Name
|
Slot
|
Effect
|
After Death Do Us Part
|
Ring
|
- After Death Do Us Part
- When the wearer is Downed, they rise once more with half their Hit Points restored, but are gripped by Shadow Possession.
|
Cap of Wrath
|
Headgear (Non-Armour)
|
- Last Stand
- During combat, when the wearer starts their turn with 50% Hit Points or less, they gain Wrath for 2 turns.
|
Helmet of Grit
|
Headgear (Light Armour)
|
- Grit
- When the wearer has 50% Hit Points or less, they have an additional Bonus action.
|
Horns of the Berserker
|
Headgear (Non-Armour)
|
- Seeking Blood
- You gain a +2 bonus to Attack rolls when attacking creatures that have already taken damage.
- Blood Thirst
- Unarmed and melee attacks will deal an extra 2Necrotic damage as long as you don't have your full health. If you don't deal any damage this turn, you will take 1d4Necrotic damage at the end of your turn.
|
Martial Exertion Gloves
|
Handwear (Non-Armour)
|
- Martial Exertion
- Push past your physical limits, taking 6d6Piercing damage to gain an additional attack per turn and to double your movement speed. ( Recharge: Short rest.)
|
Moondrop Pendant
|
Amulet
|
- Writhing Dance
- When the wearer has 50% hit points or less, they don't provoke Attacks of Opportunity.
|
Spurred Band
|
Ring
|
- Frantic Urgency
- During combat, when the wearer starts their turn with 50% Hit Points or less, they gain Momentum for 1 turn.
|
The Oak Father's Embrace
|
Armour (Medium Armour)
|
- Order of Nature
- Undead creatures that hit the wearer receive 1d6Radiant. Beasts that hit the wearer deal an additional 1d6Radiant.
|
The Watersparkers
|
Footwear (Non-Armour)
|
- Electrify Water
- When the wearer stands in Water during combat, it becomes Electrified Water.
- Watersparks
- If the wearer starts their turn on an Electrified Water surface, they gain 3 Lightning Charges.
|