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Amulet:

- Amulet of Greater Health

  • Set CON to 23

  • Advantage on CON Saving Throws

Location: House of Hope

- Corvid Token

  • +1.5m Jumping/Flying

  • Featherfall

  • Featherfall while Wild Shaped or Polymorphed

  • Polymorph: Dire Raven

Location: Sold by Mattis in Rivington

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Rings:

- After Death Do Us Part

  • When the wearer is Downed, they rise with half-HP but gain Shadow Possession

    • Cursed

    • Attacks the nearest creature

    • Deals +1d4 Necrotic Damage

Location: Possible reward for completing Free the Artist

- Crypt Lord Ring

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

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

- Ring of Regeneration

  • Regain 1d4 HP at the start of each turn

Location: Sorcerous Sundries or Ramazith’s Tower

- Ring of Blink

  • Blink (Long Rest)

Location:  Rewarded by stealing from or persuading the tressym, Tara, on the roof of the Open Hand Temple X: -45 Y: -5 in Rivington. No skill check is required if playing as Gale or if Gale is in the party

- 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

- Keepsake Ring

  • Dominate Beast (Long Rest)

Location: Can be found on the floor of the Elfsong Tavern Basement X: -859 Y: 531

- Burnished Ring

  • Cast Paralyzing Ray once per Long Rest

Location: Dropped by Spectator in House of Hope

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Melee Weapons:

- Duellist’s Prerogative

  • Rapier

  • +3 Enchantment

  • +1d4 Necrotic Damage

  • +1 Reaction per turn

  • While Off-Hand is empty, score a Critical Hit when rolling a 19

  • Can use a Reaction to deal additional Necrotic Damage equal to Proficiency Bonus on successful hit

  • Challenge to Duel

    • Cause target to have Disadvantage on Attack Rolls against anyone but caster

    • Target possibly might Bleed after being hit by caster

  • Dueller’s Enthusiasm

    • Bonus Action normal weapon attack

Location: Reward for completing the quest Save Vanra

- Crimson Mischief

  • Shortsword

  • +2 Enchantment

  • +1d4 Necrotic Damage

  • Main Hand Only: +1d4 Piercing Damage to targets with less than 50%HP

  • Main Hand Only: +7 Piercing Damage when attacking with Advantage

  • Off-Hand Only: Add your Ability Modifier to the damage

Location: Dropped by Orin

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Ranged Weapons:

- Gontr Mael

  • Longbow

  • +3 Enchantment

  • On hit, chance to inflict Guiding Bolt

    • Next attack against target has Advantage

  • Glows light in a 6m Radius

  • Celestial Haste (Concentration) (Long Rest)

    • Gain Haste for 5 turns without becoming Lethargic afterwards

  • Bolt of Celestial Light (Short Rest)

    • Frighten target

    • +1d4 Radiant Damage

Location: Looted from the Steel Watcher Titan in the basement of the Steel Watch Foundry X: -1952 Y: 206

- 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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PURGE EVIL PATREON 1 favs
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POSTEDNov 8, 2024
ARCHIVEDJun 10, 2026