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System and Character Creation.

Posted by SystemFor group 0
System
Thu 16 Nov 2017
at 21:08
  • msg #1

System and Character Creation

-=Synopsis=-
This game use the Dungeons & Dragons 5e rule set, focusing on a custom variant of the "Lost Mine of Phandelver" module.  It is designed for low-level gameplay with characters progressing from levels 1 to 6.

This game follows the events of the "Lost Mine of Phandelver" quest module with the twist of the players taking the role of the Cragmaw Goblins who previously served as the early antagonists.  In this sort of alternate history take of the quest, players will instead be the underdogs fending off a party of dangerous adventurers while trying to complete their own devious schemes.




-=Character Creation=-
As the name of the game indicates, this is a campaign for Goblins - the diminutive and often hilarious bandits of Faerun.  All players will be using the following stat block in character creation.

Characters will all begin play at Level 1.
To determine Ability Scores, roll 4d6 and drop the lowest die for each stat.  If the sum of all rolls is less than 70, you may re-roll the whole set one time.  If you are unsatisfied with your results or simply want to use a more concrete method, you may instead request to use the standard 27 Point Buy as detailed on Page 13 of the Player's Handbook.

Goblin
Your average garden-variety Goblin as it appears in "Volo's Guide to Monsters".

  • Default ASI: Dex +2, Con +1
  • Age: Goblins reach adulthood at age 8 and live up to 60 - 80 years.  They usually die violently long before that.
  • Alignment: Goblins are typically Neutral Evil as they care only for their own needs.  A few Goblins may tend toward Good or True Neutrality, but only rarely.  Chaotic Goblins are common, albeit often short-lived.
  • Size: Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds.  They are Small size creatures.
  • Speed: Goblin walking speed is 30 feet.
  • Darkvision: Goblins can see in dim light within 60 feet as if it were bright light, and in natural darkness as if it were dim light.  This vision cannot discern color in darkness.
  • Fury of the Small: When a Goblin damages a creature larger than itself with an attack or spell, it may inflict extra damage equal to its level.  This ability can be used once per Short or Long Rest.
  • Nimble Escape: Goblins may take the Disengage or Hide action as a Bonus Action on each of its turns.
  • Languages: Goblins are fluent in Goblin (Gobbledygook) and Common.





-=Alternative Racial Traits=-

In order to give a broader array of options during character creation, I am allowing for variations on Goblins to better mesh with classes.

[*] Alternative ASI: You may swap the default +2 to Dex with any other stat you choose, except for Con.  This trait replaces the "Default ASI".

[*] Naturally Talented: You gain +1 to Con and may take a Feat at 1st level.  This trait replaces the "Default ASI".

[*] Comfortable With Abuse: Goblins live a hard life and are tougher for it.  You have Resistance to one type of melee damage - Bludgeoning, Slashing, or Piercing.  This trait replaces "Nimble Escape".

[*] Hardened by the Elements: Goblins often live exposed to the harsh elements and poor living conditions.  You have Resistance to one damage type - Fire, Cold, Lightning, or Poison.  This trait replaces "Nimble Escape".




-=Classes and Backgrounds=-
All classes in official content (PHB, Xanathar's Guide, etc) are available.

I encourage creative re-imaginings of how a class may be depicted.  For example, you can absolutely be a Goblin Paladin.  But perhaps instead of shining plate armor, you're strapped up with discarded pots and pans for protection.  If you're a Bard, perhaps you perform crass limericks and inspire your cohorts with zealous war cries as opposed to flowery musical renditions.  Your Cleric may not have any sort of divine magic per say, but instead depict their healing and other spells as the result of sawbones practices and homebrew tonics they keep on hand.

The same goes for Backgrounds.  While all Backgrounds are available in terms of their various stat blocks, feel free to customize them to suit your Goblin origins.  Instead of "Criminal", why not "Roadside Bandit"?  Instead of "Entertainer", why not "Tribal Storyteller"?  A "Folk Hero" may be a Goblin who's got plenty of kills under its belt and is respected amid the tribe for its prowess.

Get creative and have fun with it!




-=Standard Equipment=-
Characters begin play with all standard gear as granted by their Class and Background.  Alternatively, you may choose to forgo your Class equipment and roll for starting wealth to purchase your own gear as you see fit.

A recent raid of a merchant wagon coming along the Triboar Trail yielded some excellent goods.  As such, characters will have the following additional items as bonus gear:

1 Potion of Healing
1 Artisan Tool or Kit of choice
1 Trinket or Common Magical Item of choice*
1 Random Magic Item rolled by DM**

*Common Magic Items are listed in the PHB and "Xanathar's Guide to Everything".

**Players have the option of requesting the DM to roll for a specific variety of item (weapon, armor, potion, clothing, etc) as opposed to rolling on the whole table.


A NOTE ABOUT POTIONS - If the magic item you begin with is a Potion, it is not a single-use item.  It instead becomes a "Flask of ____"; an empty flask that, once per day, will bestow a given potion's effect on any liquid placed in it.  If the flask is emptied, the liquid immediately becomes inert - it has to be drunk to gain it's benefits and effects.

Characters begin play with any Wealth that is granted by their Class and Background.  If you end up with redundant or unwanted items as a result of character creation, you may sell them off at full market value and add that much Wealth to your coffers.  Once all basic starting gear and wealth has been determined, you can choose to make additional purchases of other desired items such as weapons, armor, Adventuring Gear, and so forth.
This message was last edited by the GM at 11:59, Mon 24 Feb 2020.
Narrator
GM, 2 posts
Thu 16 Nov 2017
at 21:22
  • msg #2

System and Character Creation

-=Character Sheet and Template=-

Please use the following character sheet for submitting your character.

quote:
<table width="800">
<tr><td><b><small>  Basic Information  </small></b></td></tr><tr><td><Mono>

  Name        :                     Height :
  Race        :                     Weight :
  Background  :                     Age    :
  Class       :                     Eyes   :
  Alignment   :                     Hair   :
  Deity       :                     Size   : Small
  Total Level : 1                   Speed  : 30 ft.
  Experience: : 0/300

</Mono></td></tr>
<tr><td><b><small>  Ability Scores  </small></b></td></tr><tr><td><Mono>

  Strength     : 00 (+0)     00 + 0 racial + 0 misc
  Dexterity    : 00 (+0)     00 + 0 racial + 0 misc
  Constitution : 00 (+0)     00 + 1 racial + 0 misc
  Intelligence : 00 (+0)     00 + 0 racial + 0 misc
  Wisdom       : 00 (+0)     00 + 0 racial + 0 misc
  Charisma     : 00 (+0)     00 + 0 racial + 0 misc

</Mono></td></tr>
<tr><td><b><small>  Skills and Languages  </small></b></td></tr><tr><td><Mono>

  [R] Denotes skill proficiency from racial abilities
  [B] Denotes skill proficiency from background
  [C] Denotes skill proficiency from class abilities

  [ ] Acrobatics         : +0    0 prof + 0 Dex + 0 misc
  [ ] Animal Handling    : +0    0 prof + 0 Wis + 0 misc
  [ ] Arcana             : +0    0 prof + 0 Int + 0 misc
  [ ] Athletics          : +0    0 prof + 0 Str + 0 misc
  [ ] Deception          : +0    0 prof + 0 Cha + 0 misc
  [ ] History            : +0    0 prof + 0 Int + 0 misc
  [ ] Insight            : +0    0 prof + 0 Wis + 0 misc
  [ ] Intimidation       : +0    0 prof + 0 Cha + 0 misc
  [ ] Investigation      : +0    0 prof + 0 Int + 0 misc
  [ ] Medicine           : +0    0 prof + 0 Wis + 0 misc
  [ ] Nature             : +0    0 prof + 0 Int + 0 misc
  [ ] Perception         : +0    0 prof + 0 Wis + 0 misc
  [ ] Performance        : +0    0 prof + 0 Cha + 0 misc
  [ ] Persuasion         : +0    0 prof + 0 Cha + 0 misc
  [ ] Religion           : +0    0 prof + 0 Int + 0 misc
  [ ] Sleight of Hand    : +0    0 prof + 0 Dex + 0 misc
  [ ] Stealth            : +0    0 prof + 0 Dex + 0 misc
  [ ] Survival           : +0    0 prof + 0 Wis + 0 misc

  Languages : Common, Goblin

  Conditional Bonuses and Penalties :


</Mono></td></tr>
<tr><td><b><small>  Inspiration  </small></b></td></tr><tr><td><Mono>
  Inspired : Yes / [No]   Using inspiration gives you Advantage.

</Mono></td></tr>
<tr><td><b><small>  Combat Statistics  </small></b></td></tr><tr><td><Mono>

  Hit Points    :            Current HP :
  Proficiency   : +          Temp HP    :
  Initiative    : +          Total HD   : dX [1/1]

  Base Melee    : +0     0 Prof + 0 Str + 0 misc
  Base Ranged   : +0     0 Prof + 0 Dex + 0 misc
  Base Spell    : +0     0 Prof + 0 Mod + 0 misc

  Armor Class   : 10    00 armor + 0 shield + 0 Dex + 0 misc

  Vulnerability :
  Resistance    :

</Mono></td></tr>
<tr><td><b><small>  Senses  </small></b></td></tr><tr><td><Mono>

  Passive Perception     : 00  10 + 0 prof + 0 Wis + 0 adv* + 0 misc
  Passive Investigation  : 00  10 + 0 prof + 0 Int + 0 adv* + 0 misc
  Passive Insight        : 00  10 + 0 prof + 0 Wis + 0 adv* + 0 misc
   *Add or subtract 5 to passive based on having advantage or disadvantage.

  Vision : Darkvision 60 ft.

</Mono></td></tr>
<tr><td><b><small>  Saving Throws  </small></b></td></tr><tr><td><Mono>

  Strength     : +0    0 prof + 0 Str + 0 misc
  Dexterity    : +0    0 prof + 0 Dex + 0 misc
  Constitution : +0    0 prof + 0 Con + 0 misc
  Intelligence : +0    0 prof + 0 Int + 0 misc
  Wisdom       : +0    0 prof + 0 Wis + 0 misc
  Charisma     : +0    0 prof + 0 Cha + 0 misc

  Conditional Bonuses and Penalties :

  Death Saves
  Successes : [-],[-],[-]
  Failures  : [-],[-],[-]

</Mono></td></tr>
<tr><td><b><small>  Racial Abilities and Features  </small></b></td></tr><tr><td><Mono>

  Subrace :
  ASI     :
  Size    : Small
  Speed   : 30 ft.
  Vision  : Darkvision 60 ft.
  Language: Common, Goblin

  Ability :

</Mono></td></tr>
<tr><td><b><small>  Background Information  </small></b></td></tr><tr><td><Mono>

  Background  :
  -Other      :
  -Skill Prof :
  -Tool Prof  :
  -Language   :
  -Feature    :

  Personality Traits
  - Name
    Description

  - Name
    Description

  Ideal
  - Name
    Description

  Bond
  - Name
    Description

  Flaw
  - Name
    Description

</Mono></td></tr>
<tr><td><b><small>  Class Abilities and Features  </small></b></td></tr><tr><td><Mono>

  Armor   :
  Weapons :
  Tools   :

  Saving Throws :
  Skill Prof.   :

  Features :
     -


</Mono></td></tr>
<tr><td><b><small>  Feats  </small></b></td></tr><tr><td><Mono>

  Name : Description

</Mono></td></tr>
<tr><td><b><small>  Money and Equipment  </small></b></td></tr><tr><td><Mono>

  Armor     :
  Belt      :
  Body      :
  Chest     :
  Eyes      :
  Feet      :
  Hands     :
  Head      :
  Headband  :
  Neck      :
  Ring #1   :
  Ring #2   :
  Shield    :
  Shoulders :
  Wrists    :
  Trinket   :

  Weapon    :

  Other Equipment :

  Money :

</Mono></td></tr>
<tr><td><b><small>  Spellcasting (DC = 8 + Prof + Ability mod)  </small></b></td></tr><tr><td><Mono>

  * Denotes a bonus spell gained by a Racial feature

  Spells Known:
  Spell Slots
  1st 0 | 2nd 0 | 3rd 0 | 4th 0 | 5th 0 | 6th 0| 7th 0 | 8th 0 | 9th 0

  DC:
  Spell Attack Mod:  (Prof + Casting Stat Mod)

  Bardic Inspiration
  [ ]

  Level 1 Spell Slots
  [ ]

  Cantrips
  -

  Level 1
  -

</Mono></td></tr></table>

This message was last edited by the GM at 21:35, Tue 05 June 2018.
Narrator
GM, 5 posts
Wed 6 Jun 2018
at 16:05
  • msg #3

System and Character Creation

-=Common Magical Items=-

Bead of Nourishment:
This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations.


Bead of Refreshment:
This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.


Boots of False Tracks:
While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.


Candle of the Deep:
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.


Charlatan's Die:
Whenever you roll this six-sided die, you can control which number it rolls. (Requires Attunement)


Cloak of Billowing:
While wearing this cloak, you can use a bonus action to make it billow dramatically.


Cloak of Many Fashions:
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.


Clockwork Amulet:
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.


Clothes of Mending:
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.


Dark Shard Amulet:
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you don’t know from the Warlock spell list.  (Requires Attunement by a Warlock)


Dread Helm:
This fearsome steel helm makes your eyes glow red while you wear it.


Ear Horn of Hearing:
While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.


Enduring Spellbook:
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.


Ersatz Eye:
This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.  (Requires Attunment)


Hat of Vermin:
This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control.


Hat of Wizardry:
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells and may attempt to cast a Cantrip you don't know from the Wizard spell list.  (Requires Attunement by a Wizard)


Heward's Handy Spice Pouch:
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.


Horn of Silent Alarm:
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.


Instrument of Illusions:
While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. (Requires Attunement)


Instrument of Scribing:
This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. (Requires Attunement)


Lock of Trickery:
This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player’s Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage.


Mystery Key:
A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.


Orb of Direction:
While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.


Orb of Time:
While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.


Perfume of Bewitching:
This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume’s effect are not aware that they’ve been influenced by magic.


Pipe of Smoke Monsters:
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.


Pole of Collapsing:
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.


Pot of Awakening:
If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub (see the Monster Manual for statistics) at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing.


Potion of Climbing:
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.


Potion of Healing:
You regain 2d4+4 hit points when you drink this potion. The potion’s red liquid glimmers when agitated and tastes strongly of medicinal herbs.


Rod of Angling:
While holding this 1-foot-long rod, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 1-foot-long rod.


Rope of Mending:
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.


Ruby of the War Mage:
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. (Requires Attunement by a spellcaster)


Shield of Expression:
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.


Spell Scroll - 0 or 1st Level:
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell’s components. Otherwise, the scroll is unintelligible. The spell scroll is consumed upon casting the spell regardless of whether or not the spell is effective.


Staff of Adornment:
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.


Staff of Birdcalls:
This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out cry, an owl’s hoot, or an eagle’s shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever


Staff of Flowers:
This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d4 expended charges daily at dawn.


Talking Doll:
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. You may specify the volume at which the phrases are spoken, from a whisper to a ear-piercing scream. Whatever the condition, it must occur within 5 feet of the doll to make it speak, such as the doll being picked up by another creature or a spell being cast nearby it.


Tankard of Sobriety:
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.


Unbreakable Arrow:
This arrow can’t be broken, except when it is within an antimagic field.


Veteran's Cane:
When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.


Walloping Ammunition:
This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.


Wand of Conducting:
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.


Wand of Pyrotechnics:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily. If you expend the wand's last charge, roll a d20. On a 1, the wand bursts like a firecracker in your hands, crumbles to ashes and is destroyed.


Wand of Scowls:
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a Wand of Smiles.


Wand of Smiles:
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a Wand of Scowls.


Cast-Off Armor:
You can remove this armor as an action. The Cast-Off trait can be applied to any suit of armor.


Gleaming Armor:
This armor never gets dirty. The Gleaming trait can be applied to any suit of armor.


Smoldering Armor:
Wisps of harmless, odorless smoke rise from this armor while it is worn. The Smoldering trait can be applied to any suit of armor.


Moon-Touched Weapon:
In darkness, the brandished weapon sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. The Moon-Touched trait can be applied to any weapon.

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