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Nala's 'Procured' Potion's and Misc: Vendors - Before Episode 2
Nala's 'Procured' Potion's and Misc: Vendors - Before Episode 2
Cloak of billowing As a bonus action this cape can billow heroically regardless of environment Apparell Uncommon 230 - 1 in stock
Spider walk potion Can spiderwalk like a von carstein for 1 hour Potion Rare 140 1 1 in stock
Minor Healing Potion Heals 1d4 + 3 times your constitution modifer. (10hp recovered max) Potion Common 80 1 2
Common Healing Potion Heals 4d4 + 3 times your constitution modifer. (20hp recovered max) Potion Common 220 1 1
Major Healing Potion Heals 6d6 + 3 times your constitution modifier. (Heals a minimum of 18hp) Potion Uncommon Out of stock - -
Superior Heaing Potion Heals 8d8 + 3 times your constituion modifier. (Heals a minimum of 36hp) Potion Rare Out of stock - -
Minor Potion of Spell Slot Recovery Recovers up to 2 of your spell slots (not restricted by level) Potion Uncommon 200 1 3
Major Potion of Spell Slot Recovery Recover all your spell slots and other limited use per day Ability slots Potion Rare 380 1 1
Nala's "Cure all" Tonic Removes poisoned, frightened, blinded, charmed or deafened conditions. Potion Uncommon 170 1 1
(Can be drunk while effected at the cost of both action and bonus action, has diminishing returns)
Raise Dead Matts Enough Materials for 1 "Rez" type spell e.g Revivify or Raise Dead (on a PC) Misc Rare 600 1 -
Oil of Slipperiness A crowd favorite. Has many uses. MIsc Common 30 * ** -
Arathi Ring of Spell Storing Once per long rest the bearer may store a spell avaliable to him into the ring which can be later Misc Epic 1660 - 2 in stock
cast as an Action. This ring glows and thrums with power. Once attuned to it the ring also grants
A +2 bonus to spell damage (not cantrips). (Does not stack with self).
Wrist mount bracer upgrade Allows certain weapons or items to be stored up a sleeve to be deployed with the flick of a wrist. - - Max 2 per pers. 400
The user can spend 1 hour delicately refitting a new item to the slide.
The item stored must be thinner and no longer than the users forearm - discuss with DM.
Key
Poisoned Poisoned weapons always beat the targets armour class on the required roll. Successfully hitting with
the required roll also inflicts an additional related damage die and inflicts the poisoned status effect.
Targets that have resistance to Poison effects must make a DC13+ Con save or be poisoned anyway.
Poisoned weapons have no (or reduced) effect on the less fleshy targets e.g Apparitions, Constructs and undead.
Halycon To hit rolls that succeed and were rolled with an unmodified result equal to the number next to the trait inflict this effect as described.
Halves the targets ms and reduces their dexterity by 4, the target also suffers -4 to hit until the effect expires. effect lasts for 2minutes. Criticals double these penalties.
Can also cause low CR and some medium to high CR creatures to miss an action entirely on their next turn.
Creatures suffering from this effect may not use their reaction to make attacks of opportunity. Reduced effect on bosses.
Vicious Your critical hit inflicts an additional amount of damage equal to the max damage you could roll. (as if you were repeating the effect of the critical a second time over)
Magfed I'll just explain in game if you buy this , you can rapid fire this weapon to dump the full mag if you want to at a cost to accuracy. These weapons take an action to reload or a bonus action if you attempt a
sleight of hand check to quick load while under pressure. (A natural roll of 6 or less and this weapon will jam)
Branded - In the name, refers to place of origin. This weapon has been branded and marked by its manufacturer. Some companies are more popular than others and some are better craftsmen than others. Weapons with this trait recieve
a buff or debuff depending on which company manufactured it.