Vanilla Equipment Overhaul Complete Rebalance and Fixes for all the Items in the game. Adds a bunch of unobtainable items into the game and gave them to unique enemies to diversify their encounters. With the advent of Patch 5 it removed a a major reason to pick the evil options. Now Grove members have unique items to give some pull on choosing the evil option. Spoilers for the Items given at the end. ---*ITEMS WITH A # REQUIRE A FRESH SAVE OR HAVE THE MOD LOADED BEFORE THE ACT IT DROPS IN IS LOADED*--- ---*ITEMS WITH A & HAVE A UNIQUE ROOT ID FOR SPAWNING THEM IN IF YOU MISSED THEM LOADING THE MOD IN AN EXISTING SAVE*--- Root IDs will be given at the Spoiler section at the end. newly added items are after the base game changes ---Update: 1.23--- Tavern Brawler Fix: This was removed to reduce the Crashing issue caused by having too many mods overwriting the same Entry. For example If you have Unofficial Bug Fixer, Druid QoL, and 3 other mods that affect Tavern Brawler it will cause the game to crash. Thus this has been removed from this mod to hopefully remove this crashing issue. ---Update: 1.22--- Shadow Blade/ Knife of the Undermountain King/ Shadowrend Dagger: Did not update the items root template. This has been fixed so now spawning the item should make it work correctly. ---Update: 1.21--- ----Balance Changes---- Amulet of the Harpers: Increased amount of charges per long rest to 3. Incandescent Staff: Now unlocks the Fireball spell for the wielder, Also grants a free fireball spell however if the user uses the free fireball they lose access to both fireball spells until the user takes a Long Rest. Now grants 2 Firebolt spells, the normal firebolt alongside a Bonus Action Firebolt. After using the Bonus Action firebolt the wielder loses access to both firebolt spells until a Short Rest. ----Mod Compatibility Updates---- Vitruvian's Armor Overhaul: Chain Shirts should now correctly work with both mods active. Have Vanilla Overhaul BEFORE Vitruvian's Armor Overhaul. ---- Bug Fixes---- Healing Passives: Most got changed to also proc other "On Heal" passives. Armour of Landfall: Now correctly Heals when standing in vines or overgrowth. Temporary HP Passives (Such as Potent Robe): Should now work correctly. Vicious Weapons: Should now correctly deal the added damage when landing a critical hit. Hammer imbued with Subtle Swap: Should no longer "stick" to the wielder and get removed shortly after unequipping the hammer. DeathStalker Mantle: Now applies 2 turns of Greater Invis that gets removed at the end of the users seecond turn. With a 1 turn cooldown after Greater Invis is broken or removed. SpellSparker/Sparky Points: Now boost all melee weapon attack while the user has lightning charges. Dark Justiciar Helm(Rusty): Should now correctly grant advantage on saving throws while obscured. Harold: Reeling Weapon Attack should work correctly. Pale Oak: Wildshape now scales with Druid Level like it was intended. Lyrthindor Drops: Base character would drop his equipment but it was overwritten and I did not notice. He instead drops a treasure table. This treasure table has been adjusted to now drop the new armor pieces fixing this bug. Devilfoil Mask: Fixed an issue that was causing it stack the Infernal Legion double. Making a total of +6 -6 instead of the intended +3 -3. ----Vanilla Game Bugs Fixed/Imported Fixes from Unofficial Bug Fixer---- Shield Bash Fix for older versions: Repelling Blast Fix for older versions: Duke Ravenguard's Longsword: Now correctly grants temp hp based on the Wielder's Charisma Modifier not the Charisma Modifier of the targets recieving the temp hp. Dungeon Delver: Now grants perception advantage outside of combat and advantage on saving throws against traps. Favourable Beginnings: Now works for all ability checks against a character. Freecast: Now works as intended. No longer tied to equipment etc. Now is one time Per Long Rest ability passive. Great Weapon Master: Now applies the +10 damage to any attack that gets -5 to its attack roll. If it gets the -5, it gets the +10 damage. Heart of the Storm: No longer triggers on cantrips. Polearm Master: No longer triggers an enemy polearm attack if the player moves into melee range. (It used to in effect grant enemies the polearm master feat against the user) Fighting Style Protection: No longer requires both the fighting style user and the person getting attacked to have shields. Barbarian Rage: Should now also increase the users thrown damage at higher barbarian levels. Totem Heart Rages: Should now increase Strength Based weapon attacks and thrown attacks at higher barbarian levels like it should. Reeling: Should now no longer be removed after missing a target wielding the adamantine Shield. Storm's Fury: Now does Lightning Damage like the passive says and as it is in 5th Edition. Tavern Brawler: Works while wildshaped and no longer reduces damage dealt if the user has less than 10 str (for example while wildshaped) Credit: Syrchalis, they also has this in their Druid QoL Mod. Thunderbolt Strike: For Tempest Clerics is now toggleable like the passive words it. War Priest: Now toggleable and only lasts for 1 turn after using extra attacks from multiclassing not 10 like in the base game. This should make the War Priest able to work with extra attacks gained from multiclassing. Cull the Weak: Now deals 25 Psychic and 25 Bludgeoning instead of just command killing them. This should allow other passives to trigger off the killing blow from Cull the Weak. Blade Barrier: Now uses the casters Spell DC instead of set initial DC of 15 then following DCs of 3. Brutal Leap and other Jump Slam abilities: Now uses the users strength or dex mod instead of spellcasting modifier. Meaning gale isnt better at jump smashing than karlach cause reasons. Aberration Hunters' Amulet: should now correctly give disadvantage on being attacked from aberrations. Amulet of the Drunkard: Now correctly Heals 2d4 when you gain the drunk effect and at the start of your turn while drunk. Bhaalist Armour: No longer reduces a targets resistance or immunity to piercing damage. Only effects targets that aren't resistant or immune to piercing as it is written. Circle Of Bones: Zombie spawned is now the same as the spell so it doesn't have the Newborn Zombie condition, slowly killing it. Cap of Wrath: Now correctly applies 2 turns of Wrath when the user is below 50% HP. Cloak of Cunning: Now creates a fog cloud upon gaining the disengage status. Coruscation Ring: Now works as intended requiring the user be illuminated. Corvid Token: Also now gives FeatherFall when switching polymorph states. Like via Syrchalis Druid QoL Mod that allows wildshaping from one wildshape into another. Craterflesh Gloves: No longer deals 2d6 on Critical. This has been reduced to 1d6 as it was intended. Creation's Echo: Now works correctly and for more than one effect per attack Derivation Cloak: Now limited to non-allies. Fireheart: No longer gains stacks from heat damage. Must be an attack or spell from another creature to gain a stack. Garb of Land and Sky: Now applies the extra damage to any direct attack not just weapon attacks. Now correctly gets removed after making the attack. If it gets advantage, it gets the damage and will remove the status. Gloves of Baneful Striking: Bane now gets removed on being attacked by a spell. Now also should show the Charisma save to apply the bane to the target. BattleMaster Gloves: Should now work with all weapon attacks. Gloves of Power: Should now show the saving throw for applying Bane. Gloves of the Growling Underdog: Now grants advantage on any melee attacks not just weapon melee attacks. Monks rejoice. Hat of Storm Scion's Power: Tooltip fixed. Glyph of Warding does not proc attack or damage passives as it acts like a summon instead of a direct attack like fireball. Helldusk,Illithid Carapace, and Elven Chain: Now work correctly with mage armor and defense fighting styles. Helldusk Gloves: Now only gives bonus attack to spells. Helldusk Gloves/Flawed Helldusk Gloves: Now shows the saving throw roll to apply the bleed. Ichorous Gloves: Should now have a Dex Save at the bottom of the tooltip. Now can be applied multiple times per attack. Ironvine Shield: Now only retaliates damage on getting melee attacked. Kereska's Favour: Can now apply the status to multiple enemies per attack. Once per attack to each enemy. Various Saving Throw Items That previously did not show the Saving throw in the Combat Log or over the character. Risky Ring: No longer gives disadvantage on death saving throws. Shade Slayer Cloak: Now shouldnt remove the extra crit chance until the user hits the target with the thrown attack. Shadow Blade/ Knife of the Undermountain King/ Shadowrend Dagger: Now correctly gives advantage against targets that are lightly or heavily obscured. (This item may need to be respawned if you loaded the mod or updated mid playthrough) Slippery Chain Shirt: Now applies disengage to the target being healed and not the one doing the healing. Sharpened Snare Cuirass: AC Cap longer gets overwritten by users with Medium Armor Master. Snowburst Ring: Can now create ice multiple times per attack, once per enemy hit with each attack. Spellmight Gloves: Now anything that gets the bonus damage also suffers the -5 to attack rolls. SpellCrux Amulet and Pearl of Power: Now give priority to Spell Slots over Warlock Spell Slots. No longer give one of each. Swires Sledboard: Now correctly shows the 2 turns of Force Conduit gained at the start of a turn. The Speedy Lightfeet: Once per Turn limit removed. Now should act exactly as it is written. Wavemother Cloak: Now gives the user Vulnerability to Cold and Lightning Damage as well as immunity Wild Magic Burning like the normal wet status gives. ----Description Clarifications---- Abyss Beckoners: Now shows that summons are immune to physical but vulnerable to all other types of damage. Shield Bash: Description changed to show the correct Saving Throw needed to not fall prone. ---Update: 1.20--- Blazier of Benevolence: Now compatible with college of creation and the college of eloquence subclass mods. Cap of Curing: Now compatible with college of creation and the college of eloquence subclass mods. ---Update: 1.19--- Protective Plate: Melee Spell Passive has been fixed. MistyStep Amulet: Now can misty step once per Short Rest or can substitute the cooldown for a Level 1 Spell Slot. Should make it usable by either spellcasters or martial focused characters. Amulet of Silvanus: Now should correctly be able to target characters suffering from the effects that the spell cures. Gloves of Belligerent Skies: Now applies reverberation upon dealing radiant damage with the holy lance helm. EmporerSword: Now applies 1d8 Slashing to all weapon attacks and actions that are made with the sword itself not any melee weapon attacks made with offhand weapons. ---Update: 1.18--- Orthon Heavysword: Now toggleable, Consumes 3m/10ft of movement to launch the target 6m/20ft. Now also deals an additional 1d6 Fire Damage Deathstalker Mantle: Once every other turn, Now only grants 1 turn of Greater Invis upon landing a critical or killing blow. Properly fixed this time (Apologies) ---Update: 1.17--- Enraging HeartGarb: Grants +1 AC (fixed), Now grants 2 turns of wrath at the start of the users turn while they are raging. Deathstalker Mantle: Once every other turn, Now only grants 1 turn of Greater Invis upon landing a critical or killing blow. Ring of Poison Resistance: Should no longer spam the chat log when entering combat. Ring of Exhalted Marrow: Damage on Ghoulish Touch increased from D6 Cantrip to D10 Cantrip. Emporer's Longsword: Should now show in the combat log the 1d8 Damage against non aberrations. Damage boost now applies to any melee weapon attack while wielding the Emperor Sword. Infernal Weapons: No longer grant 6 Poison on all other attacks, now only grants 9 poison damage to the weapon attacks themselves. Hellbeard Halberd: Now deals 12 Poison damage instead of 6. ---Update: 1.16--- Enraging Heart Garb: Now properly generates 2 turns of Wrath upon entering a Rage. Applying multiple Con bonus has been fixed to only give a Con bonus equal to the users Prof Bonus. Gloves of the Battlemaster: Now correctly grants Arance Synergy and Arcane Charge upon inflicting a condition onto an enemy within 3m. Exotic Material Passive Description: Now shows the Feat name needed to gain the +5 to Armor Dex Cap. Mind Altering Passive: Now correctly shows the resistance to Charm or Frighten Based Spells. Drow Studded Leather Armor: Now Greater Invis on Combat Start is limited to 2 turns instead of 5. Moon Devotion Robe: Lunar Blessing (Also used by Dame Aylin) Should no longer affect neutral npc's. Also now only deals damage once per turn to a target instead of being able to run back and forth triggering the damage multiple times. Damage increased from 2d10 to 3d10. Everburn Blade: No Longer grants Commander Zhalk the +1 to Attack Rolls so he should miss more often. Titanstring Bow: New Passive added: Precise Aim: Reduce the Roll needed to get a Critical Hit by the wielder's Dex Modifier. (Max 2 Reduction to Crit) Defender Greataxe: +3 Enchant getting applied twice (for a total of +6) has been fixed. Now is a proper +3 Weapon. Watcher GreatSword: Now Drops from Black Gauntlet/Overseer Tamia Holzt in the Steel Foundry. ---Update: 1.15--- Fighting Style Protection: Fix so your ally no longer also needs a shield. (Base game both allies needed a shield, the person with the fighting style and the one getting attacked, in order to proc the reaction now more faithful to RAW in 5e) Blood of Lathander: Now has 1d6 Base Physical Damage as is in base game. Scimitar of Cinder: Should now be able to be sheathed. Branding the Weak Amulet: Targeting is now separate from Hunter's Mark in order to fix some compatability issues with spell mods. Luminous Armor: Now correctly triggers a radiant shockwave upon dealing radiant damage with a thrown item. Illithid Carapace Boots: Now grants a +6m/20ft to Movement upon casting flight while user is infected with a tadpole. Only triggers once per turn. Ring Mail Armor: Now 15 Base AC. Ring Mail +1 Armor: Now 16 Base AC. Ring Mail +2 Armor: Now 17 Base AC. ---Update: 1.14--- Slippery Chain Shirt: Passive aura no longer spams the chat log. Precisely Woven and Unstable Casting: Should now have Icons for the toggle Passives. ---Update: 1.13--- Nightsinger's Half Plate: Was incorrectly given from a shadowheart quest. Should now only be available from its specified drop source. Dark Justiciar's Legendary Armor: Was incorrectly overwritten by the Nightsinger's Half Plate. Should now be correctly given by story decisions. ---Update: 1.12--- The Jolty Vest: Now correctly gives and removes +3 AC while the user has lightning charges. ---Update: 1.11--- Hammergrim Mist Amulet: Short Rest Cooldown increased to Long Rest. New spell in the works. Mystra's Grace: Hypnotic Cooldown Increased to Long Rest. Luminous Armor: Damage reduction now only reduces physical damage. Moondrop Pendant: Now when the user disengages, all nearby enemies get hit for 1d4 Force damage and lose thier reactions for 2 turns. Wakeful Amulet: Sleep Spell added once per long rest. Passive added:Now when hitting a sleeping target, heal for half of the damage done. Spurred Band: While the user has Momentum their jump distance is increased by 50%. Bug on losing the momentum trigger on loading a save also fixed. Drow Studded Leather: Haste Helmet: Bug losing the on combat start trigger status now fixed, you should no longer have to unequip and reEquip the armors upon loading a save. Unwanted Masterwork Scalemail: Florrick's Commanding Robe: Ring of Poison Resistance: Now triggers on Combat Start and applies a boosted 1d6(used to be 1d4) poison coating on all the users weapons for 10 turns. The Protecty Sparkswall: Now only gains +1 AC base instead of +2, Gains +2 to AC while the user has lightning charges instead of +1. Reaper's Embrace: Now correctly Legendary rarity. Scappy Pugilist Circlet: Now Correctly restores a bonus action point on cast. Vest of Soul Rejuvenation: Now has its +2 AC back, it was unintentionally removed when giving the full ki restore ability. Robe of Summer: Fire damage has been slightly increased from half the users level, to half the users level plus 1. Skybreaker's: Swap Passive was incorrectly being temporarily removed when throwing the Skybreaker. This has been fixed to work with all thrown attacks while wielding the skybreaker. Markoheskkir: Precision Casting is toggleable and has a +3 to Spell Save DC while active. Dispair of Athkatla: Unstable Casting is toggleable and has a -2 to Spell Save DC while active. ---Update: 1.10--- Reason's Grasp: Now correctly Heals on rage end, can now heal while still having the temporary hp from a previous rage end. Torment Drinker Armor: Now correctly Heals on critical/killing blow and can now heal while still having the temp hp from a previous critical/killing blow. Vivacious Cloak: Now correctly Heals on casting a spell in melee, can now heal while still having the temp hp from a previous spell cast. ---Update: 1.09--- Skybreaker's: Swap Passive was incorrectly being temporarily removed when throwing the Skybreaker. This has been fixed to work with all thrown attacks while wielding the skybreaker. Markoheskkir: Precision Casting is toggleable and has a +3 to Spell Save DC while active. Dispair of Athkatla: Unstable Casting is toggleable and has a -2 to Spell Save DC while active. Shapeshifter's Boon Ring: No longer loses the status when disguised and entering wildshape, or when altering wildshape forms such as with Syr's Druid QoL mod. Shoutout to Llere for bringing it to my attention and giving a solution to work off of. ---Update: 1.08--- Base game Shield Bash was broken and not correctly retaliating against enemies. This update fixes that to work as intended. Now has a Specific Arsenal Compat File that allows you to take full advantage of both mods. Load Order Should look like 1. Arsenal Overhaul 2. Vanilla Equipment Overhaul 3. Vanilla Overhaul Arsenal Compat Now has full compatibility with VitruvianGuar's Shield, Armor, and Mobility mods. Load this mod AFTER equipment library, but BEFORE Shield,Armor, or Mobility mods. Load Order should look like 1. Equipment Library 2. Vanilla Equipment Overhaul 3. Armor Overhaul etc. You can take full advantage of both mods with the following load order. 1.Equipment Library 2.Arsenal Overhaul 3.Vanilla Equipment Overhaul 4.Vanilla Overhaul Arsenal Compat 5.Armor Overhaul ---Update: 1.07--- Drow Studded Leather Armour: Potential Fix for OnCombat Passives not being removed upon loading a save. Florrick's Robe: Potential Fix for OnCombat Passives not being removed upon loading a save. Unwanted Scalemail: Potential Fix for OnCombat Passives not being removed upon loading a save. ---Update: 1.06--- Menzoberranzan Hood: No longer changes the base user's race. This was causing some cutscenes not to play. This has been removed and now grants the user the option to use either their base race or pretend to be a Drow. ---Update: 1.05--- Zarys: Wasn't correctly Dropping her new armor. This has been fixed but will not update in existing saves that have loaded the Zhentarim Hideout. ---Update: 1.04--- Amulet of Silvanus: Now once per day, cure a creature from any debilitating affliction. ---Update: 1.03--- Spellsparkler: Positive Conduit should now be working as intended. Correctly this time. I missed a trigger in the previous update. The Jolty Vest: Was missing a trigger to gain +3 AC while charged. This has been corrected. ---Update: 1.02--- Spellsparkler: Positive Conduit should now be working as intended. Springstep Boots: Should now correctly give +1 AC when the user has Momentum. Flame Blade: Now uses a Scimitar as a base so weapon altering mods should also affect this weapon. Is no longer a Simple Weapon, Is now a martial weapon like all other scimitars. Now gains scimitar weapon actions. ----------------------All Base Game Item Balance changes in order of Appearance------------------------ -Act 1- -----//Nautiloid/Campsite\\----- Everburn Blade: Now has an anti cheese mechanic but gets a +1 to Attack Rolls (Chance to hit) Infernal Robe: Adds the users Charisma Mod to their Armor Class (minimum 1). # Oathbreaker Knight: Should you take on this mini boss he has some pretty nice loot that shows up after a Long Rest. -----//Dank Crypt\\----- The Watcher's Guide: Gained Passive "When Attacking with advantage, inflict bleeding on the target) -----//Druid Grove\\----- # & Rath: Now carries a much heavier weapon. # & Nettie: Carries a Blessed wooden bow. # & Zevlor: For the leader of the tieflings its a shame Dammon doesn't give him anything powerful..... He has now been given something more powerful. # & Dammon: For an experienced blacksmith its a shame he never keeps anything good for himself. Until now. # & Aradin: Man this guy is unprepared for an adventure. Luckily he found something along the way. # Nadira: Curious how she snuck away with a Soul Coin. May want to check her inventory. Amulet of Silvanus: Lesser Restore turned into Greater Restoration. Assassin's Touch: Extra 1d6 Necrotic damage against goblins. Cap of Curing: HP regained is now equal to Half the Users Level. Dragon's Grasp: Gained Passive "Elemental Punishment" Deals 1d4 to enemies suffering an elemental status effect. Gloves of Power: Grant the Mark of the Absolute when worn. Sleight of hand +1. Hedge Wanderer Armour: Spike Growth Spell added. Grants Immunity to Spike Growth. Hunting Shortbow: Hunter's Mark on short rest (used to be long rest) Komira's Locket: Lvl 6 Otto's Irresistable Dance has been reduced to Lvl 2 Arabella's Gleeful Dance. It has a save on apply and the affected creature can make a saving throw every tuirn or upon taking damage to break free. Corellon's Grace: Changed +2 Saving Throw Passive to now gain +2 AC when not wearing armor. Monks Rejoice. Nature's Snare: Gained Plant Growth Spell Ring of Colour Spray: Spell cooldown is now Per Battle. Pale Oak: Gives Wild Shape Bear as a class action, once per long rest. Rain Dancer: Can now cast Create Water Per Turn. Take a shower ya filthy animal. Ring of Protection: Saving Throw removed. Protection fighting style added. Robe of Summer: When dealing fire damage, deal additional damage equal to half your characters level. Resistant to Cold Damage. Vulnerable to Fire Damage. Shapeshifter's Boon Ring: User gains +1 AC while shapeshifted. Silver Pendant: Blade Ward Cantrip Added. Sorrow: +2 Enchantment (used to be +1), Deals 1d4 Psychic to wielder (used to be flat 1) Spellthief: Now restores spell slot on Critical or Killing blow. Tarnished Charm: Tasha's Hideous Laughter Spell added. Vision of the Absolute: +1 Enchantment -----//Buried Chest\\----- Fleetfingers: Once per turn removed, Jump now just costs movement. -----//Owlbear Nest\\----- The Oak Father's Embrace: The user gets the benfits of Protection from Evil and Good. -----//Sunlit Wetlands\\----- Gandrel's Aspiration: Gained Passive "War of the Monsters" Deal an extra 1d4 to Monstrosity type enemies. Wood Woad Shield: Gains Barbed Bash reaction. Staff of Crones: Can now cast Ray of sickness per turn. The Ever-Seeing Eye: Bane Spell Added. # Auntie Ethel: Now drops something interesting if you can't make a deal. -----//Blighted Village\\----- Bracers of Defence: Now grants +2 so long as the user isnt wearing heavy armor or using a shield. Susser Weapons: Gain +2 to Attack Rolls(More likely to hit and as such silence enemies) Susser Sickle: Now 1d6 Base Dmg (Used to be 1d4) Very Heavy Greataxe: Can now use Gargantuan Cleave Per turn. Live by the sword, die by the ... axe? Warped Headband of Intellect: Now increases with level. Infernal Robe: Adds the users Charisma Mod to their Armor Class (minimum 1). -----//Whispering Depths\\----- Poisoner's Robe: Your attacks ignore resistance to Poison. The user is immune to Poison damage. Spiderstep Boots: Web spell added. Spurred Band: When below 50% hp, the user gets momentum for 2 turns. -----//Goblin Camp\\----- Amulet of Elemental Torment: Now works on almost any surface. Blazer of Benevolence: Temp HP gained now increases with level. Grants +1 Bardic Inspiration. Doom Hammer: Gained Passive "Ripped and Torn" Deals an extra 2 Damage to Fiends and Undead. Gloves of Archery: Additional ranged damage equal to Proficiency Bonus. Glowing Shield: Once Per Long Rest, when the user drops to 0 hitpoints the immediately regain 2d6 HP and create a 4.5m/15ft explosion dealing 3d4+9 Force damage to any nearby creatures. -----//Shattered Sanctum\\----- Absolute's Talisman: When the user bear the mark of the absolute and is below 50% hp. Their attacks grant themselves 1d4 healing. Absolute's Warboard: If Marked the user gains +1 to Saving Throws and Checks. Amulet of Misty Step: Now costs a level 1 spell slot. Cooldown removed. Amulet of Selunes Chosen: Now heals the target for 1d6 + the users Spellcasting Mod. Beastmaster's Chain: Spawn Worg Companion spell added. Blooded Greataxe: 1d10 when below 50% hp (used to be 1d4) Boots of Striding: Concentration spells give the user 2 turns of momentum. Bow of Awareness: Passive- +1 to Initiative and can't be Surprised. Faithbreaker: Gained +1 Enchant Gold Wyrmling Staff: Deals 1d10(2 Handed)/1d8(1 Handed), Gained Searing Smite instead of fire bolt. Jagged Spear: Gives Disadvantage on Con Saves to targets hit, Only deals Non Lethal Damage. Ring of Poison Resistance: When equipped, coat the users weapon in Permenant Poison. Ritual Handaxe: Passive now correctly shows 50%(Used to be 25%) & Spidersilk Armour: Is now Medium Armor. Base AC is 14. When worn by a drow, granted immunity to Difficult Terrain. Grants the Web Spell. Must make a new save or spawn in the new armor. New Root ID: at the bottom. Springstep Boots: While the user has Momentum, they gain a +1 to their AC. The Watersparkers: Now gains Lightning Charges if they end their turn on an electrified surface. Xyanyde: Now Casts Faerie Fire on miss, once per turn.(used to be once per short rest) -----//Selunite Outpost\\----- Helmet of Smiting: Temp HP is equal to double your spellcasting modifier. More Smite spell conditions added. Luminous Armour: Now only triggers Radiant Shockwave on targeted spells and attacks. Preventing AoE Spamming Radiating Orb. Now Reduces incoming damage by the user's Strength Modifier. The Blast Pendant: Lightning Blast now grants 2 Lightning Charges. -----//Underdark\\----- Amulet of the Unworthy: Resistant to Slashing, and Bludgeoning. Vulnerable to Piercing. Bloodguzzler Garb: When damaged gain momentum for 1 turn. Corrosive Flail: Corrosive Strike now Per turn. Explorer's Ring: Adv on Survival Checks. Resistance to Poison. Exterminator's Greataxe: Deals 3d6 Fire to Plants, insects, or other small creatures. (used to be 1d6) Mourning Frost: Cold Damage increased by 1d4(Used to be flat 1 increase) Shortsword of First Blood: +1 Enchantment The Spectator Eyes: Ray of Fear now costs a Bonus Action. # Bulette: Now drops an item worthy of the chilling Underdark. -----//Myconid Colony\\----- Amulet of Restoration: Healing Word increased to level 3. Boots of Genial Striding: The user is immune to Fire, Icy, or Electrified surfaces. Boots of Stormy Clamour: Spell Save DC +1. Now have a save in order to apply Reverberation. Champion's Chain: Tyrant Tongue now makes the target immune to Fear. Cinder Shoes: While the user has Heat, their Fire damage is increased by 1d4. Circlet of Blasting: Scorching Ray removed. Arcane Cannon Added. Fires 2 bolts per Cantrip level each one dealing 1d4 Force Damage. Creation's Echo: Passive- When dealing Acid,Fire,Lightning,Radiant, or Necrotic Damage become Immune to that damage type for 2 turns. Envoy's Amulet: Voice of the Circle now make the target immune to being Charmed. Herbalist's Gloves: Cleanses all elemental effect off target, the target becomes immune to elemental statuses for 2 turns. Melf's First Staff: Gained Passive "Caustic Acid" Acid Damage increased by 1d4. Ring of Mind-Shielding: Advantage against Mind altering effects. Ring of Salving: Healing now 1d4 instead of 2. Two new effects that can be toggled on or off. When healing a creature, pull it 6m/20ft closer to you, push it 3m/10ft away from you. Non-allies must make a Con Save or be Pushed and Pulled. Shadow of Menzoberranzan: Shrouded in Shadow now grant greater invis. The user is considered a drow while wearing this cowl. Sunwalker's Gift: Level 2 Sunbeam added. Short Rest Cooldown. The Baneful: Gained Spell "Otiluke's Resilient Sphere" The Lifebringer: Temp HP is equal to Half the users Level. -----//Arcane Tower\\----- Club of Hill Giant Strength: Sets Strength to 23. Guiding Light: Light removed. Daylight can be Enchanted onto an item. Light of Creation: Overcharge can now shock the user if not a construct. Can be nullified by The Sparkswall ring. Mage's Friend: Spell Slot Restore added. Mystra's Grace: Hypnotic Pattern Spell added. Skybreaker: Now has 1d6 base damage(used to be 1d4) Staff of Arcane Blessing: Fixed Passive to work with all Bless levels. Must CAST bless, cannot be applied by ring. The Sparkswall: Immune to Lightning Damage. Uncovered Mysteries: Advantage on Insight and Perception checks. -----//The Festering Cove\\----- Helmet of Autonomy: The user is considered a Construct while worn. User has Advantage on attacks against constructs. Sickle of BOOOAL: Is now 2d4 base damage, with +2 Enchantment. If you sacrifice a companion you gain an additional passive. Slippery Chain Shirt: Base AC reduced to 13. Now Grants Aura of Hope, Which gives nearby allies Beacon of Hope. -----//Grymforge\\----- Bow of the Banshee: Passive- On critical hit or killing blow Fear nearby enemies. Armour of Uninhibited Kushigo: Unarmed attacks deal additional force damage based on your spellcasting modifier. Gain Martial Bonus Action Strike Passive. Bracing Band: After pushing an enemy gain +1 AC, stacks up to 5 times. Cap of Wrath: Gains Bladeward when below 50% hp. Dark Justiciar Mail: Grants Radiant Retort reflecting radiant damage back at the attacker as force damage doubled. Dark Justiciar Mask: Intimidation and Deception +3. Deep Delver: +1 Enchantment Fetish of Callarduran Smoothhands: Invis turned into Greater Invisibility. Firestoker: +1 Enchantment, Gained Passive "Elemental Punishment" Deal 1d4 Piercing to enemies suffering from an elemental status effect. Intransigent Warhammer: Gained Improved Critical Passive Jorgal's Greatsword: Can now Colossal Onslaught Per Combat Sentient Amulet: Shatter Removed. Flames of the Sunbird added. Costs 3 Ki Points and No Cooldown. Is a 6d6 Fireball equivalent. Shining Staver-of-Skulls: Gained Homing Weapon Passive. YEET. Sword of Screams: Already solid sword, Psychic dmg increased to 1d6 (used to be 1d4) The Protecty Sparkswall: AC is now 10 +2. The user deals extra damage with lightning spells while having lightning charges. Damage is equal to half the users level. The Real Sparky Sparkswall: When the user takes damage they gain 2 Lightning Charges. # Lava Elemental: Apparently lives for years consuming wanderers and their gear. Now drops some of the gear that survived. # Stone Guard Orgarth: Has a uniquely names item, its a shame it wasn't unique or useful. This has been fixed. # Sergeant Thrinn: Now has armour fit for preventing retaliation. # Nere: Now has some gloves inspired given to him back in his faithful drow days. -----//Adamantine Forge\\----- Adamantine Longsword: Gets a +1 to Attack Rolls,2d6 dmg when two handed, Cleave added Adamantine Scimitar: Gets a +1 to Attack Rolls, 2d4 to damage, SearingStrike added Adamantine Mace: Gets a +1 to Attack Rolls, 2d4 to damage, Fiery Slam added Adamantine Splint Armour: Base AC reduced to 17. AC Cap from Dexterity is now +1. Can use a reaction after taking damage from an enemy spell to gain elemental Resistance. Adamantine Scale Mail: Base AC reduced by 1 to a total 15. AC Bonus cap set to +2, increases to +4 with medium armor master. New Passive: When hit by a spell, use your reaction to become resistant to elemental damage for 2 turns.(initial spell damage is not reduced) Adamantine Shield: Grants the Protection Fighting Style. Grymskull Helm: Now Legendary. Hunter's Mark per turn. Now only requires Medium Armor Proficiency. -----//The Risen Road\\----- Gloves of Heroism: Lay on Hands reach increased to 3m/10ft. Reason's Grasp: On Rage end gain temp hp and Regain base hp by the users Level. -Shattered Flail: Passive reworked. Now heals for 1d4 + your Proficiency Bonus on hitting a creature. Upon not hitting an enemy for a turn after the initial hit, the wielder gains a stack of Mental Strain. At 3 Stacks of Mental Strain the wielder goes Mad for 5 turns. The Mental Strain stacks and Madness can be cleansed by Calm Emotions. Smuggler's Ring: Deception,Stealth, and Sleight of Hand +2. Charisma Saving throws -2. -----//Waukeen's Rest\\----- Hamarhaft: Gained Passive "Float like a Butterfly" Jump Distance increased byy 4.5m. Ain't nobody getting away. The Joltshooter: Gained Passive "Deal 1d6 Lightning While having Lightning charges" The Sparky Points: Gained Passive "Deal 1d6 Lightning While having Lightning charges" The Spellsparkler: Gained Passive "Deal 1d6 Lightning While having Lightning charges" Now Deals 1d6 Lightning on Weapon OR Unarmed attacks while charged. # Counsellor Florrick: Pretty Dress. Its a shame its unobtainable until now. Also gives her some unique abilities. Now has a unique theme with her weapon choices. -----//Zhentarim Hideout\\----- Abyss Beckoners: Summoned creatures are immune to physical damage, but vulnerable to all elemental damage. Giantbreaker: Now has the Pushing Attack weapon action per short rest Gloves of Hail of Thorns: +2 bonus to Ranged weapon attacks. Harold: Now gets Grapple Shot. Get Over Here! The Jolty Vest: Grants +3 to Armor Class while the user has Lightning Charges. TitanString Bow: Passive changed now "Instead of Dexterity this bow scales entirely off of Strength" # Zarys: Now has armour fit for a Nomadic Leader. -----//Road to Mountain Pass\\----- # Sarth Baretha: For a patrol captain that would have seen some scuffs and scrapes her armor is surprisingly clean. It has been dirtied. -----//Lady Esther\\----- Boots of Elemental Momentum: Athletics +2. Cacophony: Damage is now 1d10(2 Handed)/ 1d8(1 Handed). Periapt of Wound Closure: Maximizes Incoming and Outgoing Healing. The Graceful Cloth: Increases Dex by the users Prof Bonus, max of 23. -----//Rosymorn Monastery\\----- Holy Lance Helm: deal 1d4 Radiant per user Proficiency Bonus to attackers that miss. -----//Crèche Y'llek\\----- Amulet of Branding: Branding now makes the target weak to Slashinf and Fire, Piercing and Cold, or Bludgeoning and Force damage until they get damaged. Circlet of Psionic Revenge: Grants resistance to Psychic damage. Crossbow of Arcane Force: 1d4 Psychic from gith base,Can now trigger Arcane Amunition every round. Gloves of Belligerent Skies: Thunder damage potentially prones targets, Lighting potentiall shocks, and Radiant damage potentially blinded targets. Hoarfrost Boots: While standing on an Icy surface, your attack deal an additional 1d4 Cold Damage. Larethian's Wrath: Razor Gale's Area was increased. Ring of Arcane Synergy: Now gains Arcane Synergy on damage dealt with a cantrip or level 1 spell. Blood of Lathander: Damage was split into 1d4 Bludge and 1d4 Radiant (used to just be 1d6 bludgening), Sunbeam now on Short Rest. The Skinburster: Gained "Force Absorbtion" Gain Force Conduit when taking physical damage. Varsh Ko'kuu's Boots: now Immune to Acid damage. Vital Conduit Boots: On casting a spell that rerquires concentration, the user gains temp hp equal to their Level. Witchbreaker: 1d12(2 Handed)/1d8(1 Handed) # Sa'varsh Kethk: Has apparently adapted some siege weaponry to used by a single person. How intriguing. # A'jak'nir Jeera at Crèche Y'llek: Now sells a very githyanki flail. # Skinburster Chest: Now has equipment fit for a Force Conduit user. -Act 2- -----/Ruined Battlefield\\----- Family Ring: Aura of Protection, grants nearby allies bonuses to their Saving Throws equal to the users Charisma Mod. Frost Prince: Grants Ice Knife that increase with power with the user. Once per Short Rest Cooldown. Luminous Gloves: While Illuminated the user gains a +1 to armor class. Raven Gloves: Raven summon made better. Ring of Self Immolation: Now grants the user 4 turns of Heat on activation. Cooldown now per battle. Ring of Twilight: Hitting an enemy while obscured grants +1 AC for 1 turn. Stacks up to 3. Thermoarcanic Gloves: Double the damage dealt with Heat Convergence. -----//Shadow Cursed Lands\\----- # Shadow Mound: Pretty tough encounter if you're caught off guard. Shame there's no reason not to toss em all off a cliff. Now there may be a reason. Boots of Apparent Death: Gains Opposum's Rest, has similar effect to Short Rest sleeping potion. Cruel Sting: No longer loses its Psychic Damage on Long Rest. Sleep all you want. Hammergrim Mist Amulet: Fog removed. Level 3 Hunger of Hadar added. Ring of Shadows: Can summon a Cursed Shadow for 20 turns. Once per Short Rest. Shadow Blade Ring: Shadow Blade Enchantment now increases with the users Proficiency. Dmg Decreased to 2d6. -----//Last Light Inn\\----- # Cerys: Now has a weapon fit for someone that can potentially get captured and disarmed. # Counsellor Florrick: After talking with her in Last Light she leaves you a present. # Capture Isobel Quest: Now rewards the player with a powerful weapon on delivering her ALIVE. Acrobat Shoes: Acrobatics +4. Adv on Dex Saving Throws. Amulet of the Harpers: Grants the User 2 Shield charges. Charges recharge on Long Rest. Barkskin Armour: Now Clothing. Grants Bladeward while the user has Barkskin. Charge Bound Hammer: Gets a Lvl 2 equivalent of Call Lightning called Lightning Strike. Deals 2d10 Lightning Damage in a small area, can recast it as an action for 10 turns or until you lose concentration. Cindersnap Gloves: Can cast protection from missiles as a reaction, once per short rest. Costs a bonus action and reaction. Cloak of Cunning Brume: When the wearer Dashes or Disengages they create a fog cloud that lasts for 2 turns. Covert Cowl: Advantage on Dexterity Checks. Dex Saving throws Removed. Defender Greataxe: +1 Enchantment(3 Total) can now sacrifice +2 Enchant for +2 to Armor Class and Saving Throws. Flawed Helldusk Gloves: Deal 1d4 fire with weapon attacks, weapon attacks ignore fire resistance. 1d4 Necrotic with unarmed, Unarmed attacks ignore necrotic reesistance. Flawed Helldusk Helmet: Reduce incoming damage from spells by 2. Flawed Helldusk Armour: Now melee attackers are guaranteed to take fire damage. Gloves of the Automaton: Now has Wildshape into a Construct. Harmonium Halberd: +3 Strength (Used to be +2) Hat of Fire Acuity: Fire Damage grants Arcane Acuity and Synergy. Hat of Uninhibited Kushigo: Grants a +3 after hitting someone with an unarmed attack until their next turn. Incandecent Staff: Increases Spell Save DC by 2. Moon Devotion Robe: Now Legendary. Produce Flame removed. Your levelled spells deal additional damage equal to the users Wisdom Modifier. Reduces Incoming Physical Damage by your Spellcasting Ability Mod. Now gets the Lunar Bless spell, similar to the Selune Paladins Moon Beam. Obsidian Laced Robe: Deals 1d4 per Proficiency bonus to enemies on successful saving throw against their spell. Penumbral Armour: While hiding the user gains 4.5m movement speed. Potent Robe: Cantrips deal additional damage equal to your Spellcasting Mod. Temp HP equal to the users Spellcasting mod. Reduces Physical Damage by SpellCasting Mod. Ring of Geniality: Persuasion and Deception +3. Intimidation -4. Rippling Force Mail: While the user has Force Conduit, gain 3m movement speed. Shadeclinger Armour: Now grants Devil's sight. Darkness spell added. Shield of Devotion: If the user is a level 6 Cleric or higher they gain a Channel Divinity Charge. If the user is not a level 6 Cleric or higher they get one Level 2 Spell Slot. Shield of Scorching Reprisal: Blazing Reprisal now grants +2 AC. Shifting Corpus Ring: Blur now costs a bonus action. Sword of Clutching Umbra: Now grants the Greater Invisibility spell once per short rest. Sword of Life Stealing: Deals Necrotic Dmg and Heals User On Hit, Dmg and Health is a third the characters level. Swordmaster Gloves: +2 to melee attack rolls. Sylvan Scimitar: Gained 1d4 Cold Damage The Mighty Cloth: Increases Str by the users Prof Bonus, max of 23. Thermodynamo Axe: Adds 1d4 Fire dmg, Is now Light and Finesse. Thorn Blade: Deals 1d6 Poison while concentrating (used to be 1d4) Yuan-ti Scale Mail: Exotic Material Change. -----//Mason's Guild Basement\\----- Helmet of Arcane Acuity: Gain 2 Superiority Dice. -----//The Waning Moon\\----- Punch-Drunk Bastard: Now has base damage of 1d12(Used to be 1d8) Rat Bat: Gained Grand Slam Per Turn -----//Reithwin Tollhouse\\----- Fireheart: Cooldown removed. Now applies Heat whenever taking damage from an enemy. Gloves of Battlemage's Power: Weapon conditions gain Arcane acuity and synergy. Ironvine Shield: Gains Barbed Bash reaction, dealt 1d8 piercing to melee attackers and possible knocking them prone. -----//Reithwin Town\\----- Psionic Ward Armour: Grants Resistant to Psychic to anyone. Gith users are Immune to Psychic damage. Health on saving throws is equal to half the characters level. -----//House of Healing\\----- Assassin's Shortsword: Shadow Step(Misty Step that gives advantage for a round) added. Bided Time: +2 AC. Gains Arcane Charge while threatened. Fleshmelter Cloak: Melee attacks made against the user coats the foe in Acid for 2 turns. Poisoner's Gloves: Possibly Poison targets hit by your unarmed attacks. Shar's Temptation: Confusion Spell added. Strange Tendril Amulet: Black Tentacle Action has an increased Radius. Short Rest Cooldown. Costs and Action and Bonus Action. Surgeon's Subjugation Amulet: When the user scores a critical the target must succeed a saving throw or be paralyzed for 2 turns. True Love's Caress/Embrace: Ward grants immunity to all elemental and divine damage. But make the target Vulnerable to physical damage. Ward is concentration and can be cancelled. Long Rest Cooldown. Watcher's Shield: Grants the user +2 to Ranged Weapon and Spell Attack Rolls. -----//Road to Baldur's Gate\\----- # Githyanki: Now has an interesting piece of equipment for the right person. -----//Moonrise Towers\\----- # Araj Oblodra: Now sells an interesting spellcasting amulet. # Disciple Z'rell: Now wields a weapon fit for a warlock. Armor of Devotion: Grants an additional Oath Charge. Eternal Devotion now refills all oath charges. Grants the Staggering Smite Spell. Circlet of Hunting: Hunter's Mark, Per turn. Derivation Cloak: Stench action added. Dwarven Splintmail: Body Aid removed. When worn by a dwarf, gnome, or halfling, they become enlarged. Enraging Heart Garb: AC +1. Constitution increases equal to the users Proficiency Bonus to a max of 23. Gloves of Crushing: Damage with unarmed attacks is increased by the users Prof Bonus. Ketheric's Shield: the users spells deal an extra 1d6 to non-undead enemies. Ketheric's Warhammer: Gains Passive "Myrkul's Chosen" Deals 2d4 Necrotic Damage to Non Undead Targets. Reaper's Embrace: Now Legendary. Nearby allied undead gain a +2 to AC. Magical Plate reduced by 1. Ring of Exalted Marrow: Ghoulish Touch is now a spell that deals D6 Cantrip Necrotic Damage, Possibly Paralyzes, but costs a spell slot. Cooldown From Ghoulish Touch removed. Exhort the Risen now on Short Rest. Robe of Exquisite Focus: Now gets the Exquisite Focus Passive. Grants advantage on Constitution Saves. Sentinel Shield: Grants +3 to Initiative and Adv on Perception checks. Sharpened Snare Cuirass: Exotic Material Changed. Makes creatures have disadvantage on saving throws vs your weapon attacks and spells (includes cantrips). Slicing Shortsword: +2 Enchantment(Used to be +1) Bigboy's Chew Toy: Grand Slam Added per turn. Boots of Arcane Bolstering: While the user has Arcane Charge dash costs a bonus action. Browbeaten Circlet: Gains +3 to Spell Save DC and Attack Rolls while threatened. Coldbrim Hat: Once per turn cooldown removed. Now applies on any staus condition applied. -Drakethroat Glaive: Now grants an additional dragonborn Breath Weapon Charge. Recharges on Short Rest. Gauntlets of Surging Accuracy: Action Surge added once per long rest. Hat of Storm Scion's Power: Thunder Damage grants Arcane Acuity and Synergy. Marksmanship Hat: +2 to Ranged Attack Rolls and Thrown Attack Rolls. Myrkulite Scourge: Now Gained: Undead Tenacity which deals (2 x Strength Modifierr) on a miss. Thunderskin Cloak: Thunder Clap spell added. -----//Grand Mausoleum\\----- Vivacious Cloak: gain Temp Hp and regain hp equal to half the users Level after casting a spell in melee. Increase the users HP by 2 per Level, but Reduce their movement speed by 3m/10ft. -----//Gauntlet of Shar\\----- # Lyrthindor: Now drops the Shadow Step boots and drops his unique armor. # Break the Contract Quest: Now making a deal with the rats rewards you with a lost item. # Gauntlet of Shar Locked Room: Now has a powerful item fit for the Tough Lock DC. # Freeing the Nightsong Quest: Upon freeing the Nightsong you gain a powerful piece of armor. Boots of Brilliance: Now restores all Bardic Inspiration, costs an action and bonus action. Circle of Bones: Gains the ability to cast Animate Dead without needed a body. Dark Justiciar Gauntlets: Base Gloves: Beckoning Darkness Action added. Shadowheart Gloves: When worn by a worshipper of shar, gain immunity to radiant damage, and resistance to necrotic damage. Dark Justiciar Half-Plate: Base Armor: now reduces damage while shield of faith is active on it. Grants Shar's Aegis. Legendary Evil Armor: While Sneaking the user is always heavily obscured. The armor grants the wielder Shield of Faith on equip. Dark Justiciar Helmet: Critical hit roll while obscured is reduced by 2. Hellfire Hand Crossbow: Changed to a Lvl 4 Scorching Ray Spell Justiciar's Greatshield: Grants the user Devil's Sight. Justiciar's Scimitar: Gianed Shadow Step Spell once every short rest Least Expected: Can now cast Blind Shot once per turn Moonlight Glaive: Moonlight Butterflies Weapon Attack now Per Short Rest. Selune's Spear of Night: Moonmote now per Short Rest to encourage its use.(Used to be Long rest) Shar's Spear of Evening: Darkness spell and Darkness Weapon Attack on Short Rest. If YOU can't see you, they can't see you. -----//Mind Flayer Colony\\----- Blood of Oppressed Souls: Now deals additional 1d8 Psychic, +1 Enchantment (2 Total), Passive-Now grants the Githzerai Mind Barrier status while equipped. (Advantage on Intel Saving Throws), Allowing 2 Characters to have the Githzerai Passive at the same time. Braindrain Gloves: Advantage against being charmed or frightened. Circlet of Mental Anguish: HP gained is equal to the users Level. Infernal Rapier: Now legendary, Gained the Dueling Fighting Style Passive, Gained the Daredevil Proximity Passive(Can cast normal spells as melee when threatened) Jhannyl's Gloves: No longer has a once per long rest cooldown as it does in base game. -Act 3- -----//Divine Intervention\\----- Devotee's Mace: Healing Aura increased from 1d4 to 4d4 and the start of every round. -----//Rivington\\----- # Manip Nestor: Now has gear fit for keeping unruley refugees in line. # Dying Stone Lord Thug: Now drops a weapon fit for brutality. Ambusher: +2 Enchantment (Used to be +1) Bonespike Boots: Jump distance increased by 4.5m/15ft. Bonespike Garb: Gain temp hp when you chose to end Rage. Melee Attackers take retaliation damage equal to the user's Strength or Dex Modifier. ClownHammer: Now procs the laughter on every hit instead of only criticals. Cold Snap: Now when enemies miss you they get Frozen unless they succeed a Dc 13 Con Save(Used to just be Chilled on miss) Corpsegrinder: Grand Slam now Per Turn Dark Displacement Gloves: Now has toggleable passive that swaps positions on failed save. Elven Chain: Base AC is now 15. Grants Elven Weapon Training passive, granting proficiency with swords and bows. GleamDance Dagger: Deals an extra 1d4 damage when in main hand. Hellrider Longbow: Can now trigger Faerie Fire on each hit. Hollow's Staff: Gained Passive:Increases Necrotic Damage by 1d4. Martial Exertion Gloves: Now grants an additional action instead of an attack. Nimblefinger Gloves: Dwarves, Gnomes, and Halflings gain +2 Dex. Sleight of Hand +2. Reverse Rain Cloak: Wind Walk spell added. Ring of Truthfulness: Friends Cantrip added. Scabby Pugilist Circlet: Can Restore a Bonus Action for a turn once per short rest. Seraphic Pugilist Gloves: Level 4 Guiding Bolt. Stalker Gloves: Sneak Attack deals extra force damage equal to half the users Level. Stillmaker: New passive: When hitting an enemy above 50% HP they must make a Con Saving Throw or become Paralyzed. The Dancing Breeze: Base Dmg now 1d12 (used to be 1d10),Can now Whirlwind Attack per turn The Pointy Wizard Hat: Now recharges Level 1 spell slots on Short Rest to give a similar effect to them becoming Warlock Spell Slots. There were Bugs attached to converting spells slots back and forth. Thunderpalm Strikers: Level 4 Shatter. Thudnerwave removed. -----//Circus of Last Days\\----- # Popper: What a funny little guy. Now sells his funny little hat. # Boney: Now sells a some unique stone boots. Stay strong. Band of the Mystic Scoundrel: After hitting with a weapon attack, cast illusion,enchantment, or transmutation spells as a bonus action. # Circus Djinni: Has a couple of interesting items on his back. -----//Sharess' Caress\\----- Silver Sword of the Astral Plane: Gains 1d6 Psychic base. If a githyanki is using it they cannot be forced to drop it. Voss' Silver Sword: 2d6(2 Handed)/1d8(1 Handed), Gained Cleave Action, Per turn. -----//Wyrm's Crossing\\----- # Deal with the Gnomes Quest: All of this for a measly amount of gold? How about something special. Abosulute Confidence Amulet: Performance and Persuasion +3. Intimidation -3. BlightBringer: Passive- On critical hit or killing blow Slow nearby creatures. Garb of The Land and Sky: Users gains +2 Bonus to Spell Save DC. Netherstone-Studded Gauntlet/Tyrant: Grants the User Eldritch Blast. Harmonic Dueller: Now gives the Dueling Fighting Style Passive. Horns of the Berserker: Deals 1d6 necrotic damage extra as long as you dont have full hp. On round without damage the user takes 1d4 necrotic damage. Seemingly Gleaming Ring: Charisma and Constitution Saving throws +2, Wisdom Saving Throws -2. Servitor of the Black Hand Gloves: Level 4 Curriculum of Strategy added. Snow-Dusted Monastery Gloves: Ice knife removed. Otiluke's Freezing Sphere added. -----//Wyrm's Rock\\----- Duke Ravengard's Longsword: Gives double your Charisma Modifier as temp hp on kill (used to just be your Charisma Mod), Commander's Strike now only costs a Bonus Action. Emblazoned Plate of the Marshal: Now legendary. Grants Resistance to Fire, Cold, and Force damage. Flame Enamelled Armour: Grants Resistance to Fire and Cold Damage. Tyrannical Jackboots: Apply Refectoguard Action added. Fabricated Arbalest: Now give radiation orb on hit (no longer need illuminating shot)' -----//Lower City\\----- Abdel's Trusted Shield: Damage dealt by Ranged attacks and spells are reduced by the users Strength Mod. Amulet of Windrider: Gust of the Wind turned into the Fly action. Fly movement cost increased so now it matches the distance a 18 Str character can get while jumping. Armour of Moonbasking: Base AC increased to 12. Temp Hp gained on wildshaping now increases with level. Now gains +2 AC even while wildshaped. Armour of the Sporekeeper: Base AC is now 14. Necrotic Damage now increases with Proficiency. Belm: Wild Shape Bear added (Circle of Spore Druids get full advantage as well) Dolor Amarus: Passive increased to 8 Damage (Used to be 7) Elegant Studded Leather: Now given the Heroes' Feast spell. Advantage on Constitution Saving Throws. Handmaiden's Mace: Now has base damage of 1d8 (used to be 1d6) Legacy of the Masters: Grants Proficiency with all weapons. Scarlet Leather Armour: Gives the Two Weapon Fighting. +3 to Stealth. Shapeshift spell added. Spacehunt Boots: Dimension Door removed. Long Radius Arcane Gate added. Staff of Cherished Necromancy: Gains +1 Arcane Enchantment(+1 to Attack Rolls and Save DC) Staff of the Ram: Gained Passive "Deal an extra 2 damage with unarmed attacks" The Dead Shot: Now 2d4 Base Damage (Used to be 1d8) Veil of the Morning: Radiant damage spells can possibly banish Undead. Radiance of the Dawn action added. Viconia's Priestess Robe: Grants the User Shield of Faith. Grants bonus AC equal to the users Proficiency Bonus. Viconia's Walking Fortress: Reflective Shell duration increased to 4 turns. -----//Stormshore Armory\\----- Armor of Agility: Now grants Freedom of Movement. Exotic Material changed. Flail of Ages: Elemental Age now on short rest to better fit against the enemies you are fighting. -----//Stormshore Tabernacle\\----- Amulet of the Devout: Grants the user 2 Wild Shape Charges. Hammer of the Just: +1d4 Radiant Damage. Deals 2d6 Radiant Damage to Fiends and Undead. Mantle of the Holy Warrior: Warden of Vitality added. The Reviving Hands: When the user casts Blade ward they also gain resistance to elemental damage. The Sacred Star: Inflict 2 Turns of radiating orb on hit (used to be 1 turn), Now has Holy Tenacity that deals double the users Strength modifier as Radiant damage on miss. -----//Elfsong Basement\\----- # Cerebral Citadel Boots:Added to the Emperor's Wardrobe. Cerebral Citadel Armour: No longer requires Heavy Armor Proficiency. Increases Intelligence byy 2 to a max of 22. Grants the Shield of Thralls Action. Cerebral Citadel Gloves: Physical damage from non aberrations reduced by 3. Temporary ceremorphis action added. Sword of the Emperor: Changed Passive to "Illithid Superiority" Deal an extra 1d8 Dmg to any Non Abberation enemy. -----//Knights of the Shield Hideout\\----- Boots of Psionic Movement: When the user casts fly, their next melee attack deals 1d4 psychic. -----//Graveyard\\----- # Sparing the Buried Man: Now grants a unique pair of gloves upon searching his coffin. Kurwin's Cauteriser: +2 Enchantment (Used to be +1) -----//Sorcerous Sundries\\----- # Turn in the Nightsong: Gives something worthy of granting someone immortality. Armour of Landfall: WallOfThorns Spell added. Immune to the effects of WallOfThorns. Increased Spell DC by 1. Foebreaker: Now also ignores Bludgening Immunity. Nothing shall stand in your way. Hellfire Greataxe: Hellfire Cleave now per Combat Markoheshkir: Gained Passive "Precisly Woven" Grants a +2d4 to Spell Attack Rolls, but gives a -1d4 to Spell Damage Rolls. Quickspell Gloves: Works for both cantrips and spells. Ring of Regeneration: Regained hp is now a third of the users Level Robe of the Weave: +3 to spell save and attack rolls. On Successfull Save against spell regain hp equal to the users character level. Reduces incoming physical damage by the users spellcasting mod. Vest of Soul Rejuvenation: +2 Spell Save DC or Attack Rolls. Ki Restoration Action added. -----//Ramazith's Tower\\----- Dispair of Athkatla: Gained Passive "Unstable Casting" Spells lose 1d4 to attack rolls but +2d4 to damage rolls. Shelter of Athkatla: Grants the User 2 Level 3 Spell Slots. -----//Jaheira's House\\----- Khalid's Gift: Wisdom +2, max of 22. Khalids Aid now increases in power with the user's Proficiency Bonus. -----//Cazador's Dungeon\\----- Helmet of Grit: Once Per Long Rest, when below 50% hp you can caste Haste. Pelorsun Blade: +3 Enchant(Used to be +2), Inflicts Bone Chill on targets hit, rarity increased. Rhapsody: +2 Enchant(Used to be +1) Woe: Blight Spell now correctly unlocks. -----//Water Queen's House\\----- # Allandra Grey: Now has some stylish boots to go with the fancy robe. Wavemother's Cloak: Wall of Ice spell added. Wavemother's Robe: Gains Resistance to Fire, Cold, and Lightning damage. AC +1. Targeted Spells and Cantrips that deal damage create a 2m pool of water on hit. This also drenches the target afterwards. Wavemother's Sickle: Base dmg 1d6 (used to be 1d4) -----//Philgrave's Mansion\\----- Hood of the Weave: +3 Spell Save DC and Attack Rolls. When Enemies Fail a save against your spell gain temp hp equal to the users Spellcasting Mod. -----//The Counting House\\----- Jannath's Hat: Advantage on Persuasion, Deception, and Performance checks. Knock Knuckle Gloves: Adv on Sleight of Hand checks. Knock per short rest. Ravengard's Scourger: Strength +2 (Max 24), Commander's Strike now only uses a Bonus Action. Spell Savant Amulet: Grants the User a Level 4 Spell Slot. Trident of the Waves: Now deals 2d4 Cold (Used to be 1d4) -----//Steel Watch Foundry\\----- # Watcher Greatsword: Look at how they took away my boy. Now useable again with some slight changes. Hellfire Engine Crossbow: Lighting Arrow Per Short Rest now, -----//Dragon's Lair\\----- Helm of Balduran: HP gained per round is equal to a quarter of the users Level. -----//Lower City Sewers\\----- Breaching Pikestaff: Gets new Force Slam Ability> Functions similar to Grand Slam but deals force damage. Cindermother Cloak: Flamestrike spell added. Drunken Cloth: While Drunk the user gains Blade Ward. Shade-Slayer Cloak: Once per Short Rest, while the user is hidden they can choose if their next Attack Roll will be a Critical. -----//Undercity Ruins\\----- Bonespike Gloves: Weapon Attacks that deal physical damage deal an extra 1d4 damage. Bonespike Helmet: AoE Rage now also Fears nearby enemies on failed save. -----//Bhaal Cultists\\----- Murderous Cut: +2 Enchant(used to be +1), Deals 1d6 Poison on hit. -----//Murder Tribunal\\----- # Sarevok: Cool looking armour give it to me. Amulet of Bhaal: Hitting a target with max HP makes them Bloodless for 5 turns. Assassin of Bhaal Cowl: See Invis is now applied on equip no longer an action. Bhaalist Armour: Now grants Aura of Murder and Aura of Hate when equipped. Bhaalist Gloves: Misty Step added. Blackguard's Gauntlets: Strength save removed. Weapon attacks deal 1d4 necrotic. Blackguard's Plate: Magical plate increased to 2. Grants the Taste of Slaughter action. Absorbing life from a target and making them bloodless for a short time. Dread Iron Dagger: Damage while hidden increased to 3d4 (used to be 1d4) Fleshrender: Deals 1d8 Necrotic and applies Bone Chill on hit. Sarevok's Horned Helmet: Darkvision range of 12m or 24m if you already have it. Shield of the Undevout: If the user is a level 6 Paladin or higher gain 2 Oath Charges. If the user is not a Level 6 Paladin or higher they gain 2 Level 2 Spell Slots. Sword of Chaos: Health Regained is half the users level. Vicious Battleaxe: Deals an extra 2d10/2d8 Damage on Critical Hits. 2d10 2 Handed. 2d8 One Handed. -----//Devil's Fee\\----- Cloak of the Weave: Leveled spells deal additional damage equal to the users Spellcasting Mod. Gemini Gloves: While Active, Cantrips can target touble the amount of targets but deal half damage. Hat of the Sharp Caster: Reduce Incoming Fire,Cold, or Lightning damage by the users Spellcasting Mod. Mask of Soul Perception: Confusion Spell added. -----//House of Hope\\----- Helldusk Armour: Base AC reduced to 20. Fly removed. Spawn Cambion Added. Helldusk Gloves: Weapon attacks ignore fire resist. Unarmed attack ignore necrotic resist. Orphic Hammer: 1d6 Fire on Hit, Gained the Homing Weapon Passive. Burnished Ring: Paralyzing Ray as action. Paralyzing Ray as Bonus action. -----//Astral Plane\\----- Boots of Uninhibited Kushigo: Damage increase on unarmed strikes equal to the users Spellcasting Mod. // -------- Spoiler Section ---------- \\ // -------- Spoiler Section ---------- \\ // -------- Spoiler Section ---------- \\ // -------- Spoiler Section ---------- \\ // -------- Spoiler Section ---------- \\ // -------- Spoiler Section ---------- \\ // -------- Spoiler Section ---------- \\ // -------- Spoiler Section ---------- \\ // -------- Spoiler Section ---------- \\ // -------- Spoiler Section ---------- \\ // -------- Spoiler Section ---------- \\ // -------- Spoiler Section ---------- \\ // -------- Spoiler Section ---------- \\ // -------- Spoiler Section ---------- \\ // -------- Spoiler Section ---------- \\ If you want to be pleasantly surprised by the items added in the patch ignore this section. Act 1: Spidersilk Armour Root ID: 9fcdff5d-221c-4509-ac4f-37eb524ed634 Oathbreaker Knight: Items can be Picked up after Long Rest. Helmet: Grants the Danse Mortelle Spell: Spawn 4 Skeletal Archer to fight alongside you for 10 turns. Armor: Grants the Erratic Faith Passive: All Non-Cantrip Necrotic Spells deal an additional 1d6 Necrotic Damage. Grants the Fear of Death Action, Grant up to 3 nearby undead "Fearing Strikes" their attacks deal additional necrotic damage equal to the caster's Charisma Modifier, and can possibly fear their targets. Gloves: The user learns the Shatter Spell while using these gloves. Their Weapon attack deal 1d6 Radiant and can possibly Blind targets. Their Unarmed strikes deal 1d6 Necrotic and can possible reduce the targets max hp for a short time unless another stack gets applied. Boots: After Dealing Radiant or Necrotic gain one of these effects. Radiant: Become Resistant to Radiant damage but Vulnerable to Necrotic. Necrotic: Become Resistant to Necrotic but Vulnerable to Radiant. Grants the Enhance Ability Spell Once per Short Rest. Weapon: +2 Battleaxe, The user is always proficient with this weapon. Bound to the user and returns after being thrown. Grants the BoneChill Cantrip. When thrown deal an additional 1d4 Force and 1d4 Necrotic damage. Shield: Shield of Returning; Bound to the user and returns after thrown. Deals an additional 1d4 Force and 1d4 Necrotic when thrown. Future Spell planned but not working currently. Helmet Root ID: ae1dc399-3706-447e-8c79-f8a35c035ec4 Armor Root ID: c67137ac-4ece-4652-aaab-14615aa25b20 Gloves Root ID: f66431d0-08a6-4b15-b8a4-7154fc1e5f47 Boots Root ID: 71030d3c-c3c4-4ad6-80de-f9871bd6f11d Weapon Root ID: 3a0bdd2d-0610-4498-ac3f-f37b07cbbcb1 Shield Root ID: 3a8f9b79-1153-4128-8832-a306502fd512 Nadira: Carries the Sandthief's Ring allowing the user to cast invisibility. Root ID: bf2949fe-6739-4149-ac68-106a00eec905 Rath: Carries a Great Morningstar that deals 2d8 Piercing Damage but is a Heavy, Two Handed weapon. Root ID: adf0ef57-7811-40ed-9d29-05c6336f9e1f Nettie: Carries a Blessed +1 Longbow that has double the range of a normal bow. Root ID: f69e5b3a-8868-4485-9945-c84f51e3933c Zevlor: Carries the Arduous Flame Blade an early +1 Longsword that has a fiery weapon action. Root ID: d4cb8410-096a-480e-88fb-7224c6b654f6 Dammon: Uses a 2d6 Flame Blade that also grants the user a unique spell. Armor of Avernus, Grants the user 15 Temp HP and melee attackers take 5 Fire Damage on hit against the user. Root ID: 3c7ce449-40e1-4ba8-acab-bc59abe70ad7 Aradin: Uses Tough Sunrises a Morningstar that has a radiant weapon action. Root ID: 907df6ab-93ab-4f51-bf57-ac767d48e382 Sarth Baretha: Wearing Worn Githyanki Plate, 15 AC but grants the user a slight resistance to piercing damage. Root ID: 74c6b001-a76f-4006-ab66-da7a74d3cd11 Counsellor Florrick: Dress grants 2 Lightning Charges on combat start. Lightning charges dont reduce in duration while in combat. (under normal means) Grants +2 to AC (10 Base Clothing) Boots Reduce Fire and Cold Damage taken by 2. Upon taking Fire or Cold damage the users next weapon attack deals an extra 2 Fire or Cold Damage (Depending on damage recieved) Wields 2 Purple Torches that deal 1d4 Cold and 1d4 Fire Damage. Robe Root ID: 169c8cd4-c89c-42b9-9a85-92704bc056f2 Boots Root ID: de713781-f885-4926-b1d1-305f165e5651 Torch Root ID: f7c72034-b7ed-459f-9f2f-3c42144271ef Auntie Ethel: Now drops the Hags Ring on death. Root ID: 139a436b-120a-413e-a36e-c0e2c970439c Bulette: Drops Allandra's Whelm; A +2 Trident with an Icy weapon action. Root ID: 503d3d60-8798-4c65-bec1-347392733c86 Lava Elemental: Drops the Scimitar of Cinder; A +1 Scimitar that deals an extra 1d6 Fire damage and ignores Fire Resistance. Has a Fiery weapon action. Root ID: 6607d3dc-c174-4aec-898f-67e383605b79 Sa'varsh Kethk: Carries the Githyanki Light Ballista; a +0 Extra Heavy Crossbow that deals 2d8 Damage and knocks back both the target and the user. Has Extra Range. Grants the user the Mental Instruction Action. Root ID: 9fcb0b03-e522-4229-8802-258c1ec30f87 A'jak'nir Jeera at Crèche Y'llek: Sells the Planeslayer Flail. Root ID: 8c733d14-6cbc-4227-9d87-0e42ce0965c4 Skinburster Chest: Has the Tenacious Boots and Treaclflow Amulet as well. Boots Root ID: cde75746-e209-433b-838c-300e3c7d8306 Amulet Root ID: 20beaa42-f9fb-4b53-9c86-b971059b845b Zarys: Wears the Chain of Liberation, allowing dash while the user has Momentum. Root ID: 88107048-2ec3-4e48-9670-4d4dd2ca0ff9 Sergeant Thrinn: Wears the Robust Chain Shirt, Deals damage back at melee attackers. Root ID: 81cdbea7-3cd5-44a5-baa7-852c930bdf7b Nere: Uses the Pale Widow Gloves. Root ID: 69d30b5a-1fcc-4d66-88a2-6f021ae8f010 Act 2: Cerys: Carries the Rebound Battleaxe, a Finesse Pact/Bound Boosted Longsword. Deals extra damage equal to the user's proficiency modifier. Root ID: d2d5141a-9804-49b6-96e2-5738d85feffa Counsellor Florrick: Gives the ring "A Sparkling Promise" damage of Ensnaring Shock increased from 1 (even though 1d4 shown) to 1d6 Lightning. Cooldown Removed. Root ID: 5c8235c3-1aad-4b6d-bd0c-9753c77da5d2 Araj Oblodra: Sells the Ilmater's Aid. Incr Spell damage by 1d4 when below 50%. Increase Healing by 2d4 when below 50%. Root ID: 49a3a5ac-4e04-497a-a721-1decf89ea077 Kressa Bonedaughter: Uses the Sanguine Blade; Gain a stacking Enchantment for every enemy you kill to a max of 3. Can burn 3 stacks to heal for 3d10 hitpoints. Wears the Torment Drinker Armour, grants the user health and temp HP upon killing an enemy. Rapier Root ID: a8dc9927-1aa3-45ee-8fea-4106e431c194 Armor Root ID: a0dfac7c-c6ea-44f1-a12d-b5e67887ae8e Amulet Root ID: 28daf3e2-18c6-479d-82f6-54041596980e Shadow Mound: Drops the Combination Axe; allowing the user to make an attack with a bonus action after scoring a critical hit. Root ID: 35465a58-d21d-46b4-a429-64d187b0781f Lyrthindor: Drops the Shadow step boots. Drops the Nightsinger's Armour. Makes the user Heavily Obscured always. Grants the ability to create 3 duplicates but makes the user a cloud form. Boots Root ID: 6cae9a98-b75d-408e-ac59-d6bde6e4ab13 Armor Root ID: 742d43ff-b74d-4cbe-9554-51773bbccdc2 Make a deal with the Rats: Grant the Orthon HeavySword. A heavy greatsword that deals extra damage at the cost of movement speed. Root ID: 39171b5f-76fb-42ab-ab55-0f08fda11525 Gauntlet Locked Room: Has the Light Crossbow of Speed. A legendary light crossbow that increases the users movement speed. Grants the Mobile Shot ability. And restores Movement speed on a critical or Killing blow. Root ID: 664ff469-770a-4597-9be2-506465e5486f Disciple Z'rell: Wields the Blood-Bound Blade. Root ID: faf8d98c-103d-4524-b609-41d3f1790c5a Free the Nightsong: Grants Heavy Armor: 18 Base AC. Reduces incoming Physical Damage by the users Spellcasting Modifier. Increases the damage of the users Cantrip or Spell damage by their Spellcasting Modifier only triggers on the first attack. Root ID: 39bb32c3-e75b-4565-93ed-df7944a5e4e7 Capture Isobel ALIVE: Grants the buffed Clover. Root ID: 517231eb-e812-43ed-9ce3-482ba7ed31e6 Act 3: Manip Nestor: Wears the full enforcer set. Club Root ID: d3cd1f93-64bb-4d57-bafc-19ee1cefc564 Shield Root ID: 35be7c52-fe89-4bec-9d15-0d7ddb94bf38 Helmet Root ID: e9d1d363-5ebc-41ef-bb87-0db20780765d Popper: Sells the Hat Of Uproarious Laughter. Root ID: 42aa49c5-8ad2-4c2d-bb60-16016fa53205 Boney: Now sells the Gargoyle Boots. Root ID: b22318a2-5c8d-4886-b181-6602f3e4e535 Dying Thug: Drops the Render of Scrumptious Flesh. Unique weapon action no longer has a cooldown. Root ID: 5c41bb72-9a50-4d98-a12a-0de374c43f19 Circus Djinni: Now has 2 Djinni Scimitars that can be pickpocketed that deal 1d6 slashing + 2d10 Poison and is a +2 Weapon. Root ID: e7ed5cd0-4ae7-4fc4-aa58-7d5c7b2ad0f0 Deal with the Gnomes Quest: Now grants a Steel Watcher Ballista. Deals 2d10 Damage that knocks back both the target and user. Has Extra Range. Grants the Mechanical Judgement Divination Cantrip. Once per Long Rest you can gaze and judge a creature, if it has full hp it takes 1d12 Fire damage per cantrip level. If it does not have full hp it takes 1d20 Fire damage per cantrip level. Root ID: ef62c69a-29a3-4e1d-9891-2f4bb3371f2c Spare the Buried Man: Coffin now has the Vampiric Gloves. Root ID: 51ce5b9a-e56a-40d6-9383-ad4ec7042acc Cerebral Citadel Boots: When worn by someone infected with a parasite, Fly's movement cost reduced by 40%. Allowing the user to fly 40% further. Advantage on Intelligence Saving Throws and Checks. Grants the Fracture Psyche Illithid action. Root ID: 397331d6-e86e-448d-8255-014dab6f860f Turn in the Nightsong to Lorroakan: Helmet Root ID: ce69c435-085b-4ab2-9fe3-d39e51da8550 Grants +2 to Con Saves, Cannot be Critically hit, Dealing damage with smite spells inflicts 2 turns of Radiating Orb. Chestplate Root ID: d9db43f5-c7ef-47b9-8517-e859ee2be212 Cannot be Critically hit, Cantrips and Spells deal additional damage equal to the users Spellcasting Modifier. Can summon a Deva to fight along side you. Reduce incoming physical damage equal to your spellcasting modifier. Gloves Root ID: a3710254-aec1-41da-904f-7f3221c8edef Grants +2 to Strength Saves, Weapon and unarmed attacks deal an additional 1d8 Radiant Damage, Additionally attacks ignore Radiant Resistance. Boots Root ID: c95c2acb-0ed5-49bf-acdd-144a53de6201 Grants the ability to Fly at the cost of movement, Grants +2 Wisdom (Max of 22), Grants +2 to Dexterity Saves. Allandra Grey: Uses the Wavemother's Boots. Root ID: a1eb910c-0090-4c50-a1cb-a35cbe8c80f2 Watcher Greatsword: now useable with some slight nerfs. Deals 2d10 with an extended reach to 3m. Root ID: f39dcce5-d477-44da-bc69-ce710d4b7ef0