Weapons

WeaponCostTypeStrengthDamagePropertiesEffect
Talisman300Talisman-1d4 bludgeoningLightSpend 1 Position when casting a spell that requires concentration to prevent your concentration being broken by a melee attack.
Torch100Torch111d4 fire damagelightSpend 3 Position to make two attacks with this weapon. If either hit, the target must succeed on a DC 12 constitution saving throw or be stunned for 1 round.
Short Bow450Bow111d6 piercingAmmunition (arrow, range 80/320), two-handedSpend 3 Position after killing an enemy with a ranged attack to make a second free ranged attack.
Scimitar600Curved Sword111d6 slashingFinesse, lightSpend 5 Position after a successful attack, to make a second attack as a bonus action.
Lothric Knight Sword450Straight Sword121d12 piercingReachSpend 1 Position to push an enemy back 5 feet after a successful attack.
Frayed Blade800Katana121d8 slashingFinesseSpend 2 Position after making a successful attack to reduce your target’s AC by -2 until the start of your next turn.
Great Mace550Great Hammer161d10 bludgeoningHeavy, two-handedSpend 2 Position after a successful attack to increase your AC by +3 for the next turn.
Parrying Dagger200Dagger-1d4 slashingFinesse, lightSpend 1 Position to add +1 to your AC after a successful attack until the start of your next turn.
Murky Hand Scythe300Dagger-1d6 slashingFinesse, lightSpend 1 Position to move 5 feet in any direction after a successful attack.
Demon Pickaxe400Scythe111d6 PiercingFinesse, LightSpend 4 Position after a successful attack, to make a second attack as a bonus action.
Gundyr’s Halberd900Halberd141d10 SlashingHeavy, Two-Handed, ReachSpend 4 Position when no hostile creatures within 10ft of you to move up to 30 feet towards an enemy and drive them back 10 feet in a direction of your choice.
Dragonstone Chime500Chime-1d4 bludgeoninglightWhen dealing lightning damage to a target you can expend 2 Position to have the target make a DC 12 + your charisma modifier Dexterity saving throw or be Blinded.
Astora Greatsword700Ultra Greatsword172d6 slashingHeavy, two-handed, reachSpend 2 Position when unengaged to move up to 20 feet towards one enemy creature, and gain advantage on your first attack against it.
Court Sorcerer’s Staff300Stave-1d6 bludgeoningVersatile (1d8)Spend 3 Position to deal +1d8 damage on your next spell attack.
Cleric’s Sacred Chime250Chime-1d4 bludgeoningLightSpend 1 Position to restore 5 Position to one friendly creature adjacent to you.
Broken Straight Sword350Straight Sword101d6 piercingLightSpend 1 Position to deal +2 damage on a successful attack

Armor

ShieldCostStrengthACEffect
Liurnian Scholar Robes9501115Whenever wearing the Liurnian Scholar Robes, you make all Intelligence (History) checks at advantage.
Gundyr’s Armor8501218Whenever wearing Gundyr’s Armour, when there are no friendly creatures within 20 feet of you, you suffer -2 AC.
Cornyx’s Robes950-12 + Dexterity ModifierWhenever wearing Cornyx’s Robes, you gain resistance to fire damage. You are able to speak the language of the crows. You can communicate with crows even if they normally wouldn’t be able to speak

Shields

ShieldCostTypeStrengthACEffect
Small Leather Shield200Small Shield-+1When using the Small Leather Shield, once per Long rest you may spend 1 Position to reduce any bludgeoning damage you receive from a single attack by half.
Wooden Shield300Standard Shield102When using the Wooden Shield, once per Short rest you may spend 1 Position to move up to 10 ft after making a successful attack, without incurring an opportunity attack.

Spells

SpellCostTypeLevelSlotsCastsEffect
Soul Spear4000Sorcery513A spear of gleaming crystal explodes from one of your empty hands. On a successful spell attack, it deals 8d6 piercing damage to one target of your choice.
Magic Weapon2000Sorcery418You touch one melee or ranged weapon. For the duration of the spell, the weapon deals an extra +1d6 piercing or slashing damage whenever it makes a successful attack. The duration of the spell can be increased at a cost of 1 Position per additional minute. All damage dealt by this weapon is treated as magical for the purposes of damage resistances and immunities.
Soul Arrow250Sorcery1110You create a glowing arrow of magical force, throwing it at a single enemy creature within 120 feet of you. The orb deals 1d6+ your spellcasting ability modifier force damage. You can increase the damage dealt by the orb at a cost of 1 Position per +2 damage.
Hush500Sorcery2120With a twist of the hand, you make yourself utterly silent. For the duration of the spell, you make all Stealth skill checks at advantage. You may cast this spell on additional targets at the same time, at the cost of 1 Position per additional cast. This counts as a separate cast of the spell for the purposes of remaining casts.
Remedy500Sorcery2120You touch a creature. If it is poisoned or bleeding, you neutralize the poison or halt the bleeding. If more than one such condition afflicts the target, you neutralise one poison that you know is present, or you neutralise one at random. For the duration, the target gains advantage on saving throws against being poisoned, suffering from the bleeding condition, and has resistance to poison damage.
Homing Soul Mass250Sorcery1115You create three projectiles. Each projectile hits a creature of your choice that you can see within 70 feet of you. A projectile deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Hidden Body1000Sorcery315A creature you touch melts into the shadows until the spell ends. Anything the target is wearing or carrying is rendered difficult to see for as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. Any Perception check to detect you is made at disadvantage, and any stealth checks you make are made at advantage while effected by this spell.
Fall Control500Sorcery2125The caster makes themselves lighter. Whenever the caster would take falling damage, they should make a Dexterity saving throw with a DC 15. On a successful saving throw, they take no damage. On a failed saving throw, they take only half damage.
Cast Light250Sorcery1115You touch an object or point at an area. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light in an additional 20-foot radius. The light is bright white. The spell ends if you cast it again or dismiss it as an action.
Egg10Sorcery115Creates a single egg at a point within 5 feet of you.
Aural Decoy250Sorcery1125You create an instantaneous, harmless auditory effect somewhere within 60 feet of you. You may cast this spell multiple times per turn, at the cost of 1 Position per additional cast. This counts as a separate cast of the spell for the purposes of remaining casts.
Replenishment2000Miracle413The caster restores Position equal to 1d6 + your spellcasting ability modifier at the start of each of their turns for the duration of the spell.
Lightning Spear4000Miracle514A spear of lightning forms in one of your empty hands. It can be used to make one melee attack, or a ranged spell attack with a range of 30 feet, against a single target. A successful attack deals 8d6 lightning damage.
Heal250Miracle115A creature you touch regains a number of Position equal to 1d8 + your spellcasting ability modifier.
Tranquil Walk of Peace250Miracle1112All enemy creatures within 20 feet of you move at half speed for the duration of the spell. You may extend the duration of the spell at the cost of 1 Position per Tranquil Walk of Peace additional minute.
Great Heal Excerpt1000Miracle513A creature you touch regains a number of Position equal to 5d8 + your spellcasting ability modifier.
Force250Miracle116A wave of force flattens all those close to you. Emanating from the caster, a circle of force with a circumference of 20 feet strikes all creatures in its proximity. Each creature must succeed on a Dexterity saving throw or be knocked back 10 feet in a straight line and be left prone. A creature who succeeds on the saving throw is only knocked back.
Blessing of the Archtree2000Miracle413You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Misc

WeaponDescription
+1 TitaniteA gleaming metal of the deep. Can be taken to a blacksmith to transform a weapon from its base form to a +1 weapon. Also fetches a pretty price.
+2 TitaniteA gleaming metal of the deep. Can be taken to a blacksmith to transform a weapon from its +1 form to a +2 weapon. Also fetches a pretty price.
+3 TitaniteA gleaming metal of the deep. Can be taken to a blacksmith to transform a weapon from its +2 form to a +3 weapon. Also fetches a pretty price.
Arrow of the AbyssAn arrow steeped in the darkness of humanity. On hit, add 1d4 necrotic damage and prevents the target from recovering hit points for one minute.
Arrow of the FaithfulAn arrow carried by those faithful to the Gods. On a hit, add 1d4 lightning damage. On a miss the arrow returns to your quiver unexpended.
Arrow of the KilnAn arrow forged in the Kiln of the First Flame and blessed by the gods. On a hit, add 1d4 fire damage and ignite any flammable objects or surfaces nearby.
Arrow of the Painted WorldAn arrow from a fading Painted World. On a hit, add 1d4 cold damage and reduce the target’s move speed by 20 feet.
ArrowArrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of a combat, you can recover half your expended ammunition by taking a minute to search the battlefifield.
Budding Green BlossomA rugged, surprisingly beautiful plant which grows everywhere. As an action, you may consume a handful of budding green blossom. Doing so restores 5 Position immediately. Collecting a handful of budding green blossom gives you three doses worth of the plant.
Coiled Sword-
Crystal HeartAn expensive material in the heart of crystal beasts. A magic user can use a long rest to imbue the heart with a spell of their choosing so long as they know it. The heart can then be consumed to cast that spell so long as the one consuming the heart has twice the level of the imbued spell.
Far-Burning Candle-
FirebombAs an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the firebomb as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Fortella Cards-
Infusion GemA gem infused with primordial energy. A talented blacksmith should be able to do something with this.
ManaclesThese metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature profificient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
RopeA coil of rope, whether made of hemp or silk, measure 60 feet, has 2 hit points, and can be burst with a DC 17 Strength check.
Big Ned’s Soapstone-
Horn of Spirit Calling-
Named Soapstone-
SoulsA vessel that can be consumed to gain souls.
Speaking Stone-
Thieves’ ToolsThis set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.