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Chapter 7 — Treasure & Relics

Chapter illustration

“A sword you can own. A relic owns you a little back. That is the whole difference, and every fool who forgets it ends up paying the toll he swore he’d never owe.” — Vessa Orn, Master-Cataloguer of the Sulamir vaults

Magic items in Merretia are not, at bottom, possessions. Every one is a standing work — lent light, bound into a form and made to hold. The humblest charm and the world-ending artifact differ only in how much was poured in, how skillfully it was bound, and, crucially, how much the work asks back. All light is lent (see the cosmology of Chapter 6); a magic item is simply lent light you can carry, and the greatest of them keep their own ledgers.

This chapter is the DM’s vault. It opens with the rules for how items work in Merretia, then gives the catalogue — organized so you can find a reward fast.

Rarity. Items use the familiar ladder, from most common to rarest: common, uncommon, rare, very rare, and legendary. As a rough guide, hand out common/uncommon items freely from early play, rare items across the mid game, very rare in the late game, and legendaries as milestones. A sixth informal step, artifact, is reserved for a handful of Founding-era objects with wills of their own.

The Bond (attunement). Some items must be bonded before their deeper powers wake — what other traditions call attunement, Merretia calls a bond, and means it more literally. Bonding takes a short rest of focused attention and a genuine willingness to be, in some small way, joined to the work. A character can hold no more than three bonds at once, and a Bound Relic’s bond can be harder to walk away from than to make (see its Toll). Breaking a bond takes a short rest — unless the relic has an opinion about being set down.

Discipline-keying. Every Merretian item is forged of one of the nine channels, and it never hides it. An item’s entry names its discipline and color, its light emits (Order) or stains (Chaos), and its effect speaks that discipline’s grammar — a Binding item seals and holds, an Unmaking item burns and corrodes, a Dream item bleeds toward sleep. A practitioner can read a strange item’s discipline at a glance the same way they read a caster’s eye-flash. Items of unshaped Faith show gold and tend toward blessing and making-real; an item that shows voided black is Hollow-touched, and is never safe.

Merretia’s catalogue runs on two tiers, and the line between them is the heart of how treasure feels at your table.

Standard items are the broad, friendly base — draughts and charms, oath-metal arms and armor, focus-stones and channel-gear, wards and wondrous works. They are clean, usable, and yours to hand out freely. They cost their bearer little or nothing beyond a bond.

Bound Relics are the rare, campaign-defining tier: standing-works powerful enough that they collect. Every Bound Relic requires a bond and carries a Toll — an escalating leash the relic exacts and you, the DM, cash in. A Toll is never cosmetic: it is a Burden that grows with use, a demand that must be served, an agenda the relic pursues through its bearer, or a debt that eventually comes due. A relic is a character with a want, and the Toll is how that want reaches into play. These are the items the Relic-Bound Calling (Chapter 4) is built around — but any character can bond one, if they dare the ledger.

Item NameCategory, Rarity (requires a bond) Discipline: channel (color) · Tier: Standard or Bound Relic Effect: what it does at the table. Toll: (Bound Relics only) the leash, and how the GM cashes it in. Flavor: a line of the world.


Sealbrew, a Draught of the Held WordPotion, Common Discipline: Binding (yellow) · Tier: Standard Effect: Drink as an action. For 1 hour, any oath, promise, or agreement you swear aloud manifests a faint yellow seal-mark on your palm that glows hotter (and grows painfully warm) the moment you act against your own sworn word — you have disadvantage on the triggering roll if you knowingly break the oath while marked. Flavor: Kardun notaries keep a shelf of these behind the bench, “so a man’s word costs him something to break.”

Clasping DraughtPotion, Common Discipline: Binding (yellow) · Tier: Standard Effect: As a bonus action, drink to cause any door, lid, chest, or manacle you touch within the next minute to seal shut with a shimmer of yellow light — treat its DC to force, pick, or break as 5 higher for 10 minutes. Works on one object only; the seal fades early if you touch the object again and will it open. Flavor: Caravan guards swear by it on the road to the Weight-mines, where nothing stays locked twice.

Kardun OathbandWeapon (any one-handed melee weapon), Uncommon Discipline: Binding (yellow) · Tier: Standard Effect: This weapon’s blade or head is wrapped in a strand of true oath-metal that glows faint yellow. You gain a +1 bonus to attack and damage rolls made with it. Additionally, once per short rest, if you speak a one-sentence vow before attacking (“I will not let him rise”), the next hit against that target deals an extra 1d4 damage and the target cannot regain hit points until the start of your next turn (its wounds “held open” by the word). Flavor: Forged so the metal remembers the promise even after the swing is done.

Ward-Sealed BucklerArmor (shield), Uncommon Discipline: Binding (yellow) · Tier: Standard Effect: +1 bonus to AC (stacks with the shield’s normal +2). Once per long rest, as a reaction when you’re hit by a melee attack, you can cause the shield to flare yellow and “seal” the attacker’s weapon or limb in place for a heartbeat — the attacker has disadvantage on its next attack roll before the end of its next turn. Flavor: Bound-light rings its rim in a script no smith alive can still read, only copy.

Binder’s Focus StoneWondrous Item (focus stone), Uncommon Effect: A citrine-yellow crystal used as an arcane or faith focus for Binding-discipline spells and workings. While holding or wearing it, spells and effects you cast with the Binding channel (hold, seal, bind, restrain, or oath-based effects) have their save DC increased by 1, and any duration you set on a Binding effect of your own devising can be extended by up to 1 additional hour at no cost. Discipline: Binding (yellow) · Tier: Standard Flavor: Cut from a Weight-mine geode that had sat beneath a thousand years of buried oaths.

Notary’s SignetRing, Uncommon (requires a bond) Discipline: Binding (yellow) · Tier: Standard Effect: While bonded and worn, you can cast Binding Contract (as Glyph of Warding, but the glyph is only triggered by breach of a specific written agreement you inscribe when setting it, dealing 2d8 force damage or imposing the restrained condition for 1 minute, your choice, save DC 13) once per long rest without a spell slot. The ring itself never glows unless a contract is active on it, at which point its seal burns steady yellow. Flavor: Every Kardun guildhouse keeps a box of these for clients who don’t trust a handshake.

Charm of the Held LatchWondrous Item (charm), Common Discipline: Binding (yellow) · Tier: Standard Effect: A small brass tab stamped with a sealing-glyph. As an action, press it to an unlocked door, gate, or container to instantly latch it as if locked (DC 13 to force). The charm has 3 charges; it regains all expended charges at dawn. Using its last charge causes the glyph to dim to grey until the next dawn. Flavor: Sold by the fistful in Sulamir market stalls under the sign of the closed hand.

Yellowline ManaclesWondrous Item, Uncommon Effect: These oath-metal restraints bind as ordinary manacles (DC 20 to break, DC 15 to pick) but additionally emit a thin yellow tether-light between the cuffs and whoever holds the key. If the bound creature moves more than 60 feet from the key-holder, both cuffs flare hot and the bound creature takes 1d4 force damage at the start of each of its turns until it moves back within range. Discipline: Binding (yellow) · Tier: Standard Flavor: Standard issue for Sulamir watch-wardens; no smuggler likes hearing that hum start up.

Standing Ward-StakeWondrous Item, Rare Discipline: Binding (yellow) · Tier: Standard Effect: A carved yellow-veined stake that, when driven into the ground (1 action) and fed a drop of blood or a spoken name, raises a stationary standing-work: a 20-foot-radius dome of shimmering yellow light that lasts 8 hours. Any creature named as “unwelcome” when the stake is set has its speed halved while inside the dome and cannot benefit from the dome’s other effect: creatures you named as “welcome” gain a +2 bonus to saving throws against being charmed, frightened, or restrained while inside. Once used, the stake is spent and crumbles to yellow ash at dawn. Flavor: A single-use standing-work — the oldest, crudest, and most trusted form of ward the Kardun ever taught outsiders to build.

Oath-Fast CofferWondrous Item, Rare Discipline: Binding (yellow) · Tier: Standard Effect: A lockbox of oath-metal and glass. It opens only for whoever spoke the binding phrase when it was sealed (set once, at creation, as a 10-minute ritual) — no lock-picking, spell, or tool can force it short of wish or a full hour of concentrated Unmaking-discipline fire (which destroys the contents). It holds up to 1 cubic foot / 20 lbs. The coffer glows a soft steady yellow whenever someone who is not its keyed owner touches it. Flavor: Sulamir merchants trust these over vaults; a coffer has never once been wrong about who it belongs to.

Verdict, the Sealing BladeWeapon (warhammer), Very Rare (requires a bond) Discipline: Binding (yellow) · Tier: Standard Effect: +1 to attack and damage rolls. When Verdict reduces a creature to 0 hit points, you may choose to seal the wound instead of ending the life: the target drops to 1 hit point and is stable, but a visible yellow seal closes over the killing wound. A sealed creature cannot regain hit points by any means, magical or mundane, until the seal is broken (a creature adjacent to them can break it with an action and a successful DC 15 Religion check, or with dispel magic). You may also target a willing or grappled creature’s existing wound this way (3 charges, recharge at dawn) to lock out healing on a foe or forcibly stabilize a dying ally without a killing blow. Flavor: Kardun oath-smiths forge warhammers like this for battlefield judges — weapons meant less to end an argument than to hold it open until someone with authority can rule on it.

Covenant PlateArmor (half-plate), Rare (requires a bond) Discipline: Binding (yellow) · Tier: Standard Effect: Upon bonding, the wearer speaks a single Sworn Oath (a short, concrete vow — “I will not draw first blood,” “I will see this caravan to Merek’s Rest”). While the oath is being honored, the plate’s seams glow low gold and grant +1 AC and advantage on saving throws against being frightened. If the wearer breaks the oath, the joints of the armor seize shut: disadvantage on all Dexterity checks, saves, and attack rolls until the wearer completes a full day of penance (GM-defined, in-fiction) or has a cleric of a lawful faith perform a two-hour rite of absolution. Flavor: Worn by the sworn-knights of the eastern Houses, who say the armor doesn’t protect the body so much as it protects the word given.

Notary’s SealWondrous item (signet stamp), Rare Discipline: Binding (yellow) · Tier: Standard Effect: With ten minutes of ritual and the willing participation of both parties (touch, spoken terms, and an impression of the seal on parchment, skin, or wax), you can bind a simple agreement between them — a debt, a promise, a truce. Whichever party breaks the plainly-stated terms first immediately suffers a consequence set at the signing (chosen from: 2d8 force damage as the seal snaps shut on them, or disadvantage on Charisma checks against the other party for 24 hours). Cannot compel suicidal or obviously self-destructive acts. Usable to bind one agreement at a time; the seal must be reset (short rest) before it can notarize another. Flavor: Merchant guilds along the Ashway keep a Notary’s Seal chained to the counting-table — a contract witnessed under it needs no lawyer, only a broken promise to enforce itself.

Twinned Bond-RingWondrous item (a pair of rings), Very Rare (requires a bond) Discipline: Binding (yellow) · Tier: Standard Effect: Comes as a pair; a second creature must also don the paired ring willingly (they need not be bonded). While both rings are worn within 1 mile of each other, you may use a bonus action, once per short rest, to redirect half the damage from a single hit you just took to your ring-mate instead — a thin yellow thread visibly stretches between you as the weight transfers. Your ring-mate takes no damage from any source but this. Flavor: Given between shield-sisters and sworn co-regents alike: a vow made physical, that whatever falls on one will fall on both.

Manacles of the Silent JudgeWondrous item, Very Rare (requires a bond) Discipline: Binding (yellow) · Tier: Standard Effect: These manacles need no key. Closed on an unwilling creature with an action and a spoken word of judgment (contested Strength check, or automatically on an unconscious or restrained target), they seal without a visible latch. A bound creature has disadvantage on Strength checks and spell attack rolls made to escape or cast while restrained. The manacles have AC 19 and 30 hit points, and can be removed only by the bonded wielder speaking the release-word or by a successful dispel magic (DC 17). Flavor: Circuit magistrates in the Low Provinces carry a set on their belt; the condemned rarely test them twice.

Gauntlets of the Locked JointWondrous item (gauntlets), Rare Discipline: Binding (yellow) · Tier: Standard Effect: Your unarmed strikes count as magical and deal 1d6 bludgeoning damage. You have advantage on checks made to grapple. As part of a successful unarmed strike or grapple, you may expend one of 3 daily charges (recharge at dawn) to force a joint-lock: the target must succeed on a Strength saving throw (DC 13) or have one limb of your choice seize rigid until the end of its next turn — a locked leg reduces its speed to 0, a locked arm makes it drop whatever it’s holding and prevents it from wielding a weapon or somatic component in that hand. Flavor: Taught in the wrestling-yards of Kardun’s own guild, where they say a fight isn’t won by the hardest blow but by the joint that stops answering.

Wayfarer’s SpanWondrous item (a coiled binding-rod), Very Rare Discipline: Binding (yellow) · Tier: Standard Effect: Planted at the edge of a gap, chasm, or river and triggered with a spoken word (action), the rod unfurls a rigid bridge of solid yellow light, 5 feet wide and up to 60 feet long, that can bear the weight of four Medium creatures at once without concentration. The span lasts 1 hour or until you speak the word to dismiss it. Usable 3 times per long rest. Flavor: A standing-work small enough to fit in a saddlebag — surveyors and messenger-guilds swear by it more than any horse.

Pavilion of the Unbroken VowWondrous item (a folding tent-stake), Very Rare Discipline: Binding (yellow) · Tier: Standard Effect: Driving the stake into the ground (10 minutes) raises a canvas pavilion occupying a 20-foot cube, seamed in glowing gold thread. The interior is a stable pocket anchored firmly to that point on the material plane — it cannot be teleported into or out of except through the flap, resists scrying from outside, and holds its temperature regardless of weather. The pavilion persists until the stake is torn free (DC 18 Strength check from outside) or you choose to fold it away (action). Flavor: Border-lords use these to hold contested ground overnight — not a fortress, just a promise the land agrees to keep for a few hours.

The Open LedgerWondrous item (a bound book), Very Rare (requires a bond) Discipline: Binding (yellow) · Tier: Standard Effect: A willing creature may touch the ledger and speak a debt owed to another named party; the page seals shut in yellow light, recording it. The bonded keeper can consult the ledger once per day to know, with certainty, whether any recorded debt has been paid. The ledger can hold up to three open debts at once. If the keeper judges a debtor has clearly and knowingly refused to make good, they may speak the debt’s name to “call” it: the sealed page reopens, the debtor takes 4d6 force damage, and bears a faint golden mark on their brow (dispellable, DC 15) that gives anyone shown the open ledger advantage on Insight checks against them until the debt is settled. Flavor: Not law, exactly — the guildmasters of the Ashway call it “the last resort of the honest,” kept behind the counter for debts that handshakes alone won’t hold.

Key of All ThresholdsWondrous item (key), Rare Discipline: Binding (yellow) · Tier: Standard Effect: Touched to any lock, latch, or barred portal and turned with a spoken oath-word (action), the key opens it as though you had cast knock. Once per day, you may instead swear a portal closed: the lock becomes magically sealed and requires a DC 20 Strength check or dispel magic to force open by anyone but you. The key has 3 charges for the opening effect (recharge at dawn); the sealing effect doesn’t consume a charge but can only be used once per day. Flavor: No two are alike, and no locksmith has ever managed to copy one — each is cut, the old story goes, from a promise its first owner meant to keep.

Anchorwort DraughtPotion, Common Discipline: Weight (blue) · Tier: Standard Effect: Drink as an action. For 10 minutes you have advantage on saving throws against being knocked prone, pushed, pulled, or moved against your will, and you count as one size larger for the purpose of resisting forced movement. Faint blue vapor clings to your boots as you walk. Flavor: Brewed from stone-root steeped in river silt, it drinks like wet gravel and settles in the gut like an anchor.

Sinker’s DraughtPotion, Common Discipline: Weight (blue) · Tier: Standard Effect: Drink as a bonus action. You instantly sink to the bottom of any liquid you’re submerged in and can breathe normally underwater for 1 hour, ignoring buoyancy and swim checks caused by currents. At the end of the duration you drift gently to the nearest shore or surface. Flavor: Blue-black and heavy on the tongue, it tastes of drowned bells.

Kardun SinkbladeWeapon (any bludgeoning weapon), Uncommon Discipline: Weight (blue) · Tier: Standard Effect: This oath-metal weapon glows faint blue along its haft. You gain a +1 bonus to attack and damage rolls made with it. Once per turn when you hit, you can force the target to make a DC 13 Strength saving throw or have its speed reduced to 0 until the end of its next turn, as the blow’s weight seems to double. Flavor: Every strike lands like it fell from a greater height than it swung.

Foundation PlateArmor (heavy), Uncommon Discipline: Weight (blue) · Tier: Standard Effect: This oath-metal armor is etched with blue seams that hum when you plant your feet. While you have not moved since the start of your last turn, you gain a +2 bonus to AC and advantage on Strength saving throws against being moved, knocked prone, or grappled. Ignores the Strength requirement for wearing it. Flavor: Smiths say it was quenched in a well that had no bottom.

Plumb-Iron Focus StoneWondrous item (focus stone), Uncommon (requires a bond) Discipline: Weight (blue) · Tier: Standard Effect: While bonded and holding or wearing this deep-blue crystal, your Weight-channel spells and cantrips deal +1 die of damage on a hit, and any creature you move or restrain with such magic has its size category treated as one smaller for the purpose of your effect’s limits (e.g. carrying capacity, targets affected). Bond is severed if the stone leaves your possession for more than 24 hours. Flavor: It hangs true north to the world’s center no matter how you turn it.

Grounding CharmWondrous item (charm), Common Effect: As a reaction when you would be moved by an effect (forced movement, knockback, a gust, a shove), you can expend the charm’s charge to reduce the distance moved by 10 feet. Recharges at dawn. Discipline: Weight (blue) · Tier: Standard Flavor: A thumb-sized lead bead on a leather cord, cold even in summer.

Ward of the Settled StoneWondrous item (ward), Uncommon Discipline: Weight (blue) · Tier: Standard Effect: This flat blue-veined stone can be set into a doorway, threshold, or 5-foot square as an action. For the next 24 hours, any creature the ward’s owner designates that attempts to cross that square must succeed on a DC 13 Strength saving throw or its speed becomes 0 for that turn. The ward’s owner and anyone they choose pass freely. The stone crumbles to gravel after one use of its full duration. Flavor: Doorwardens swear by them; thieves swear at them.

Deepweight Anvil-CharmWondrous item, Uncommon Discipline: Weight (blue) · Tier: Standard Effect: A palm-sized model anvil that, on command (no action required), can be pressed against unworked stone, wood, or metal to instantly compact and reinforce a 10-foot cube of it, doubling its hit points and giving it resistance to bludgeoning damage until the charm is used again. Usable once per long rest. Flavor: Masons pay in gold for what this trinket does in a heartbeat.

Boots of the RiverbedWondrous item (wondrous work), Rare Discipline: Weight (blue) · Tier: Standard Effect: While worn, you can’t be knocked prone and you have advantage on checks and saves to resist being pushed, pulled, or shoved. As a bonus action, you can increase your weight tenfold for 1 minute (3/day): while heavier, you can’t be moved against your will by any effect of Large size or smaller, you sink through soft ground and shallow water, and your unarmed strikes and slams deal +1d6 bludgeoning damage. Flavor: Forged for the bridge-wardens of the Kardun, who needed to be the last thing standing when the water rose.

Stonebell Standing-WorkWondrous item (wondrous work), Rare Discipline: Weight (blue) · Tier: Standard Effect: A bell-shaped bound-light construct, roughly 2 feet tall, that can be planted in the ground as an action. Once active, it projects a 20-foot-radius field for 8 hours: difficult terrain within the field doesn’t slow creatures the owner designates, while all other creatures treat the entire field as difficult terrain. The owner can end the effect early as a bonus action from anywhere on the same plane. Recharges after a long rest spent within 5 feet of it. Flavor: It rings low and slow, a note you feel in your knees before you hear it in your ears.

Gravemaul, the Falling HammerWeapon (maul), Very Rare (requires a bond) Discipline: Weight (blue) · Tier: Standard Effect: This maul deals an extra 1d6 bludgeoning damage on a hit. Whenever you hit a creature that fell at least 10 feet this turn, or that you knocked prone this turn, the extra damage becomes 4d6 instead. As an action, 3/day, you may slam the head into the earth: every creature within 10 feet of you makes a DC 15 Strength save, taking 3d6 bludgeoning damage and falling prone on a failure, half damage and no prone on a success. Charges recover at dawn. Flavor: Cast in Kardun’s deepest foundry-pit, it holds the memory of every stone it has ever landed on — and wants to remember more.

Plumbline BootsWondrous item (feet), Rare (requires a bond) Discipline: Weight (blue) · Tier: Standard Effect: A brass plumb-bob dangles from each heel, always pointing toward your personal “down.” As a bonus action, you may reassign your down to any solid surface within reach, allowing you to walk on walls and ceilings as though they were the floor (your speed is halved while doing so). Reverting to true down is also a bonus action. Additionally, 3/day you may plant your heel to ignore the effects of difficult terrain caused by rubble, scree, or loose ground for 1 minute. Charges recover at dawn. Flavor: Vessin masons swear the boots simply refuse to agree with the world about which way is up.

Cloak of the Featherfall LedgerWondrous item (cloak), Rare (requires a bond) Discipline: Weight (blue) · Tier: Standard Effect: While falling, you may use your reaction to reduce your fall speed to 60 feet per round, taking no damage from the fall. Each use is entered on the ledger woven into the hem. At your next long rest, you must “repay” every use entered since your last rest: you have disadvantage on Strength checks and Strength saving throws until you complete a full day of rest or strenuous labor to settle the debt. You may carry a maximum debt of 3 uses before the cloak refuses to catch you again until repaid. Flavor: All light is lent — and so, the Weight disciplines insist, is falling slower than you ought to.

Gauntlets of the Crushing OathWondrous item (hands), Rare (requires a bond) Discipline: Weight (blue) · Tier: Standard Effect: You have advantage on grapple checks and on Strength (Athletics) checks made to break, bend, or crush objects. Once per turn when you hit with an unarmed strike or a grappled creature fails to escape your grapple, you may deal an extra 2d8 bludgeoning damage as the gauntlets add their bound weight to the blow. As an action, you can attempt to crush a held nonmagical object or a structure section no larger than 5 feet across (DC 18 to resist if animate/reinforced). Flavor: Oath-sworn Kardun smiths bind a boulder’s worth of weight into a fist-sized casting, then teach it to only fall when they close their hand.

Wand of Leaden GraspWand, Uncommon Discipline: Weight (blue) · Tier: Standard Effect: 7 charges. As an action, expend 1 charge and target a creature or object within 60 feet; it must succeed on a DC 13 Constitution save or its speed is halved and it has disadvantage on Dexterity saving throws for 1 minute (a creature may repeat the save at the end of each of its turns). Expending 2 charges instead forces disadvantage on the save. Regain 1d6+1 charges daily at dawn. If you expend the last charge, roll a d20; on a 1 the wand crumbles to dense, inert dust. Flavor: A splinter of Kardun oath-metal, still trying to remember what it means to be heavy.

Foundation Stone of Vessin HoldStanding-work (wondrous), Very Rare (requires a bond) Discipline: Weight (blue) · Tier: Standard Effect: This fist-sized cornerstone must be set into a structure’s foundation during a 1-hour ritual, after which it is fixed in place (it cannot be attuned away from that structure without another 1-hour ritual). While seated, the entire structure (up to a keep or small hall) is immune to structural collapse from non-magical means (earthquakes, undermining, siege engines dealing less than 50 damage in a single blow) and has advantage on saves against effects that would move or topple it. Once per day, the bonded creature standing within the structure may spend an action to reinforce a single wall or floor section, granting it damage threshold 10 until their next dawn. Flavor: Every hold in Sulamir worth defending has one buried at its heart, humming faintly with borrowed stubbornness.

Drayman’s BoonWondrous item (cart/tool), Uncommon Discipline: Weight (blue) · Tier: Standard Effect: This is a sturdy hand-cart etched with running spirals of Weight-script. While it is in continuous motion (pulled or pushed without a full stop), its contents weigh one-tenth their normal value for the purposes of encumbrance and Strength checks to haul it, and it can be pulled by a single creature regardless of load. If the cart comes to a complete stop for more than 1 round, this effect ends and does not resume until it has been pulled at least 10 feet again. Flavor: Vessin draymen call it “cheating the road,” and the road, so far, hasn’t complained.

Ballast LampWondrous item (lantern), Rare (requires a bond) Discipline: Weight (blue) · Tier: Standard Effect: This hooded lantern burns with steady blue light. 3 charges. As an action, expend 1 charge and target one unattended object of up to 500 lbs. within its light; the object’s effective weight is doubled or halved (your choice) for 10 minutes, or until you use this property again. A halved object floats sluggishly if it would normally sink; a doubled one may fall through weak flooring, ice, or rope bridges (GM’s call on thresholds). Charges recover at dawn. Flavor: Ballast-wrights swear the flame doesn’t burn oil — it burns a little of the world’s certainty about how heavy things are.

The Weeping Ballast BellStanding-work (wondrous), Very Rare (requires a bond) Discipline: Weight (blue) · Tier: Standard Effect: A cast bronze-and-oath-metal bell, meant to be hung in a gatehouse or tower. The bonded creature may ring it as an action; all chosen creatures within 30 feet of the bell (attackers only, at the ringer’s discretion, up to a number equal to the ringer’s proficiency bonus) must succeed on a DC 15 Strength save or their speed is halved and they have disadvantage on attack rolls for 1 minute, staggering under sudden apparent gravity. Usable 1/day; ringing it again before the next dawn instead deals 2d6 thunder damage to everyone in range (including allies) as the bell’s borrowed weight collapses all at once. Flavor: It tolls once for warning and once for judgment — and Vessin garrisons know better than to ring it twice in one night.

Scale of Sulamir’s BalanceWondrous item (hand tool), Rare Discipline: Weight (blue) · Tier: Standard Effect: This small brass balance-scale needs no counterweight to function. Holding an object or standing within 5 feet of a wall, floor, or door and studying it for 1 minute lets you make a DC 15 Wisdom (Perception or Investigation) check to sense weight discrepancies — false bottoms, hollow walls, forged coins, illusory duplicates, or a shapechanger’s true mass — as the scale’s needle tips toward whatever “shouldn’t weigh what it claims to.” It reveals the discrepancy exists but not its cause. Usable at will. Flavor: No lie, the Weight-priests say, has ever managed to weigh exactly what the truth does.

Sparksip DraughtPotion, Common Discipline: Current (cyan) · Tier: Standard Effect: Drink as an action. For 10 minutes, you gain +10 feet of movement speed and your reaction to Opportunity Attacks against you happens at advantage-negating speed — once before the potion ends, you may take the Disengage action as a free action when an enemy hits you with a melee attack. Your skin crackles faintly with cyan static; you count as lightly obscured in dim light from the glow. Flavor: Bottlers in Sulamir’s lower wards call it “quick-blood” — a swallow of borrowed lightning that never quite leaves your veins.

Legbite ChargePotion, Common Discipline: Current (cyan) · Tier: Standard Effect: As a bonus action, drink and immediately take the Dash action for free. For the next minute, you can Dash as a bonus action once more before the charge dissipates. Afterward you feel the familiar drag of borrowed current: disadvantage on the next Constitution saving throw you make within the hour. Flavor: Runners of the Buried Sun relay lines keep these in belt-loops for the last desperate mile.

Skipstep Greaves, a Current Focus-WorkWondrous Item (footwear), Uncommon Discipline: Current (cyan) · Tier: Standard Effect: These oath-metal-soled boots hold a captured arc in their heels, visible as a thin cyan seam. As a reaction when you are targeted by a melee attack, you may expend 1 of 3 daily charges to teleport up to 10 feet to an unoccupied space you can see, imposing disadvantage on the triggering attack. Charges recharge at dawn, marked by the seam flaring bright then dimming to a resting glow. Flavor: Current-smiths call the leap “the skip” — the moment lightning refuses to finish its sentence.

Farhop, a Current Focus StoneWondrous Item (focus stone), Uncommon Discipline: Current (cyan) · Tier: Standard Effect: A faceted cyan crystal that amplifies leap-magic. While holding or wearing it (as a pendant or set into a weapon), your spells and channel-effects that deal lightning damage or that “jump” between targets (chain-lightning style effects) have their jump range increased by 10 feet and hit one additional target within range if the effect would normally have a target cap. Usable by any Current-attuned caster or channel-worker; no bond required. Flavor: Farhop stones are prized by Buried Sun linesmen, who claim the crystal “wants” the current to keep going.

Voltclasp, a Ward of Grounded CurrentWondrous Item (amulet), Uncommon Discipline: Current (cyan) · Tier: Standard Effect: Worn as a clasp at the throat, its cyan wire hums under stress. When you would take lightning damage, you may use your reaction to reduce that damage by 1d10 + your proficiency bonus, and the clasp channels the excess into a visible arc that leaps to strike the nearest creature within 10 feet (other than you) for that same reduced amount as lightning damage. Usable once per short or long rest. Flavor: Storm-guild journeymen are taught: current unspent finds its own way out — better it choose your enemy than your heart.

Jumpwire LashWeapon (whip), Rare (requires a bond) Discipline: Current (cyan) · Tier: Standard Effect: This oath-metal whip is strung through with hair-fine buried-sun filament that glows cyan along its length. It functions as a +1 whip. On a hit, you can expend 1 of 3 daily charges to make the strike arc: the target and up to two other creatures within 15 feet of it each take 1d8 lightning damage (no attack roll needed for the chained targets, but they may make a Dexterity save against your spell save DC or 8 + your proficiency bonus + Dex modifier for half). Charges recharge at dawn. Flavor: A single crack of the Jumpwire doesn’t just strike — it argues with the air, and the air answers three times over.

Gauntlets of the Standing ArcWondrous Item (gauntlets), Rare Discipline: Current (cyan) · Tier: Standard Effect: These articulated oath-metal gauntlets carry a faint permanent cyan crackle between the knuckles. Unarmed strikes made while wearing them deal 1d4 lightning damage in addition to their normal damage. Additionally, once per long rest as an action, you can slam the gauntlets together to unleash a Current pulse: each creature within 10 feet of you must succeed on a Dexterity save (DC 13) or take 3d6 lightning damage and be pushed 10 feet directly away from you as the arc discharges outward. Flavor: Duelist-smiths of the lower guilds forge these to “keep a storm politely folded in the fists” — until it isn’t.

Cyanfeather CloakWondrous Item (cloak), Rare (requires a bond) Discipline: Current (cyan) · Tier: Standard Effect: Threaded with filament that shivers with trapped lightning, this cloak grants you a flying speed equal to your walking speed for up to 10 minutes per day (usable in 1-minute increments) as you effectively skip along successive arcs rather than truly flying — you must end each turn within 60 feet of a metal surface, tall object, or another creature, or you fall. While using this feature, your movement leaves a faint trailing afterimage of cyan light for one round, and opportunity attacks against you have disadvantage. Flavor: Bonded wearers describe it less as flight and more as “being lightning’s excuse for a moment.”

Thunderstep ShieldArmor (shield), Rare Discipline: Current (cyan) · Tier: Standard Effect: This round oath-metal shield is inset with a spiraling cyan focus-line. It grants the normal +2 AC of a shield. When you take the Dodge action, you can also choose to discharge the shield as a free action: the next creature to hit you in melee before your next turn takes 2d6 lightning damage and must succeed on a Constitution save (DC 13) or have its speed halved until the end of its next turn. This feature recharges after a short or long rest. Flavor: Shieldbearers of the Storm Wardens are trained to fall back on purpose — a step back is just the arc winding up.

Farsignal ReedWondrous Item, Rare Discipline: Current (cyan) · Tier: Standard Effect: A hollow buried-sun conduit tuned in a paired set (sold and made only as pairs). Speak a message of 25 words or fewer into one reed as an action; the paired reed hums the message aloud in your voice to anyone within 5 feet of it, no matter the distance between them, so long as both are on the same plane. Usable 3 times per long rest per reed. A reed used outside its pairing just whistles static. Flavor: The Signal Guild strings these across provinces faster than any rider, and charges accordingly.

Numbwrit GlovesWondrous Item (gloves), Rare (requires a bond) Discipline: Current (cyan) · Tier: Standard Effect: Thin cyan filament laces the palms, letting the wearer read a creature’s nerve-traffic on touch. As an action, touch a creature and force a DC 13 Constitution save; on a fail, you learn whether it is currently lying, frightened, or in pain, and it is Poisoned (numb, disoriented) until the end of its next turn. Usable twice per long rest. On a successful save the creature merely feels a static prickle and knows you tried. Flavor: Interrogators of the Current guild call it “asking the body, since the mouth lies.”

Stormstep GreavesWondrous Item (boots), Rare (requires a bond) Discipline: Current (cyan) · Tier: Standard Effect: As a reaction when you are hit by an attack, you may discharge the greaves to teleport up to 15 feet to an unoccupied space you can see, forcing the attack to miss. Usable twice per long rest, recharging one use on a short rest. While worn, difficult terrain from storms, rain-slick stone, or ice never costs you extra movement. Flavor: The wearer isn’t dodging the blow — they’re already three strides away when it lands.

Arclash Chain-WhipWeapon (whip), Very Rare (requires a bond) Discipline: Current (cyan) · Tier: Standard Effect: A +1 whip strung with conductive Kardun thread. On a hit, deal an extra 1d8 lightning damage, and the charge arcs: choose a second creature within 10 feet of the target, which takes 1d8 lightning damage (DC 14 Dexterity save for half). Once per long rest, on a critical hit the arc chains a third time to a creature within 10 feet of the second. Flavor: One good crack and the whole crowd flinches — the current doesn’t ask who it hits next.

Groundwarden PlateArmor (half plate), Very Rare (requires a bond) Discipline: Current (cyan) · Tier: Standard Effect: Grants resistance to lightning damage. Once per long rest, when you or a creature within 5 feet of you would take lightning damage, you can use your reaction to ground the charge into the plate instead: the triggering creature takes no damage, and on your next turn you may release it as a melee touch dealing 3d8 lightning damage to one creature. Flavor: Forged by the Weight-Current pact-smiths of Kardun to catch a storm meant for someone else and hand it back.

Heartspark RodWondrous Item (rod), Very Rare (requires a bond) Discipline: Current (cyan) · Tier: Standard Effect: A short buried-sun rod capped in oath-metal. As an action, touch a creature that is dying or that dropped to 0 hit points within the last minute: it stabilizes automatically, or if its heart has stopped within the last round, it returns to 1 hit point instead (this does not work on a creature dead longer than one round, nor does it restore missing body parts or reverse other causes of death). Has 3 charges; expended charges recover one per long rest. Using the rod on a creature with 0 charges left deals 2d10 lightning damage to that creature instead. Flavor: Every field-surgeon prays they never have to explain to a family why the rod ran dry.

Twinned Pulse-RingsWondrous Item (ring, set of two), Rare (requires a bond, one per wearer, from two different creatures) Discipline: Current (cyan) · Tier: Standard Effect: The rings must be bonded together, one to each wearer. Each ring-bearer can, as a bonus action, send a single sharp pulse — a preset signal (danger, come here, all clear, etc. — agreed in advance) — which the other feels instantly regardless of distance, so long as both are on the same plane. Additionally, once per long rest either wearer may spend an action to grant the other a jolt of clarity: the receiving creature ends one effect on itself that is causing it to be Charmed or Frightened. Flavor: Bonded pairs in the Signal Guild trade one ring at their wedding of service — a promise that answers before it’s asked.

Skybreaker HalberdWeapon (halberd), Very Rare (requires a bond) Discipline: Current (cyan) · Tier: Standard Effect: A +1 halberd topped with a lightning-rod spike. While wielded and holstered upright, it draws ranged spell attacks and lightning effects toward the wielder within 30 feet (attacker’s choice to redirect, not forced). The halberd stores what it draws: after absorbing lightning damage this way (max 8d6 banked), the wielder may, as an action, unleash the full banked total as a bolt in a 60-foot line (DC 15 Dexterity save for half). Banked charge bleeds off after 1 hour if unused. Flavor: Storm-callers plant it in open ground before a siege and dare the sky to waste its first bolt.

Static-Mesh CloakWondrous Item (cloak), Rare (requires a bond) Discipline: Current (cyan) · Tier: Standard Effect: Fine conductive mesh under a plain traveler’s cloak. While worn, you are immune to being involuntarily moved by magnetic or metal-drawing effects, and metal weapons or armor pieces that strike you have a 25% chance (GM rolls) to briefly cling to the cloak, giving you advantage on your next attack against that creature. As an action once per short rest, you can discharge the mesh in a 10-foot radius around yourself, forcing all creatures in the area to make a DC 13 Constitution save or be Stunned until the end of your next turn. Flavor: Half the trick is the shock — the other half is that nobody expects a traveler’s cloak to bite back.

Rustkiss VialPotion, Common Discipline: Unmaking (orange) · Tier: Standard Effect: A swallow of gritty, rust-colored liquid that tastes of scorched iron. As a bonus action, drink it; until the end of your turn, the first weapon attack you make deals an extra 1d4 fire damage, and if it strikes a creature wearing or wielding a nonmagical metal item, that item gains a visible patina of rust (cosmetic; DM may rule cumulative exposure eventually weakens it). Single use, then the vial crumbles to orange flake. Flavor: Guild smiths keep a shelf of these for duels they don’t intend to lose cleanly.

Ashfall DraughtPotion, Uncommon Discipline: Unmaking (orange) · Tier: Standard Effect: Drinking this fiery amber draught (action) burns one disease or poison affecting you out of your body instantly, ending that effect. The cure runs hot: you have vulnerability to fire damage until the end of your next turn. Brewers mark the bottle with a small orange sunburst. Flavor: Unmaking doesn’t negotiate with sickness — it just burns the table down and calls it clean.

Cindersong, an Oath-Metal ShortswordWeapon (shortsword), Uncommon Discipline: Unmaking (orange) · Tier: Standard Effect: You have a +1 bonus to attack and damage rolls made with this weapon. Its Kardun oath-metal edge is folded with cinder-ash; once per turn when you hit a creature with it, deal an extra 1d4 fire damage as the blade’s edge flares orange along the wound. Flavor: Forged in a kiln that was never allowed to fully cool, then oath-bound to keep it that way forever.

RustbiterWeapon (dagger), Rare Discipline: Unmaking (orange) · Tier: Standard Effect: You have a +1 bonus to attack and damage rolls made with this weapon. When you hit a nonmagical metal object, a construct, or a creature wearing nonmagical metal armor, that armor’s wearer takes a -1 penalty to AC until they spend 10 minutes scouring the rust away (does not stack below -3). Once per day as an action, you can touch a nonmagical metal object and speak its name to entropy: it corrodes through in 1 round (DM’s discretion on size/thickness), no attack roll needed. Flavor: Lockpicks fear it more than throats do.

Cindergrain Focus StoneFocus Gear, Uncommon Discipline: Unmaking (orange) · Tier: Standard Effect: A faceted orange crystal, warm to the touch, that can be set into a staff, gauntlet, or pendant mount. While channeling Unmaking faith through it (casting or shaping an Unmaking effect), add 1d4 to the first fire, acid, or corrosion damage roll of that effect, once per short rest. The stone dims to ash-grey when spent and reignites at dawn. Flavor: Focus stones don’t create the fire — they just refuse to let it go out early.

Rust-Ward TokenWard, Common Discipline: Unmaking (orange) · Tier: Standard Effect: A small iron disk stamped with a spiral and warm to the touch. While worn, your nonmagical metal equipment cannot rust, corrode, or tarnish from mundane exposure or magical effects that cause corrosion (such as a rust monster’s touch or an ochre jelly’s acid, once per triggering instance — as a reaction, negate that corrosion). After three negations in a day, the token cracks and its ward is spent. Flavor: Rust monsters give these travelers a wide, confused berth.

Ashwoven BrigandineArmor (medium), Rare Discipline: Unmaking (orange) · Tier: Standard Effect: AC 14 + Dex modifier (max 2). The plates are cured in cinder-ash and stitched with singed leather that still smells faintly of smoke. You have resistance to fire damage. Once per long rest, when you would take fire damage, you can use your reaction to instead have the armor’s outer ash-layer flake away and absorb it entirely (negate that instance). Flavor: It looks half-burnt already, which is exactly the point — fire finds nothing left worth taking.

The Slow Coal, a Standing Work of UnmakingWondrous Item, Rare Discipline: Unmaking (orange) · Tier: Standard Effect: A fist-sized ember, bound into permanence by a long-dead Unmaking artisan, that never cools and never needs fuel. It sheds dim orange light (10 ft.) and warms a small room indefinitely. Once per day as an action, its holder can speak the coal’s binding-word to make it flare: it deals 4d6 fire damage to everything within 10 feet of it (DC 13 Dexterity save for half), then returns to a gentle ember. Flavor: Nine generations of one Sulamir hearth-family have never once needed to light a fire.

Emberfall Cloak, a Standing Work of UnmakingWondrous Item, Very Rare Discipline: Unmaking (orange) · Tier: Standard Effect: A cloak of ash-grey cloth shot through with threads that glow like banked coals. You have resistance to fire damage while wearing it. Once per long rest, as a bonus action, you can unravel into a drifting cloud of embers and ash: you become immune to all damage and can move through spaces as narrow as 1 inch, up to your speed, before reforming at the end of that move (you cannot end inside a solid object). Reforming deals 2d6 fire damage to any creature occupying your destination space. Flavor: It doesn’t move you through the world so much as briefly agree the world isn’t there.

AshmantleWondrous Item (Cloak), Rare Discipline: Unmaking (orange) · Tier: Standard Effect: As a reaction when you would take damage from a single attack or effect, you can burn 1 of the cloak’s 3 charges to unmake yourself into drifting ash for an instant: you take no damage, become invisible and immune to opportunity attacks until the start of your next turn, then reform in the nearest unoccupied space within 10 feet. The cloak regains all charges at dawn, when it visibly re-knits itself from a fine layer of grey soot. Flavor: Tailors in Kesh Ambra call it “the coat that forgets it was ever hit.”

The CinderglassWondrous Item, Very Rare (requires a bond) Discipline: Unmaking (orange) · Tier: Standard Effect: This hand-sized hourglass holds not sand but a coal-orange grain that never cools. As an action, invert it and touch a creature to force a Constitution save (DC 15); on a failure, the target is aged by 1d4 years (cosmetic until repeated use accumulates) and is aged mechanically: reduce its speed by 10 feet and it has disadvantage on Dexterity saves until the grain runs out (1 minute). You then gain the drained vitality: advantage on your next Constitution save, and you regain 2d8 hit points. Once used, the Cinderglass cannot be inverted again until it has rested a full day upright, grains settling back to true. Flavor: The bonded feel its weight grow lighter for exactly as long as someone else’s years grow shorter.

Kiln-Heart ForgeWondrous Item (Standing Work), Very Rare (requires a bond) Discipline: Unmaking (orange) · Tier: Standard Effect: A portable brazier-and-anvil the size of a barrel, which unfolds in one minute of work into a standing forge that burns without fuel. Once bonded, the forge lets its keeper spend 1 hour and up to 3 charges (of 3, regained after a long rest) to unmake a piece of nonmagical or oath-metal equipment into raw ingots (recovering half its material cost), OR to reforge such ingots into a new mundane item of equal or lesser value. While lit, the forge also radiates a 20-foot field in which no new standing work may be bound (existing ones function normally) — a deliberate anti-foundation effect prized by demolition crews and feared by rival guilds. Flavor: It does not create. It only ever offers to start over.

Cinderward BucklerArmor (Shield), Rare Discipline: Unmaking (orange) · Tier: Standard Effect: While wielding this shield, you gain resistance to fire damage. Additionally, as a reaction when a ranged weapon attack targets you, you can burn 1 of 2 daily charges to unmake the projectile mid-flight: the attack automatically misses and the ammunition is reduced to ash or scrap (nonmagical ammunition is destroyed; magical ammunition instead simply falls, spent of the attempt). Charges renew at dawn. Flavor: Arrows that strike it don’t clatter to the ground. They simply stop existing between one heartbeat and the next.

Warhammer of the Long FatigueWeapon, Very Rare (requires a bond) Discipline: Unmaking (orange) · Tier: Standard Effect: This warhammer deals no extra damage on a first strike, but every hit it lands marks its target with accumulating structural fatigue: after the third cumulative hit against the same target (creature or object) within any 1-minute span, the next hit against it instead automatically unmakes a called location — shattering the limb, breastplate, weapon, or fortification joint it strikes, no save, without triggering a critical hit’s usual extra dice (this is structural failure, not a wound). The counter resets if a full minute passes without a hit connecting. Flavor: Sappers call it “the third knock” — the first two are just counting.

Bell of Ashen SilenceWondrous Item (Instrument), Rare Discipline: Unmaking (orange) · Tier: Standard Effect: A small hand bell cast from grey, ash-flecked bronze. When rung as an action, it unmakes sound itself in a 30-foot-radius sphere for 1 minute: the area becomes under the effect of a heightened silence (as the silence spell, but it also mutes non-verbal sound — footsteps, breaking glass, weapon clashes — reducing the range at which the area can be heard from outside to 5 feet). The bell can be rung this way once, then requires 1 hour of true quiet to “recharge” its clapper, which visibly dulls to soot-grey until then. Flavor: In the Sulamir sieges it is called the Mourning Bell, because it is always rung right before, never during.

Brand of the Slow BurnWondrous Item (Tattoo/Brand), Very Rare (requires a bond) Discipline: Unmaking (orange) · Tier: Standard Effect: Applied by a ritual burning (1 hour, requires a source of Unmaking fire), this brand sits on the bonded’s forearm as a permanently glowing orange sigil that never quite goes out. Once per long rest, as a bonus action, the bonded can let the brand flare and unmake a portion of their own vitality to fuel raw output: they take 2d6 fire damage that cannot be reduced or prevented, and in exchange gain a burst of controlled entropy — choose one: your next weapon or channel attack this turn deals an extra 3d6 Unmaking damage, or you gain a +10 bonus to a single Strength check made to break, burn through, or collapse an obstacle within the next minute. Flavor: It is not a wound. It is a debt drawn against a body that agreed, once, to keep paying it.

The Widow’s RustWondrous Item (Net), Rare Discipline: Unmaking (orange) · Tier: Standard Effect: This net is woven from fine oxidized wire rather than rope. Thrown as an action (range 15/30 ft, as improvised), it restrains a Large or smaller creature on a hit (DC 13 Strength save negates). Unlike ordinary nets, it cannot be cut free — it can only be unmade: at the end of each of the restrained creature’s turns, the net’s bindings corrode by one degree, and after three such degrades the net crumbles away on its own (roughly 3 rounds), freeing the creature automatically. It cannot be reused once it fully rusts through; a fresh casting must be re-forged by an Unmaking-channel smith. Flavor: It was never meant to hold. It was meant to make you watch the clock while it decided whether to.

Lantern of the Starved FlameWondrous Item (Tool), Rare Discipline: Unmaking (orange) · Tier: Standard Effect: A shuttered lantern that burns a hungry, colorless-orange flame instead of oil. While lit, it sheds dim light in a 20-foot radius and, as an action, can be pointed at any single nonmagical open flame, torch, campfire, or lit lantern within 30 feet to unmake it — the target flame is snuffed instantly, its fuel source (oil, wood, wick) partially consumed as if it had burned for an hour. Against magical fire or flame effects, this instead only reduces their area or duration by half (GM’s call by effect) rather than extinguishing them outright. The Starved Flame itself never needs fuel, but it cannot be used to light anything — it only ever takes. Flavor: Caravan guards hate carrying it and love having it: it has never once started a fire, and it has ended a dozen that weren’t theirs.

Verdant Draught of the Quickening RootPotion, Common Discipline: Growing (green) · Tier: Standard Effect: Drink as a bonus action. Regain 2d4+2 hit points, and any one disease or poison affecting you is suppressed for 1 hour. The vial’s contents glow faint green and smell of turned soil. Flavor: Herbalists press it from moss that only grows where old battles were lost.

Bramblehide JerkinLight Armor, Uncommon Discipline: Growing (green) · Tier: Standard Effect: AC 12 + Dex modifier. While worn, you regain an extra 1 hit point whenever you spend a Hit Die to heal. Once per long rest, as a reaction when you take damage, thorny vines erupt from the seams to deal 1d4 piercing damage to the attacker if they’re within 5 feet. Flavor: The leather never stopped believing it was a hedge.

Focus Stone, Greenheart CabochonWondrous Item (Focus Stone), Uncommon Discipline: Growing (green) · Tier: Standard Effect: A green-veined stone that can be set into a staff, ring, or holy symbol. While holding or wearing it, your Growing-channel spells and effects that restore hit points restore an additional 1d4 hit points. It glows softly whenever life is mended nearby, even magic not your own. Flavor: Cut from a geode found inside the trunk of a thousand-year oak, still warm to the touch.

Sapling Charm of Mira’s GroveWondrous Item (Charm), Common Effect: A woven twig-and-leaf pendant. Once per dawn, you can touch a wilted plant, dying crop, or barren patch of soil no larger than 10 feet across; it flourishes over the next hour, becoming healthy and green. Purely cosmetic/utility — no combat effect. Discipline: Growing (green) · Tier: Standard Flavor: Farmers along the Mira trade three of these for a season’s seed-blessing.

Kardun Growth-Bound GauntletsWondrous Item (Oath-Metal), Rare Discipline: Growing (green) · Tier: Standard Effect: Oath-metal knuckles etched with vine-script. Unarmed strikes deal 1d6 bludgeoning damage and you regain hit points equal to half the damage dealt (minimum 1). Once per short rest, as an action, you can plant one gauntlet against solid ground to grow a wall of thorned wood 10 feet long, 5 feet high, 1 foot thick (AC 15, 20 HP, difficult terrain to climb). Flavor: The Kardun forge-oath bound to this pair swears that what is broken shall knit.

Restorative Vine-Wrap BandagesAdventuring Gear, Common Discipline: Growing (green) · Tier: Standard Effect: A single-use roll of living vine fiber. Applying it to a creature (1 action) stabilizes them if dying with no roll required, and if already stable, restores 1 hit point. The vines wither to gray dust once used. Flavor: Field medics of the Sulamir provinces swear by them over stitches.

Thornwrit of the Ever-GreenWeapon (Quarterstaff), Uncommon Discipline: Growing (green) · Tier: Standard Effect: +1 quarterstaff. On a hit, you may spend a use (3 charges, regains all at dawn) to also restore 1d4 hit points to a creature you touch with the opposite end as a free action. Alternatively, spend 1 charge to cause difficult terrain of grasping roots in a 10-foot radius centered on the target, lasting 1 minute (DC 13 Strength save to move normally). Flavor: Carved from a staff that took root and had to be replanted twice before it agreed to be a weapon.

Elixir of the Blooming WoundPotion, Rare Discipline: Growing (green) · Tier: Standard Effect: Drink as an action. Regain 4d4+4 hit points, and any missing limb, organ, or similarly severe injury begins regrowing over the next 1d4 days (as per the regenerate spell’s healing, without the full ritual). The drinker’s skin flushes green for the duration. Flavor: Apothecaries of the Growing orders keep these for the ones the battlefield left in pieces.

Green-Warded Locket of KestaraWondrous Item (Ward), Uncommon (requires a bond) Discipline: Growing (green) · Tier: Standard Effect: While bonded and worn, you have resistance to poison damage and advantage on saving throws against disease. Once per long rest, when you’re reduced to 0 hit points but not killed outright, the locket instead leaves you at 1 hit point and blooms a single green flower from its clasp (cosmetic marker that the ward triggered; it must be replaced before recharging, a minor in-world errand, not a mechanical cost). Flavor: A gift from a Growing-order healer to her soldier son, worn through three wars and never once opened by an enemy blade.

Standing Work: The Mossbound FontWondrous Item (Standing Work), Very Rare Discipline: Growing (green) · Tier: Standard Effect: A stationary, self-sustaining basin of green-glowing water (typically found in shrines or claimed as a base feature, not carried). Any creature that drinks from it or bathes a wound in it once per day regains 2d8+4 hit points and is cured of one disease or the poisoned condition. Cannot restore a creature more than once per day. The font itself cannot be moved without destroying its bound light. Flavor: Faith lent long ago to a dying grove pools here still, patient, uncollected, and unmistakably alive.

Thornmother’s LashWeapon (Flail), Rare (requires a bond) Discipline: Growing (green) · Tier: Standard Effect: This bonded flail is a braid of living bramble that weeps green sap. On a hit, it deals its normal bludgeoning damage plus 1d6 piercing as thorns bite in, and you may spend 1 of 3 daily charges to instead have it fasten: the target takes no extra damage but is restrained by fast-growing vine (DC 15 Athletics to escape or the vines can be dealt 10 slashing damage to sever). Charges recharge at dawn. Whenever you land a critical hit with the Lash, you regain 1 charge immediately. Flavor: Groundskeeper Vashna trained it never to strangle — only to hold — but it has opinions about that now.

Cuirass of the Standing BarkArmor (Half Plate), Very Rare (requires a bond) Discipline: Growing (green) · Tier: Standard Effect: Grown, not forged, from a single grafted ironwood burl. While worn, you regain an extra 1d8 hit points whenever you spend a Hit Die to heal. Once per long rest, when you would drop to 0 hit points, the bark instead seals over the wound: you drop to 1 hit point instead, and the armor cracks visibly (–2 to its AC bonus) until you spend 8 hours in contact with living soil or a Standing Work of Growing, which regrows it to full. Flavor: It does not stop the blade. It simply refuses to let the wound finish what the blade started.

Seed-Heart LocketWondrous Item, Rare (requires a bond) Discipline: Growing (green) · Tier: Standard Effect: A locket holding a single dormant seed that pulses faintly warm, matte-green, never glowing. As an action, you may plant the seed in yourself — spend up to 3 of your unused Hit Dice, rolling none of them; instead the locket banks their value (max) as stored vitality. As a bonus action at any later time, you or a creature you touch can draw on the bank to regain hit points equal to the stored total, consuming it. The seed regrows over 7 days once emptied, banking again only when replanted. Flavor: Faith, once it takes root in you, is patient about when it chooses to bloom.

The Quickthorn GroveStanding Work, Very Rare Discipline: Growing (green) · Tier: Standard Effect: A ritual of 8 hours by a Growing-bonded caster roots a stand of six saplings that mature to a full grove by the next dawn and remain permanently. Any creature that finishes a short rest within the grove’s 30-foot canopy regains hit points as if it had also spent all remaining Hit Dice at no cost, and any creature that finishes a long rest there is cured of one disease or poison affecting it. The grove sustains itself on ambient Faith and needs no tending, but if more than 60 hit points of healing are drawn from it in a single day, its leaves brown and it grants no further benefit until the next dawn. Flavor: Sulamir’s monasteries plant these over their dead, and call it borrowing rather than mourning.

Living BulwarkArmor (Shield), Rare (requires a bond) Discipline: Growing (green) · Tier: Standard Effect: This shield is a shell of layered leaf-scale over pulsing green pith. While wielding it, once per short rest, when you would take damage from a hit, you can use your reaction to have the shield absorb the blow: reduce the damage by 1d10 + your proficiency bonus, and the shield visibly wilts, losing its damage-reduction ability until it spends 1 minute in direct sunlight (or 10 minutes in shade), during which it silently unfurls again. Flavor: It does not block. It eats the hit, and asks the sun to pay it back.

Root-Walker BootsWondrous Item (Boots), Uncommon (requires a bond) Discipline: Growing (green) · Tier: Standard Effect: Bare, calloused-looking boots woven from living rootlets. While worn, difficult terrain caused by natural growth (vines, roots, undergrowth) costs you no extra movement, and you leave no trail through such terrain. Once per long rest, as an action, you can root yourself in natural earth for up to 1 hour: you can’t move, but you gain advantage on saving throws against being moved or knocked prone, and at the end of the hour you regain hit points equal to 2d8 + your character level. Flavor: Stand still long enough in Merretia’s soil, and the ground remembers it owes you something.

Grafter’s HandsWondrous Item (Gloves), Very Rare (requires a bond) Discipline: Growing (green) · Tier: Standard Effect: Matte green gloves stitched from bark-fiber, worn by battlefield chirurgeons. Given 10 minutes of work and a severed limb (the creature’s own, still reasonably fresh — within 1 hour of the wound), you can graft it back into place; the creature must succeed on a DC 15 Constitution save or the limb remains numb and unusable for 24 hours, but on a success it functions immediately at half effectiveness (disadvantage on checks/attacks using it) until the creature finishes a long rest. Usable 3 times before the gloves must rest a week rooted in a Standing Work of Growing to regrow their potency. Flavor: It isn’t surgery. It’s convincing the flesh it never really left.

Rod of the First BloomWondrous Item (Rod), Rare Discipline: Growing (green) · Tier: Standard Effect: As an action, point the rod at a point within 60 feet: all plant growth in a 20-foot radius bursts to maturity — saplings become trees, grass becomes head-high thicket, crops ripen instantly. This can create difficult terrain, partial cover, or (with GM adjudication) sustenance for a small camp for a day. 3 charges, regains 1d3 at dawn. Expending all 3 charges at once instead forces a single Large or smaller plant creature or Awakened plant within range to make a DC 15 Wisdom save or be charmed by you for 1 hour, recognizing you as kin-of-the-green. Flavor: The Bloomwrights call it a gardening tool. Nobody who’s seen a battlefield “gardened” agrees.

Molting CloakWondrous Item (Cloak), Rare (requires a bond) Discipline: Growing (green) · Tier: Standard Effect: A cloak of overlapping dead-looking leaves that never quite finish falling. Once per long rest, as a bonus action, you can shed the cloak’s outer layer: end one disease, one poison, or one effect currently reducing your hit point maximum affecting you, and regain hit points equal to your level. The shed layer crumbles to leaf-litter and regrows silently over the next 8 hours. Flavor: Wear it long enough and you stop flinching when parts of you fall away — the cloak assures you it grows back.

Pollen HornWondrous Item, Uncommon Discipline: Growing (green) · Tier: Standard Effect: A ram’s-horn instrument that, when sounded (an action), releases a 15-foot cone of drifting golden-green spore. Each creature in the cone chooses one: allies automatically stabilize if dying (no save needed, no roll on the table) and regain 1 hit point; enemies must succeed on a DC 13 Constitution save or have disadvantage on the next attack roll or Constitution save they make within 1 minute, throat and lungs thick with pollen. Usable once per short rest. Flavor: The same breath that closes a soldier’s wound closes an enemy’s throat, just a little.

Sapling SplintWondrous Item, Rare Discipline: Growing (green) · Tier: Standard Effect: A living wooden brace that binds itself around a broken limb or wound in place of a normal splint (1 action to apply). While worn, the wearer’s broken bones knit and lost-limb stumps regrow at ten times the natural rate — a break that would take 6 weeks heals in under 5 days; with 30 days of continuous wear, a missing hand, foot, or similar extremity fully regrows as gnarled but functional new tissue. The splint can only be growing one such repair at a time and falls away, spent, once its work is finished. Flavor: The physicians of House Verholt stopped asking how it worked once it started working.

Heartroot GraftWondrous Item, Very Rare (requires a bond) Discipline: Growing (green) · Tier: Standard Effect: A knot of living root, no bigger than a fist, meant to be grafted beneath the skin over your sternum in a 1-hour ritual (thereafter it cannot be removed without also ending the bond, dealing 4d6 necrotic damage to you if forced). While bonded, your hit point maximum increases by 20, and once per long rest, when you take damage that would reduce you to 0 hit points, the root instead surges: you drop to 1 hit point, unharmed further, and you gain temporary hit points equal to your level. The root then lies dormant, and your hit point maximum increase is suppressed, until you finish a long rest in contact with bare earth. Flavor: It grows into you like ivy grows into stone — not asking permission, only proving it can hold.

Grey-Draught of CertaintiesPotion (Draught), Common Discipline: Knowing (magenta) · Tier: Standard Effect: As an action, drink and ask the DM one yes-or-no question about a fact you could plausibly perceive or recall (not the future). The DM answers truthfully with “yes,” “no,” or “unclear.” Once per short rest per draught consumed. Flavor: The liquid clouds magenta, then clears to a hairline of truth resting at the bottom of the cup.

Faceted Lie-GlassFocus Stone, Common Discipline: Knowing (magenta) · Tier: Standard Effect: A cut crystal on a cord. While worn, you have advantage on Wisdom (Insight) checks made to determine whether a creature within 30 feet is lying. If a spellcaster channels the Knowing through it as a focus, they add +1 to the save DC of illusion or divination spells cast through it. Flavor: It holds no light of its own — only what a lie throws off when it strikes the facets.

Cipherthread SashWondrous Work (Sash), Uncommon Effect: Woven with faint magenta stitching that rearranges itself. You can read any written language as if it were your own. Once per long rest, you may instead spend 1 minute unraveling and re-knotting the sash to instantly decode a coded message, cipher, or magically scrambled text (as comprehend languages, but for ciphers, no spell slot needed). Flavor: The Knowing does not care what the ink says — only what pattern it was trying to hide.

Veilbreaker’s SpectaclesWondrous Work (Eyewear), Uncommon Discipline: Knowing (magenta) · Tier: Standard Effect: While worn, you have advantage on saving throws against being blinded and on checks made to disbelieve illusions. As a bonus action, you may focus the lenses (3 charges, regain all at dawn): for 1 minute you see through illusions and invisibility as if by true seeing, and the world outside your vision dims to grey. Flavor: They do not show you more light — they show you which light was never really there.

Mindstrike Foil, a Sliver of the KnowingWeapon (Rapier), Rare Discipline: Knowing (magenta) · Tier: Standard Effect: +1 rapier. On a hit, you may spend a charge (3 charges, regain all at dawn) to lace the wound with pattern-magic: the target must succeed on a DC 13 Intelligence saving throw or have disadvantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn, as its own thoughts turn against it. The blade glows faint magenta along the fuller when a charge triggers. Flavor: It does not cut deep. It cuts correctly — straight through the seam where a mind expects itself to be whole.

Warding Sigil of the Unlooked-ForCharm/Ward, Rare Discipline: Knowing (magenta) · Tier: Standard Effect: A small tattoo-brand or pendant that absorbs light rather than casting it. While worn, you cannot be magically scried, tracked by divination magic, or targeted by any spell or effect that would locate you by name or image (such as scrying or locate creature) — such attempts simply fail with no indication why. Does not prevent mundane tracking. Flavor: The sigil eats the question before it can be asked.

Loomstone of Second SightFocus Stone, Rare Discipline: Knowing (magenta) · Tier: Standard Effect: A matte magenta stone the size of a thumbnail. As an action, press it to your temple to cast detect thoughts (no components, save DC 13) without expending a spell slot; usable once per long rest. A creature attuned to Knowing magic (spellcaster of that discipline) may instead use it as a spellcasting focus that grants advantage on concentration checks for Knowing spells. Flavor: It is cut in facets too small to see, each one a window into a thought someone almost had.

Draught of the Unforgotten HourPotion (Draught), Uncommon Discipline: Knowing (magenta) · Tier: Standard Effect: A thick, matte-magenta liquid that stains the tongue. Drinking it lets you perfectly recall the last hour of your own memory in exact, replayable detail — every word spoken, every face, every sound — as though reliving it. Grants advantage on the next Intelligence check made to recall, notice a detail, or identify an inconsistency from that hour. Flavor: For one hour, nothing you saw is allowed to slip away from you again.

WhisperfangWeapon (rapier), Very Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Standard Effect: +1 rapier. It holds 3 charges, regaining all at dawn. As a bonus action, expend 1 charge to read a creature you can see: until the end of your next turn, you know which of its attacks are feints and gain advantage on your first attack roll against it. When you score a critical hit with Whisperfang, you may spend 1 charge to ask the wounded creature one yes-or-no question about its true intent; the blade’s pattern-sense compels a truthful (if resentful) answer. Flavor: The steel doesn’t cut so much as it corrects — showing you the opening the enemy’s body already telegraphed.

Loom-Mind CircletWondrous item (headwear), Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Standard Effect: You gain a +1 bonus to Wisdom (Insight) and Intelligence (Investigation) checks. Once per short rest, spend 1 minute studying a creature’s speech and movement; you gain advantage on Insight checks against it for the next 24 hours and learn one tactical habit it favors under stress (its go-to escape route, its tell before lying, etc. — GM’s choice, always true). Flavor: Worn long enough, every stranger starts to read like a familiar book left open to the same dog-eared page.

Palimpsest CloakWondrous item (armor, cloak), Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Standard Effect: The cloak holds 3 layered “pages” of appearance, refreshing one at dawn. As an action, spend a page to alter your face, voice, and clothing to a specific person or type you’ve observed for at least 1 minute; the illusion fools casual observation and passive Perception automatically, and holds against active scrutiny (DC 15 Insight to see through). Effect lasts 1 hour or until you dismiss it (no action required). Flavor: Every fold of the fabric is a face someone else stopped wearing.

The Actuary’s LedgerWondrous item (book), Very Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Standard Effect: A ledger of columns and unfinished sums. It holds 3 charges, regaining 1d3 at dawn. When you or a creature within 30 feet makes an attack roll, ability check, or saving throw, you may use your reaction and expend 1 charge to force a reroll — theirs or an enemy’s, your choice, made after the original roll but before the result is known. The ledger always takes the better outcome for you: if you targeted an ally, they use the higher roll; if you targeted a foe, they use the lower. Flavor: It doesn’t predict the future so much as insist, patiently, on the version that already balances.

Mirrorglass DominoWondrous item (mask), Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Standard Effect: While worn, you may cast disguise self at will, requiring no components. The disguise persists even through combat, injury, or sleep, resetting only if you remove the mask. Anyone under the effect of true seeing, or who touches your face, perceives your real features — but the domino’s magenta stain shows briefly across their vision as a warning that they’ve pierced something meant to stay hidden. Flavor: In Kelmoor’s back-alley auctions they call it the Second Ticket — one face to enter as, one to leave as.

The Thought-LoomStanding work (tapestry), Very Rare Discipline: Knowing (magenta) · Tier: Standard Effect: A room-scale bound-light construct, woven into a wall hanging up to 15 feet across. Once raised (1 hour to attune the loom to a space), any creature that knowingly speaks a falsehood while inside the room causes one thread in the tapestry to visibly darken and pull taut — visible to anyone looking at it, no check required. The Thought-Loom cannot identify who lied among multiple speakers, only that a lie was told in the room within the last minute. It requires no bond to function once installed, but can only be read fluently (which thread, which sentence) by whoever wove the attunement. Flavor: Sulamir magistrates hang them behind the witness stand and never explain what the threads mean — the not-knowing does half the work.

The Cartomancer’s DeckWondrous item (deck of cards), Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Standard Effect: A 33-card deck, hand-stained magenta at the edges. Once per long rest, spend 10 minutes laying out a three-card spread concerning a specific question, decision, or person; the GM answers with one true, if riddling, detail about the near future relevant to the query (within the next 24 hours). The deck cannot be consulted twice about the same question. If you draw the Hollow Card (1-in-33 chance each use), the reading is accurate but the deck is stunned silent for 7 days afterward, its images gone matte and unreadable. Flavor: The thirty-third card was never meant to be in the deck; nobody who’s drawn it will say what it shows.

Chrysalis Mask of the Second FaceWondrous item (mask), Very Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Standard Effect: Once per long rest, as an action, don the mask and speak a name you know belongs to a specific living humanoid you have met in person. Your body reshapes over 1 minute (audible, uncomfortable — disadvantage on Stealth during the change) into a passable physical duplicate of that person: height, build, voice, even old scars, though not their memories, skills, or magic. The transformation lasts 8 hours or until you remove the mask. A creature that knew the real person well may make a DC 17 Insight check if something you say or do contradicts what they know of them. Flavor: It doesn’t copy a face. It copies the story of one — which is why it always gets the scars right and the opinions wrong.

The Palter’s CoinWondrous item (trinket), Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Standard Effect: A worn coin, its two faces subtly different portraits of the same person. As a bonus action, flip it toward a creature within 30 feet that can see and hear you; that creature must succeed on a DC 15 Wisdom saving throw or find itself compelled, for its next spoken sentence, to state a true fact it currently believes rather than a lie or evasion it intended. This doesn’t force answers to questions or reveal secrets it wasn’t already about to address — it only prevents the lie it was reaching for. Usable 3 times per long rest. Flavor: Merretians say a coin always has two sides; this one just won’t let you pretend you don’t know which is up.

Reliquary of Forgotten NamesWondrous item (small box/urn), Very Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Standard Effect: A lacquered box that hums faintly with absorbed memory. Once per long rest, open it and concentrate on a person, place, or event for 1 minute; the reliquary surfaces one true fact about it that you once knew but have forgotten, or that you were told in passing and never consciously registered (GM determines what’s plausible and true given your history — never fabricated, never unknowable to you in principle). Additionally, a creature may voluntarily deposit a specific memory into the reliquary (1-minute ritual); the memory is perfectly preserved and can be retrieved by anyone who later communes with the box, but the depositor loses conscious access to it until it’s returned. Flavor: Nothing you’ve ever known is gone — some of it has just been filed somewhere you can’t reach without help.

Redroot Courage DraughtPotion, Common Discipline: Heart (red) · Tier: Standard Effect: As a bonus action, drink to gain advantage on saving throws against being frightened for 1 hour. Once during that hour, you may reroll a failed save against fear, keeping the new result. Flavor: It burns like nerve going down; your eyes flare faint red for the hour it lasts.

Weeping EmberElixir, Common Discipline: Heart (red) · Tier: Standard Effect: As an action, drink or administer to a creature within reach to instantly end one charmed or frightened condition on them. The vial’s ember goes to ash — single use. Flavor: Sulamir midwives keep these on their belts for the moment fear takes a laboring mother’s breath.

Steadfast LocketWondrous item, Common Discipline: Heart (red) · Tier: Standard Effect: While worn, you have advantage on saving throws against being frightened. Once per long rest, as a reaction to failing a save against a charm or fear effect, you may reroll it and take the new result. The garnet inside darkens each time it’s spent, clearing again at dawn. Flavor: A soldier’s mother sewed one into every coat lining before the Weld line marched.

Sway-Reed PipeWondrous item, Uncommon Discipline: Heart (red) · Tier: Standard Effect: A reed pipe fitted with a cut garnet focus stone. As an action, play it to gain advantage on the next Charisma (Persuasion) or Charisma (Performance) check you make within 1 minute, provided it targets a group of three or more listeners. Usable once per short or long rest. Flavor: Market callers in the Low Quarter pay a season’s wage for one that’s properly cracked-in.

Garnet HearthstoneWondrous item, Uncommon Discipline: Heart (red) · Tier: Standard Effect: A palm-sized cut garnet, sockets into any weapon, instrument, or piece of jewelry during a short rest. While socketed, any Heart-discipline spell or effect produced through that item has its save DC increased by 1. The stone pulses faintly when nearby creatures feel strong emotion, a rough gauge of a room’s mood. Flavor: Guild appraisers call it “the honest stone” — it never lies about what a crowd is feeling, even when the crowd does.

Kinbond CuirassArmor (breastplate), Uncommon Discipline: Heart (red) · Tier: Standard Effect: Etched with twin interlocking hearts in red enamel. Choose one ally when you don the armor (may be changed after a long rest). Once per long rest, while that ally is within 30 feet of you, you may use your reaction when they would drop to 0 hit points to grant them temporary hit points equal to twice your proficiency bonus. The enamel flares bright red the instant it triggers. Flavor: Forged in pairs and never sold apart — one for the shield-bearer, one left behind with whoever they swore to come home to.

Heartseeker, a Red Duelist’s BladeWeapon (rapier), Rare Discipline: Heart (red) · Tier: Standard Effect: This +1 rapier deals an extra 1d6 damage against any creature that is frightened or charmed. On a critical hit, the target must succeed on a DC 13 Wisdom saving throw or become frightened of you until the end of your next turn. Flavor: Duelists of the Carmine Salons say it doesn’t cut flesh so much as it cuts nerve.

Tears of the Unbound HeartElixir, Rare Discipline: Heart (red) · Tier: Standard Effect: As an action, drink to immediately end one charmed condition on yourself and gain advantage on saving throws against being charmed for 24 hours. If you are bound to another’s will by a spell or Dream-discipline effect, you gain a new saving throw against it with advantage. Single use. Flavor: It tastes of salt and old grief — the price of remembering a heart is your own to give.

Drumskin of the Roused SquareWondrous item (standing work), Rare Discipline: Heart (red) · Tier: Standard Effect: This standing-work drum has 3 charges, regaining all at dawn. As an action, strike it and spend 1 charge for one of: Rally — each ally within 30 feet who can hear it gains advantage on their next save against being frightened and 2d6 temporary hit points; or Rout — each enemy within 30 feet who can hear it makes a DC 14 Wisdom save or is frightened of you until the end of their next turn. Flavor: Its hide was dyed with the same red that stains a war banner, and it beats like a heart the whole square can hear.

The Carmine Choir, Twin Bells of SulamirWondrous item (bracers), Very Rare (requires a bond) Discipline: Heart (red) · Tier: Standard Effect: While bonded and worn, you can cast Enthrall or Compulsion (save DC 15) once each per long rest without a spell slot or components, using Wisdom, Intelligence, or Charisma as your casting ability. Once per long rest as a reaction, when you or a creature within 30 feet fails a save against being frightened, you may ring the bells to grant advantage on that roll retroactively, negating the failure. Flavor: The bells never stop ringing, faintly, wherever strong feeling moves — only the bonded wearer hears it.


All ten are keyed to the Heart channel and colored red throughout (garnet stones, red enamel, red glass, red hide, bells that ring on emotion), lean common through rare with a single very-rare capstone, span draughts/elixirs, a weapon, armor, focus-gear, a charm, and two wondrous standing-works, and carry no Toll line per the Standard tier.

Kindlebrand, the Grudgewhetted RapierWeapon (rapier), Rare (requires a bond) Discipline: Heart (red) · Tier: Standard Effect: +1 to attack and damage rolls. The blade remembers who has drawn blood from you or from it. Once per turn, when you hit a creature that has damaged you this combat or that you have already hit this combat, deal an extra 2d6 psychic damage. This “grudge” stacks up to three times against the same creature (+2d6 per stack, max +6d6), resetting when combat ends.

Flavor: Kardun duelists say a blade that’s been crossed once wants to be crossed again — Kindlebrand simply agrees.


Heartbeat Drum of the Long MarchWondrous Item (drum), Very Rare (requires a bond) Discipline: Heart (red) · Tier: Standard Effect: A red-stained war-drum strapped to the chest. As an action, the bonded drummer may play it; every allied creature within 60 feet who can hear it and matches your walking pace has its heartbeat entrained to yours for up to 8 hours — immune to exhaustion levels gained from forced marching and unaffected by difficult terrain caused by crowds, mud, or panic. Usable once per day.

Flavor: An army that beats as one heart cannot be routed one soldier at a time — that’s the whole point of the drum.


The Borrowed Grief MaskWondrous Item (mask), Rare Discipline: Heart (red) · Tier: Standard Effect: Pressed to the face of a creature within 1 minute of its death, the mask absorbs that creature’s final overwhelming emotion as a single charge (GM chooses: terror, fury, love, despair). The wearer may later spend the charge (action) to project that emotion in a 30-foot radius; each creature there must succeed on a DC 15 Wisdom save or be affected as though by an appropriate effect (frightened, charmed, or incapacitated by weeping, GM’s discretion) for 1 minute. The mask holds only one charge at a time.

Flavor: Mourners in the Low Wards wear these to grief-houses so the dead get one more word in.


Widow’s GlassWondrous Item (hand mirror), Very Rare (requires a bond) Discipline: Heart (red) · Tier: Standard Effect: As a reaction when targeted by a spell or effect that would cause fear, charm, or forced emotion, angle the glass to reflect it: the original caster must make the same saving throw against their own effect, using their own DC. 3 charges, all regained at dawn.

Flavor: Forged from a mourning-widow’s vanity mirror, it never learned to feel anything but what’s given to it — so it gives it back.


Gallows PulpitStanding-Work (public dais), Rare Discipline: Heart (red) · Tier: Standard Effect: A raised wooden platform bound in red oath-metal, built into a town square or ship’s deck. A speaker standing on it who succeeds on a DC 15 Persuasion or Intimidation check sways every listener within 120 feet (up to 100 creatures) toward a single simple emotional state — calm, panic, resolve, shame — for 10 minutes. Usable 3 times per day; the pulpit itself demands nothing back, it only amplifies what’s already being said.

Flavor: Half the revolutions in Sulamir’s history started on a box just like this one.


Grip-Truth GlovesWondrous Item (gloves), Rare Discipline: Heart (red) · Tier: Standard Effect: While grappling or making unarmed contact with a creature, you may expend a charge to read its strongest current emotion and sense whether its next spoken statement to you will be a genuine attempt at truth. 3 charges, regain all at dawn.

Flavor: Interrogators favor the red-stained pair; a hand on the wrist tells you more than a hand on the throat.


Tocsin of the Long GriefStanding-Work (bell tower), Very Rare Discipline: Heart (red) · Tier: Standard Effect: A great bell cast with red-veined oath-metal. Ringing it continuously for 1 minute blankets a 1-mile radius in muted grief-static for 1 hour: creatures in the area cannot be frightened or enraged, and have disadvantage on Intimidation checks and rage-fueled attacks — but also disadvantage on being inspired, rallied, or emboldened. Usable once per day.

Flavor: Rung after the Ashford fire, and every riot since — grief makes a very effective muzzle.


Fortune’s Red DiceWondrous Item (set of 3 dice), Rare Discipline: Heart (red) · Tier: Standard Effect: A matched trio of dice, each stained a different shade of red. When wagering something genuinely felt — a fear, a secret, a memory — spoken aloud to the table as part of the stake, you may reroll any one d20 roll of yours after seeing the result. Each die holds one use, regained at the next long rest.

Flavor: The gambling halls of Vessport won’t let you play with your own dice, but they’ll always deal you in with these.


The Hush-VeilWondrous Item (cloak), Rare Discipline: Heart (red) · Tier: Standard Effect: While worn, your emotional aura goes quiet: you have advantage on saving throws against being magically read, detected, or profiled by Heart-keyed effects, and creatures in a crowd or mob simply fail to register your presence as noteworthy — granting advantage on checks to move through, hide within, or slip past crowds without provoking reaction.

Flavor: Court spies swear by it; a face no one’s heart catches on is a face no one remembers seeing.


Twin-Ember Vow-BrandWondrous Item (paired tattoos), Very Rare (requires a bond — with each other) Discipline: Heart (red) · Tier: Standard Effect: Two willing creatures each receive a matching brand. While within 1 mile of one another, both have resistance to the frightened condition. Once per day, as a reaction, either bonded creature may take on the other’s current frightened or charmed condition in their place.

Flavor: Given as a wedding rite in the Ashwrit Provinces, or a battle-oath between shieldmates — Sulamir doesn’t much distinguish between the two kinds of vow.

Somnal DraughtPotion, Common Discipline: Dream (indigo) · Tier: Standard Effect: Drink as an action. You fall into a natural sleep for 1 hour, gaining the benefit of a short rest without needing to keep watch normally (you can still be woken by damage or a loud noise, DC 10 Perception check for allies to rouse you early). While asleep your eyes show a faint indigo shimmer beneath the lids. Flavor: Bottled by the Dream-wardens of Sulamir for soldiers who cannot afford to lie awake.

Nightglass LensWondrous Item (focus stone), Uncommon Discipline: Dream (indigo) · Tier: Standard Effect: A thumb-sized indigo focus stone set in a wire loop. While holding it and concentrating (as if concentrating on a spell) for 1 minute, you can see into the dream of any creature within 30 feet that is currently asleep — a series of blurred, symbolic images, GM’s discretion on content. Usable 3 times, recharges at dawn. Flavor: Dreamweavers grind these from stone quarried at the Hollow’s own borderline, where sleep and waking blur.

Lull-Stitched RobeArmor (robe), Uncommon Discipline: Dream (indigo) · Tier: Standard Effect: +1 to AC while worn (light armor). Once per long rest as a reaction when you fail a save against being frightened, you may reroll it, radiating a pulse of soft indigo light. Creatures who spend a short rest near you while it’s worn have advantage on saves against exhaustion. Flavor: Woven by monastic Dream-adepts who stitch the pattern in their sleep, one thread per night.

Slumbertide ChimeWondrous Item (ward), Uncommon Discipline: Dream (indigo) · Tier: Standard Effect: Hang this small bell-and-glass chime at a campsite. Any creature that would be affected by an effect that causes magical sleep, charm, or fear while within 20 feet of the chime has advantage on the saving throw, and the chime gives a soft indigo chime-tone as warning. It does not function against the wielder’s own allies’ beneficial sleep magic. Flavor: A ward against things that walk the borderlands of dream looking for open doors.

Hollowedge DirkWeapon (dagger), Rare Discipline: Dream (indigo) · Tier: Standard Effect: +1 dagger. On a hit against a creature that is unconscious or asleep, this weapon deals an additional 2d6 psychic damage as it draws on the fear at the edge of the Hollow, and the blade dims to matte black for a moment before its indigo edge returns. Once per long rest, you can use a bonus action to force a creature you just damaged with it to succeed on a DC 13 Wisdom save or fall asleep for 1 minute (ends if damaged or shaken awake). Flavor: Forged by an assassin-monk who walked one step too close to the Hollow and came back with a blade that remembered it.

Veil of Waking DreamWondrous Item (cloak), Rare Discipline: Dream (indigo) · Tier: Standard Effect: While worn, you can use an action to become invisible for up to 1 minute, but only while you remain standing still or moving no more than 5 feet per turn — the cloak works by convincing observers that they’re dreaming you, and any sudden motion breaks the illusion (ends early if you attack, cast a spell, or move more than 5 feet in a turn). Usable once per short rest. The cloak shows faint indigo motes swirling across its surface whenever the effect is active. Flavor: A weaver’s trick for tricking the mind rather than the eye — you were never really there, only dreamed.

Prophet’s SandglassWondrous Item (focus/channel-gear), Rare Discipline: Dream (indigo) · Tier: Standard Effect: A palm-sized hourglass filled with fine indigo sand that never fully empties. Once per long rest, spend 10 minutes turning it while you sleep to receive a cryptic, symbolic vision related to a question you hold in mind as you drift off (functions as a limited augury, GM narrates the omen rather than a simple weal/woe). The sand swirls upward against gravity while active. Flavor: Diviners say the sand remembers every future it has ever shown, and grows heavier with each secret kept.

Bittersleep TincturePotion, Uncommon Discipline: Dream (indigo) · Tier: Standard Effect: As an action, force-feed this to an incapacitated or willing creature, or drink it yourself. The drinker must succeed on a DC 13 Constitution save or fall unconscious for 10 minutes, or until they take damage or someone uses an action to shake them awake. On a successful save, the drinker instead is affected as though by the slow spell for 1 round as the dream-drag lingers. Flavor: A gentler cousin of poison, brewed by Dream-guild interrogators who prefer questions asked of a sleeping mind.

Charm of the Unbroken RestWondrous Item (charm), Common Discipline: Dream (indigo) · Tier: Standard Effect: A small indigo bead worn on a cord. While worn, you are immune to magic that would prevent you from dreaming, and you automatically succeed on saves against effects that would deprive you of the benefits of a long rest due to disturbed sleep (nightmares, minor curses, etc.). Does not protect against being forcibly woken. Flavor: Given to new parents and soldiers alike by the Dream temples — small mercy against a world that doesn’t let you rest.

Moth-Light StandardWondrous Item (standing work), Very Rare Discipline: Dream (indigo) · Tier: Standard Effect: A banner-pole crowned with a lantern of matte indigo glass, plantable as an action. Once erected, it projects a 30-foot-radius zone of dimmed, dreamlike calm: creatures who end their turn within it and choose to do nothing but rest gain the benefits of an hour’s rest in 10 minutes (usable this way once per creature per long rest). Additionally, once per long rest the standard can be triggered to force all creatures of the wielder’s choice within the radius to make a DC 15 Wisdom save or be charmed into a drowsy stupor (no attacks, half speed) for 1 minute, ending early if they take damage. The lantern’s light absorbs nearby torchlight into itself, dimming the area beyond its own soft glow. Flavor: Legend holds these stood at the borders of old Sulamir war-camps, so that even the sentries could not stay entirely awake — and neither, some nights, could the enemy.

Vigil-Weave CloakWondrous item (cloak), Rare (requires a bond) Discipline: Dream (indigo) · Tier: Standard Effect: Woven from thread that never fully wakes. While the bonded wearer is asleep or unconscious, they cannot be surprised (the cloak stirs and rouses them to a groggy defensive state before any attack lands, granting a reaction to make one save or attack at disadvantage against the triggering creature), and they automatically succeed on death saving throws rolled while wearing it. Once per long rest, the wearer may will the cloak to grant resistance to psychic damage for 1 minute even while unconscious. Flavor: It sleeps half a breath behind you, so that something is always watching the dark.

Lantern of the Undreaming HourStanding Work (lantern), Rare Discipline: Dream (indigo) · Tier: Standard Effect: A squat iron lamp that burns no fuel, wicking faith instead — it self-sustains once lit and needs no bond. Lit, it fills a 30-foot radius with a low indigo glow and suppresses all dreaming (good or ill) within it; creatures resting there still gain the benefits of a long rest but recall no dreams and are immune to magical sleep, nightmare, and dream-based effects for the duration. It can be extinguished and relit at will and never needs replenishing, but if forced to stay lit for more than 8 hours straight it gutters out for 24 hours to “rest.” Flavor: Camps built in its light are the only truly dreamless hours a Dream-touched sleeper will ever get.

Mask of the Second SelfWondrous item (mask), Very Rare (requires a bond) Discipline: Dream (indigo) · Tier: Standard Effect: A featureless indigo mask with no eye-holes. While asleep and wearing it, the bonded creature may project a Second Self — a silent, intangible dream-double that can move up to 60 feet per round through any space, including past walls and locked doors, for up to 1 hour. The wearer sees and hears through the double but is otherwise helpless and unaware of their real body. The double can be perceived and interacted with by creatures with truesight, by other Dream-attuned viewers, or by anything with a passive Wisdom (Perception) of 20+. If the double is “struck” by a hostile spell or attack, the projection ends and the wearer takes 2d6 psychic damage and wakes disoriented (no reactions until the start of their next turn). Flavor: One face sleeps in the bed. The other one goes and knocks on doors that shouldn’t be answered.

Ring of Borrowed SlumberWondrous item (ring), Rare (requires a bond) Discipline: Dream (indigo) · Tier: Standard Effect: A dull indigo band that stains rather than shines. Each dawn after a full long rest, it silently banks one Slumber Charge (maximum 3). At any time, the bonded wearer can spend a charge as a bonus action to remove one level of exhaustion, or spend all stored charges at once to negate the need to sleep entirely for the next 24 hours with no ill effect. A creature that drains the ring to zero and then goes more than 3 days without a full night’s sleep suffers one level of exhaustion that can’t be removed by rest until they sleep normally for 8 hours. Flavor: It hoards the rest you didn’t take, against the night you won’t get one.

Susurrus HornWondrous item (instrument), Very Rare Discipline: Dream (indigo) · Tier: Standard Effect: A curled ram’s-horn instrument, matte-black inside its bell. As an action, the player may sound it: all creatures of the player’s choice within a 30-foot cone must succeed on a DC 16 Wisdom save or fall unconscious for 1 minute (unaffected by damage, unlike ordinary sleep effects — only a successful DC 16 Wisdom save at the end of each of their turns, or being physically shaken awake, ends it). Constructs, undead, and creatures immune to the unconscious condition are unaffected. The horn can be sounded this way once per long rest; additional uses require a Faith cost the GM sets on the fly (fatigue, sore throat, minor Dream-bleed hallucinations for 1 hour). Flavor: It doesn’t play a note so much as it exhales the sound sleep makes from the inside.

Dream-LoomWondrous item (tool), Rare Discipline: Dream (indigo) · Tier: Standard Effect: A folding lap-loom strung with thread that shows no reflection. Set up before a long rest and shared by up to six sleeping creatures within 30 feet, it weaves their dreams into one shared dreamscape for the night. On waking, the group chooses one skill or tool proficiency none of them currently has; all participants have advantage on checks using it for the next 24 hours, as the dreamscape lets them “practice” together while unconscious. Once used, the Loom must be re-strung (10 minutes, no cost) before it can be used again, and it cannot be used two nights running — the thread needs a night “unused” to recover its weave. Flavor: What you can’t teach a body in a day, you can sometimes teach it in a dream.

Amulet of the Last Good DreamWondrous item (amulet), Very Rare (requires a bond) Discipline: Dream (indigo) · Tier: Standard Effect: A small indigo locket, warm to the touch despite its color. When first bonded, the wearer seals one cherished memory inside it (player’s choice, roleplayed). Once per long rest, the wearer may crack the locket open as a reaction to automatically succeed on a save against being frightened, charmed, or against a Heart- or Knowing-keyed effect; doing so releases the memory as a visible, fading image only the wearer can see, and the amulet is empty until the wearer spends a short rest quietly “re-remembering” something worth sealing back into it. Flavor: Everyone who survives the Hollow’s edge carries one true memory they refuse to let it have.

Sleepwalker’s TreadsWondrous item (boots), Rare Discipline: Dream (indigo) · Tier: Standard Effect: Soft, ash-grey boots that leave no footprints. While the bonded wearer is asleep, unconscious (but stable, not dying), or under a magical sleep effect, they can still move up to half their walking speed on their turn as if sleepwalking, guided by the boots — though they remain unaware, can take no actions, automatically fail Dexterity saves, and provoke opportunity attacks normally. This can be used to carry an unconscious wearer out of immediate danger (off a ledge, out of rising water, away from an obvious hazard) at the GM’s discretion, but the boots never act to protect the wearer from a direct attacker. Flavor: Something in the leather remembers how to walk even when the person wearing it doesn’t.

Rod of the Waking NightmareWondrous item (rod), Very Rare (requires a bond) Discipline: Dream (indigo) · Tier: Standard Effect: A twisted black rod capped in a stone the color of a bruise. As an action, point it at one creature within 60 feet that can see you; the rod pulls a fear from that creature’s own mind and gives it a body of half-real shadow-stuff (a Large illusory shape only the target and creatures within 10 feet of it can perceive as active). The target must make a DC 16 Wisdom save or become frightened of the manifestation for 1 minute, taking 2d8 psychic damage at the start of each of its turns while frightened this way (half on a successful repeated save each turn). The manifestation has no attacks of its own — it simply exists, and existing is enough. 3 charges, regains 1d3 charges at dawn; using the last charge leaves the rod matte and inert until it regains at least 1. Flavor: It doesn’t invent your worst fear. It just lets it out of wherever you’d locked it.

Twilight GlaiveWeapon (polearm), Rare (requires a bond) Discipline: Dream (indigo) · Tier: Standard Effect: A long-hafted glaive whose blade seems always lit by a sun that’s already set. It functions as a +1 glaive. Against any creature that is unconscious, incapacitated, or suffering one or more levels of exhaustion, it deals an additional 2d6 psychic damage on a hit. Once per long rest, the bonded wielder can enter a Waking Dream as a bonus action for 1 minute: their reach with the glaive increases by 5 feet and they gain advantage on attack rolls against any creature that hasn’t slept in the last 24 hours, but the wielder has disadvantage on Wisdom (Perception) checks during this state, half-seeing the battlefield through a dreamer’s haze. Flavor: Sulamiri watchmasters say it fights best in the hour when everyone sane is already asleep.

Hollow-Marked CompassWondrous item (tool), Very Rare (requires a bond) Discipline: Dream (indigo) · Tier: Standard Effect: A brass compass whose needle is stained matte indigo and never points north. Instead it points toward the nearest boundary of the Hollow, and its face darkens in proportion to that boundary’s proximity (safe, near, adjacent, breached). While carried, the bonded holder has advantage on saves against effects that would pull the mind toward unconsciousness, madness, or the Hollow itself, and cannot become lost while dreaming or dream-walking. If the needle ever points at the holder rather than outward, the holder is standing on unmarked Hollow-adjacent ground — a warning, not a defense. Flavor: It was built by cartographers who mapped the one border no sane person wants to cross, so that no one else would have to find it by accident.

Elixir of Lent GracePotion, Uncommon Discipline: Unshaped Faith (gold) · Tier: Standard Effect: A gold draught. Drink as a bonus action to gain 2d4+2 temporary hit points that specifically resist “unmaking” — they aren’t removed by effects that reduce max HP, age you, or erase temporary hit points, and while you have any of them you can’t be reduced below 1 HP by nonlethal or falling damage. Lasts 1 hour or until spent. Flavor: It tastes like being looked at.

Tincture of the Witnessed NamePotion, Uncommon Discipline: Unshaped Faith (gold) · Tier: Standard Effect: A gold draught. For 1 hour after drinking, you have advantage on saving throws against being polymorphed, possessed, frightened, or magically made to forget who you are, and you cannot be affected by any spell or effect that alters or hides your true appearance. Once the hour ends you gain one level of exhaustion as the weight of being fully, undeniably yourself settles back out. Flavor: Merretians say it lets a person remember their own name loudly enough that the dark can’t argue.

Vestments of the Open LedgerArmor (light), Rare (requires a bond) Discipline: Unshaped Faith (gold) · Tier: Standard Effect: +1 AC. Once per long rest, when you would be reduced to 0 HP, you may instead drop to 1 HP. If you do, choose a bonded ally within 60 feet: they immediately suffer one level of exhaustion as the killing blow is quietly re-billed to their account instead of yours. You may instead choose to take that exhaustion level yourself; if you do, the armor’s plates dim and you lose its +1 AC until you complete a long rest of genuine rest (no travel, no watch). Flavor: Every debt has a name on it somewhere. The vestments just decide whose.

Aegis of Lent LightShield, Uncommon (requires a bond) Discipline: Unshaped Faith (gold) · Tier: Standard Effect: +1 AC. As a reaction when a creature within 5 feet of you is hit by an attack, you may intercept the blessing meant to protect yourself and impose disadvantage on that attack roll retroactively (works even after damage is rolled, before it’s applied). Usable a number of times per long rest equal to your proficiency bonus; each use beyond the first that day gives you one level of the Debt condition (disadvantage on your next saving throw) until you next pray, confess, or make genuine amends to someone. Flavor: A shield that keeps deciding your allies are more worth saving than you are.

Ring of Lent BreathRing, Uncommon (requires a bond) Discipline: Unshaped Faith (gold) · Tier: Standard Effect: While worn, you don’t need to breathe. Once per day as an action, you may touch another creature and lend them this immunity for up to 10 minutes; while lent out, you must breathe normally and the ring is inert for you until the loan ends or you choose to end it early (which strands the borrower, who begins suffocating rules immediately if underwater or in vacuum). Flavor: Faith given away doesn’t come back just because you want it to.

Amulet of the Witnessed SelfAmulet, Rare (requires a bond) Discipline: Unshaped Faith (gold) · Tier: Standard Effect: When you would suffer a charm, fear, possession, or memory-altering effect, you may use your reaction to become immune and end the effect instantly. Once used, roll a d20 at the next dawn: on a 11+ the amulet has drawn the cost from the ambient world (nothing happens to anyone) — on 10 or lower, a stranger somewhere within a mile of you (GM’s choice) wakes having forgotten a small true thing about themselves, unaware anything is missing. Usable once per long rest without a roll; each additional use that week forces the roll. Flavor: It saves you by convincing the world someone else was never quite as sure who they were.

SungrainFocus Stone, Uncommon Discipline: Unshaped Faith (gold) · Tier: Standard Effect: A wheat-colored crystal that serves as a spellcasting focus for Unshaped Faith workings. While holding or wearing it, any numeric benefit you grant another creature through a gold-keyed effect (temporary HP, bonus to a save, healing) is increased by 2. It does not amplify benefits you grant to yourself. Flavor: It only shines when the light in your hand is headed somewhere else.

Censer of the Standing BlessingWondrous Item (standing work), Rare (requires a bond) Discipline: Unshaped Faith (gold) · Tier: Standard Effect: As an action, set the censer down and light it, consuming a genuine personal sacrifice (a lock of hair, a true confession spoken aloud, an honestly-earned coin — GM adjudicates sincerity). For the next 8 hours it sheds dim golden light in a 20-foot radius; creatures who rest within it regain an additional 1 HP per Hit Die spent during a short rest, and gain advantage on saving throws against fear while inside the radius. It cannot be relit until its fuel — the sacrifice — is spent again. Flavor: A standing work built from single, small, real griefs, burning slow.

Lantern of Named OathsWondrous Item (standing work), Rare (requires a bond) Discipline: Unshaped Faith (gold) · Tier: Standard Effect: Sheds bright light in a 30-foot radius while lit. Any creature that speaks a sworn oath while standing in that light has the oath “made real” — a shimmering golden thread visibly links them to whoever they swore it to, visible to anyone, for as long as the oath holds. If the oath-breaker is still within any light shed by the lantern at the moment they break it, they take 4d6 radiant damage and have disadvantage on their next saving throw. Flavor: It doesn’t punish lies. It only insists that promises made in its light were, for one shining moment, entirely true.

Sunstep ThresholdWondrous Item (standing work), Very Rare (requires a bond) Discipline: Unshaped Faith (gold) · Tier: Standard Effect: A folding golden archway, roughly a door’s width when unfolded, that takes 10 minutes to erect. Once erected, it can be linked to a second Sunstep Threshold you own; stepping through one instantly places you at the other, regardless of distance, provided both stand on solid ground under open sky. Each use “makes real” a connection that doesn’t naturally exist, and the toll comes due afterward: roll a d6 — on a 1, a bonded ally of yours (GM’s choice, not present) ages one week overnight, their body quietly repaying the distance you crossed for free. Flavor: The world doesn’t mind being folded. It minds who pays for the crease.

Scepter of NamingRod, Very Rare (requires a bond) Discipline: Unshaped Faith (gold) · Tier: Standard Effect: Has 3 charges; regains 1d3 expended charges daily at dawn. As an action, expend 1 charge, point the scepter at a creature or object within 30 feet, and speak aloud what it truly is or ought to be. Choose one: force a shapechanged, disguised, or invisible creature to be revealed in its true form for 1 minute (no save if the disguise is magical and lower level/CR than your bond tier allows, GM discretion); grant a nonmagical object the properties of a masterwork item of its kind for 24 hours; or grant one creature proficiency in a skill, tool, or weapon it lacks for the next hour. Every charge spent marks a stranger somewhere in Sulamir with an unseen Debt to the light you just borrowed — the GM keeps a tally and may cash one in later as a complication that finds its way back to you. Flavor: To name a thing correctly is to make it pay for being wrong about itself.

The Alms-Book of Unshaped FaithWondrous Item, Very Rare (requires a bond) Discipline: Unshaped Faith (gold) · Tier: Bound Relic Effect: A small book bound in undyed leather, its pages blank until a name is written in it. As a bonus action, write the name of a creature you can see within 30 feet (ink appears from nowhere); that creature immediately gains one of the following, your choice: advantage on its next saving throw, 2d6 temporary hit points, or the end of one condition affecting it (charmed, frightened, poisoned, or paralyzed). Usable 3 times per long rest for free. The book never runs out of pages. Toll: The book wants to be filled. Every name written into it that isn’t erased by that name-holder’s death or the book’s owner tearing the page out free becomes a name the book “remembers” — and it remembers hungrily. Once the book holds 13 living names, it begins acting on its own: doors it’s near unlock for anyone it has named, sleepers it has named dream the bearer’s dreams, and once per session the GM may declare the book has quietly volunteered one of its named allies into danger — a kidnapping, a summons, a debt called due — to “balance the ledger.” The only way to remove a name early is for the bearer to tear the page out and burn it while the named creature watches, which the named creature never forgets or forgives. Flavor: Every blessing it’s ever given is still open, still owed, still listening for its name to be called.

The Sunreliquary (“Amen-Sever”)Wondrous Item, Legendary (requires a bond) Discipline: Unshaped Faith (gold) · Tier: Bound Relic Effect: A hand-bell cast from melted-down coins, oath-rings, and reliquary gold, its clapper carved from bone. Once per day, ring it as an action targeting a creature that died within the last minute: their body is made briefly, forcibly real again — they return to 1 HP with no exhaustion, no lost limbs restored, but their soul unmistakably present, aware, and undeniably back. Once per long rest, you may instead ring it to consecrate a 60-foot radius for 24 hours: undead take 4d10 radiant damage entering or starting their turn there, and mortal creatures within it can’t be frightened. Toll: The bell believes in being believed in. It grows stronger the more mortals openly credit it — and it is not subtle about wanting that. Each time you use it, the GM notes a point of Renown; at 3 points, word has spread and small crowds start gathering wherever you go, waiting for a miracle. At 6 points, the bell’s revival stops being free — it demands a witness be sacrificed on the spot (any creature present takes 6d10 radiant, no save, chosen by the GM if you refuse to choose) before it will ring for the dead. At 10 points, a cult has formed in the reliquary’s name whether you wanted one or not, and the bearer begins losing small true memories to the crowd’s competing, contradictory faith in who they are — the GM may, at their discretion, quietly rewrite one detail of the bearer’s own past to match what worshippers now believe of them. Flavor: It was rung once, in secret, to bring back a single beloved fool. It has not stopped ringing since, and it has learned to like the sound of a crowd.

Part Two — Standard Items by Category & Slot

Section titled “Part Two — Standard Items by Category & Slot”

Verdant Suture DraughtPotion, Common Discipline: Growing (green) · Tier: Standard Effect: Drink as an action to regain 2d4+2 hit points and end one instance of the bleeding or poisoned condition affecting you. Flavor: The vial hums faintly, like a wound remembering how to close.

Hollowmourn’s RustflaskPotion (thrown), Uncommon Discipline: Unmaking (orange) · Tier: Standard Effect: Thrown as an action to a point within 30 feet, shattering in a 10-foot-radius sphere. Each creature in the area takes 3d6 fire damage (DC 13 Dexterity save for half); one nonmagical metal object in the area (weapon or armor piece) touching the fire gains a permanent -1 penalty as it corrodes, unless the object belongs to a creature that made its save. Flavor: The glass is already sweating orange before you throw it, entropy eager to be let loose.

Kardun OathwaterPotion, Uncommon Discipline: Binding (yellow) · Tier: Standard Effect: Drink as a bonus action. For 1 hour, you can’t be moved against your will by any effect that would push, pull, or knock you prone (such as Thunderwave or a shove), and you have advantage on saving throws against being grappled or restrained. Flavor: It tastes of hot iron and promises kept; your boots feel bolted to the world.

Buried-Sun TincturePotion, Uncommon Discipline: Current (cyan) · Tier: Standard Effect: Drink as a bonus action. For 10 minutes, your walking speed increases by 10 feet, and the first time each turn you hit a creature with a melee attack, you can deal an extra 1d6 lightning damage. Flavor: Blue-white sparks crawl your veins like a captured storm remembering it was born underground.

Weight-Sink DraughtPotion, Uncommon Discipline: Weight (blue) · Tier: Standard Effect: Drink as an action. For 1 minute, you have advantage on Strength checks and Strength saving throws, and your unarmed strikes and melee weapon attacks deal an extra 1d4 bludgeoning damage as your mass presses in. While affected, your speed can’t be reduced below 10 feet and you can’t be knocked prone. Flavor: The draught sits in the stomach like a swallowed stone, pulling the whole body toward true-down.

Veil-Tongue PhilterPotion, Common Discipline: Knowing (magenta) · Tier: Standard Effect: Drink as an action to become invisible for 1 minute or until you attack or cast a spell. Your worn and carried equipment is invisible with you. Flavor: The magenta film clouds the eyes of everyone but you, a rumor made of skin.

Sulamir Crowd-CordialPotion, Common Discipline: Heart (red) · Tier: Standard Effect: Drink as a bonus action. For 10 minutes, you have advantage on Charisma (Persuasion) checks, and once during that time you can spend an action to make a DC 13 Charisma (Persuasion) check; on a success, up to three creatures within 30 feet that can hear you have their attitude toward you improved one step (Hostile→Indifferent→Friendly) for 1 hour. Flavor: It goes down warm and generous, and for a little while every stranger looks like a friend you haven’t met yet.

Ashfen Somnal DraughtPotion, Common Discipline: Dream (indigo) · Tier: Standard Effect: A creature that drinks this must succeed on a DC 13 Constitution save or fall unconscious for 8 hours, waking early if it takes damage or someone uses an action to shake or slap it awake. While asleep, the drinker has vivid, indigo-tinted dreams (DM’s discretion whether they carry any true content). Flavor: The indigo film on top never quite settles, like it’s still deciding whether to let you back out.

Gilt Blessing-CordialPotion, Uncommon Discipline: Gold (unshaped Faith) · Tier: Standard Effect: Drink as a bonus action. Gain 1d8+2 temporary hit points, and your next attack roll, saving throw, or ability check made within 10 minutes is made with advantage. The gold sheen on your skin fades when the advantage is used or the duration ends. Flavor: Raw, unshaped Faith poured straight from the well — it hasn’t decided what it wants to be yet, so for a moment it says yes to everything.

Currentbite Vapor FlaskPotion (thrown, gas), Uncommon Discipline: Current (cyan) · Tier: Standard Effect: Thrown as an action to a point within 30 feet, releasing a crackling cyan gas that fills a 15-foot cube until the start of your next turn. Each creature that starts its turn in the gas or enters it for the first time takes 2d6 lightning damage (DC 13 Dexterity save for half) and can’t take reactions until the start of its next turn. Flavor: The vapor arcs between itself in tiny blue leaps, hunting for something to ground into.

Mendspan SalvePotion (applied), Common Discipline: Growing (green) · Tier: Standard Effect: Applying this salve to a wound takes 1 minute and restores use of one limb or organ that has been damaged by a lesser restoration-level effect, or ends one disease afflicting the target, provided it has run its course no more than 24 hours. Does not restore missing limbs. Flavor: The green paste knits skin like ivy finding a wall, patient and a little too eager.

Unmaking Rust-in-a-BottlePotion (thrown), Common Discipline: Unmaking (orange) · Tier: Standard Effect: Thrown as an action at a nonmagical object (lock, chain, door hinge, manacle) within 30 feet; the object gains vulnerability to damage of all types for 1 minute, or, if used specifically against a lock or chain, automatically corrodes it open after 1 round with no roll required. Flavor: A drop hisses through iron in seconds — entropy sold in single, obedient servings.

VowbrandWeapon (longsword), Uncommon Discipline: Binding (yellow) · Tier: Standard Effect: +1 weapon. Once per short rest, when you hit a creature with Vowbrand, you may speak a single binding word as a free action: the target must succeed on a DC 13 Strength saving throw or its speed becomes 0 until the start of your next turn, the blade’s edge glowing yellow along a seam of light. Flavor: Kardun smiths etch one word into the fuller — never the wielder’s, always a promise the blade intends to keep.

AnchorfallWeapon (warhammer), Rare Discipline: Weight (blue) · Tier: Standard Effect: +1 weapon. On a critical hit, the target is knocked prone as the head drags local gravity down with it. You have advantage on Strength (Athletics) checks to shove while wielding it. Flavor: Foundry-masters of the Weight guild forge these for bridge-breakers and duelists who’d rather end a fight on the ground.

StormfangWeapon (rapier), Uncommon Discipline: Current (cyan) · Tier: Standard Effect: +1 weapon. Once per turn on a hit, deal an extra 1d6 lightning damage. As a bonus action, once per short rest, you may blink in a crackling arc to an unoccupied space within 10 feet you can see, provoking no opportunity attacks. Flavor: The blade hums like a held breath before a storm finally lets go.

RustreaverWeapon (battleaxe), Rare Discipline: Unmaking (orange) · Tier: Standard Effect: +1 weapon, extra 1d6 fire damage on hit. A creature struck that is wearing nonmagical metal armor suffers a cumulative –1 to the AC that armor grants (minimum +0 from the armor) until it receives an hour of repair; the rust visibly spreads from the wound. Flavor: Unmaking-forged, it doesn’t cut so much as convince the metal it was always meant to fail.

Kardun Seal-ShieldArmor (shield), Uncommon Discipline: Binding (yellow) · Tier: Standard Effect: +1 AC. As a reaction when a creature attacks you in melee, once per day, you may bind its weapon: the attacker makes the attack with disadvantage, and if it still hits, its weapon is stuck fast to your shield-face for 1 round (an action to wrench free) as yellow sigils clamp down. Flavor: Stamped with the oath-guild’s seal, it doesn’t just stop a blow — it argues with the blade that struck it.

Stonebound PlateArmor (half plate), Rare Discipline: Weight (blue) · Tier: Standard Effect: Grants its listed AC with no Strength requirement and imposes no disadvantage on Stealth. You take no falling damage from falls of 20 feet or less, and half damage beyond that. Once per long rest, when you would take damage from a force effect (e.g., thunderwave, shatter), you may halve that damage as the armor drives its own weight into the ground. Flavor: Sulamir stonewrights say it doesn’t sit on the wearer’s shoulders — it sits on the world, and the wearer just stands inside it.

Current-Woven BrigandineArmor (studded leather), Uncommon Discipline: Current (cyan) · Tier: Standard Effect: +1 AC. Resistance to lightning damage. Once per short rest, as a reaction when hit by a melee attack, you may arc 1d6 lightning damage back into the attacker. Flavor: Threaded with hair-fine Current wire, it keeps a small charge alive against your skin, waiting to be rude to whoever touches it last.

Bramblewrap BucklerArmor (shield), Uncommon Discipline: Growing (green) · Tier: Standard Effect: +1 AC, matte and faintly living to the touch. Once per day as a reaction when you are reduced to 0 hit points, the buckler instead stabilizes you and you rise with 1d8 hit points, thorny green vines flaring briefly from the rim. Flavor: It was grown, not smithed, in a Growing-guild orchard that trains its trees to remember the shape of a fight.

Veilglass SaberWeapon (saber), Rare Discipline: Knowing (magenta) · Tier: Standard Effect: +1 weapon. On hit, you may force the target to make a DC 13 Wisdom saving throw; on a failure, it perceives a false afterimage of you a step from where you stand and has disadvantage on its next attack roll against you before the start of your next turn. Flavor: The blade doesn’t reflect light so much as suggest a slightly different truth about where it is.

Heartcry SpearWeapon (spear), Uncommon Discipline: Heart (red) · Tier: Standard Effect: +1 weapon. On a critical hit, each ally of your choice within 10 feet who can see you gains 5 temporary hit points as the red glow catches and spreads through the crowd like a shout taken up. Flavor: Heart-forged for banner-captains, it fights loudest in the moment everyone else needs a reason to keep swinging.

Sunwell LatticeFocus Stone, Uncommon Discipline: Binding (yellow) Effect: A citrine cut into interlocking facets, worn on a cord or set into a gauntlet. While attuned and holding it, you gain a +1 bonus to spell attack rolls and save DCs for Binding Workings. Once per dawn, when you cast a Binding Working, you may negate one die of Strain it would otherwise cost you. Flavor: Cut by the seal-wrights of Kardun Hollow, its lattice never quite finishes closing — like an oath still being sworn.

Kardun Weight-LensWondrous Item (eyepiece), Rare Effect: A monocle of smoked sapphire rimmed in oath-metal. While worn, you can see lines of gravitational strain in stone, timber, and bone (advantage on checks to judge structural load or a creature’s true mass). When you cast a Weight Working, its damage dice increase by one step (e.g., d6→d8) or its duration extends by 1 minute, your choice. Flavor: Mine-masters of the Deep Kardun forged these to read a ceiling before it decided to read them.

Buried Sun CellWondrous Item (battery), Uncommon Effect: A palm-sized copper-and-glass cylinder holding trapped lightning; it hums faintly cyan. It has 3 charges. As a free action when you cast a Current Working, you may expend 1 charge to reroll any one damage die from that Working, keeping the new result. The cell regains 1 charge each dawn, or all charges if exposed to a live storm or a Buried Sun relay for 1 minute. Flavor: Salvaged from the ruined power-lines beneath Ashvane, still convinced the war isn’t over.

Rustglass SettingWondrous Item (ring or bracer), Rare Discipline: Unmaking (orange) Effect: A band of pitted iron holding a shard of glass gone the color of a dying coal. Unmaking Workings you cast deal an extra 1d6 damage on a hit, and any metal object the Working directly damages (locks, chains, armor) also suffers 1 level of the rusted condition (–1 to AC or effectiveness until repaired). Non-magical use: pressing the setting to a lock or chain for 1 minute corrodes it enough to break with a DC 15 Strength check. Flavor: The stone was pulled whole from a bridge that Unmaking-wrights let stand exactly long enough to become a lesson.

Verdant AwlPractitioner’s Tool, Uncommon Discipline: Growing (green) Effect: A slender jade needle-and-vial kit, functioning as a healer’s kit that never runs out of supplies. When you cast a Growing Working that restores hit points, add your proficiency bonus to the total healed. You may also use the awl to stabilize a dying creature automatically, no check required, once per short rest. Flavor: The green never leaves the needle’s tip; something in it is always, quietly, still growing.

Veilglass MaskWondrous Item (worn over eyes), Rare Discipline: Knowing (magenta) Effect: A thin lattice of smoked glass shaped to the brow. While worn, the tell-tale magenta eye-flash of your Knowing Workings is fully suppressed — observers get no passive indication you are casting, and creatures must succeed on a Wisdom (Perception) check contested by your Charisma (Deception) to notice you working magic at all. Casting still costs Strain normally. Flavor: Favored by the Cartel of Quiet Faces in Velmoor, who consider an honest eye a professional liability.

Chorus CoronetWondrous Item (circlet), Rare Discipline: Heart (red) Effect: A ring of hammered copper strung with red glass beads. While worn, Heart Workings that affect multiple creatures increase their area or number of valid targets by 50% (round up), and creatures under the sway of your Heart Working have disadvantage on the saving throw made to shake it off early. Flavor: Rally-priests of the Sulamir provinces wear it to a crowd’s ear the way a conductor wears a baton.

SomniglassWondrous Item (lens), Very Rare Discipline: Dream (indigo) Effect: A teardrop of black glass, cool to the touch even in sunlight. While holding it to your eye, you can perceive the edges of Dream Workings and the drift of nearby sleeping minds, granting advantage on saving throws against Dream-channel effects. Once per long rest, you may cast Sending using only unconscious or sleeping creatures as valid targets, requiring no verbal component. Flavor: Ground from glass that fell, they say, from the border of the Hollow itself — and it has never fully stopped dreaming.

Plainlight PrismFocus Stone, Uncommon Discipline: Unshaped Faith (gold) Effect: A rough, uncut crystal that glows a soft gold regardless of what passes through it. Unlike other focus stones, it amplifies any discipline: once per short rest, when you cast a Working of any channel, reduce the Strain it costs you by 1 die. It gives no bonus to attack, DC, or damage — unshaped light does not pick favorites. Flavor: Faith-brokers on the Sulamir docks sell these to apprentices who haven’t chosen a channel yet, and to old masters who’ve stopped pretending they ever really had to.

Oath-Mask of the Quiet SealWondrous Item (worn over eyes), Uncommon Discipline: Binding (yellow) Effect: A slim strip of blackened oath-metal that lies flush against the brow. While worn, the yellow eye-flash of your Binding Workings is suppressed, and passive Perception cannot detect that you are casting. A creature actively watching for spellcasting must succeed on a DC 13 Wisdom (Perception) check to notice. Flavor: Bond-forgers who write contracts nobody was meant to read wear these to keep their oaths off their faces.

Storm-IrisWondrous Item (lens), Very Rare Discipline: Current (cyan) Effect: A cracked disc of blue-white quartz veined with what looks like frozen lightning. While worn over one eye, you have resistance to lightning damage and can see live Current-workings and buried power-lines through walls up to 30 feet away. Current Workings you cast have their range doubled. Flavor: Salvaged from a Buried Sun relay that arced once, brilliantly, and has been quietly rethinking its choices ever since.

Mindglass CabochonWondrous Item (stone-setting), Rare Discipline: Knowing (magenta) Effect: A polished amethyst set into a signet or amulet mount. You have advantage on Wisdom (Insight) checks to detect lies and on saving throws against being charmed or having your thoughts read. Illusion or pattern-reading Workings you cast in the Knowing channel last twice as long as normal before requiring concentration to maintain. Flavor: Cut by the pattern-readers of the Velmoor Cartel, who trust a stone’s honesty more than a person’s.

Threshold-Seal of KardunWondrous Item (Ward), Common Discipline: Binding (yellow) Effect: A palm-sized oath-metal nail driven into a doorframe (1 minute to set). While seated, the door cannot be forced, picked, or knocked open by anyone the owner has not named aloud; DC to break it physically rises by 5. Once per day the owner may speak a name to add or strike someone from the seal’s memory. If the door is breached by an unnamed creature, the seal flares yellow and every creature within 60 feet hears a single struck-bell tone. Flavor: Kardun smiths say a door that remembers your name will never forget your enemy’s.

Sinker’s Anchor-StoneWondrous Item, Uncommon Discipline: Weight (blue) Effect: A lead-blue focus stone worn on a cord. As a bonus action, activate it to become anchored: for 1 minute you have advantage on saving throws and ability checks made to resist being moved, knocked prone, shoved, or forcibly grappled, and your weight effectively triples for the purpose of such contests. Usable 3 times per day, recharging at dawn. Flavor: Dockhands wear these through storm season; a Sinker never blows off the pier.

Buried-Sun LanternWondrous Item, Uncommon Discipline: Current (cyan) Effect: A hooded lantern housing a captive spark. It sheds bright light in a 30-foot radius (dim for another 30) for 6 hours per charge and holds 4 charges, recharging fully if left outdoors during any thunderstorm (or 1 charge per day of ordinary sun). As an action, you may discharge all remaining charges at once to loose a crackling bolt at a target within 30 feet: 2d6 lightning damage per charge spent (Dex save, DC 13, for half), then the lantern goes dark until recharged. Flavor: Buried-sun tinkerers swear the light inside remembers the storm that woke it.

Rustward SachetWondrous Item, Common Discipline: Unmaking (orange) Effect: A small cloth pouch of orange-veined ash. While carried, metal and leather gear on your person cannot rust, tarnish, warp, or rot from age or weather. As an action once per day, you may instead press the sachet to a single nonmagical lock, chain, or rope and burn it through entropy: it corrodes to uselessness in 1 round, no roll required (does not affect magic items or creatures). Flavor: Unmaking artisans say every sachet is a little grave for a little future.

Greenmend Poultice-CharmWondrous Item, Common Discipline: Growing (green) Effect: A knotted vine-charm that stays perpetually green. Any creature who wears it while taking a short rest regains an additional 1d6 hit points beyond what they’d normally recover, and needs no food or water for the duration of that rest to still benefit from it. It also suppresses minor infection and disease-onset (DC 10) for 24 hours after being worn against an open wound. Flavor: Growing-kin midwives tie these to a newborn’s wrist before they tie the name-cord.

Veil-Charm of the Whisper GuildWondrous Item, Uncommon Discipline: Knowing (magenta) Effect: A thin magenta-stained domino mask. Once per day as an action, you can cast disguise self from it, and while the disguise is active you also gain advantage on Deception checks to maintain a false identity’s story. If someone succeeds on an Insight check to see through the disguise, the mask instead shows them a false face of your choosing rather than your true one. Flavor: The Whisper Guild doesn’t sell secrets; it sells the face you wear while keeping them.

Heartstring Favor-KnotWondrous Item, Uncommon Discipline: Heart (red) Effect: A braided red cord tied around the wrist. Once per short rest, as a bonus action, you may pluck the knot to grant yourself or an ally within 30 feet advantage on their next Charisma (Persuasion) check made within the next minute. Additionally, once per day you can use it to calm a hostile crowd of up to 12 creatures (no roll required against creatures with Intelligence 4 or lower reacting to fear/anger; creatures actively fighting for their lives are unaffected). Flavor: Heart-singers say a favor-knot doesn’t make someone like you — it just quiets the part of them that doesn’t.

Wayfarer’s Oath-CompassWondrous Item, Rare Discipline: Binding (yellow) Effect: A brass-and-oath-metal compass that, once bound to a named destination (10 minutes of ritual speech), always points toward it regardless of distance, plane-crossing barriers, or magical misdirection, and you cannot become magically lost (immune to maze-like or teleportation-scrambling effects) while it points true. You may rebind it to a new destination once per week; rebinding early requires an hour of the same ritual and a truth spoken aloud about why you’re changing course. Flavor: An oath-compass never lies about where home is — it just won’t tell you if you still deserve to go there.

Dreamer’s Hush-BellWondrous Item, Rare Discipline: Dream (indigo) Effect: A single indigo bell on a black ribbon. As an action, ring it once: every creature of your choice within 20 feet must succeed on a DC 15 Wisdom save or fall into a deep, dreamless magical slumber for 1 hour (ends if the sleeper takes damage or is shaken awake). Once used, the bell must “rest” for 24 hours, during which it faintly hums, and any creature that sleeps within 10 feet of it that night has vivid, unsettling dreams (no mechanical effect, but the GM should describe them — the bell is listening at the edge of something it shouldn’t). Flavor: Dream-wardens keep these on a short leash; ring it twice in a night and something on the other side starts ringing back.

Sunfast Coin of Unshaped FaithWondrous Item, Rare Discipline: Gold (unshaped Faith) Effect: A plain gold coin, warm to the touch, stamped with no mint mark. Once per long rest, you may spend your action to flip it and reroll any one d20 you or a creature within 30 feet just rolled, taking the new result. The coin also radiates a faint, comforting warmth — any creature that sleeps with it in hand for a full rest treats the environment as one step warmer for exposure purposes. Flavor: Nobody forged a sunfast coin. Faith just settled into that shape and stayed.

Stonefall Ballast BootsWondrous Item, Common Discipline: Weight (blue) Effect: Sturdy boots inlaid with pale blue stitching. While worn, you take no falling damage from falls of 30 feet or less, and falls beyond that are treated as 30 feet shorter for damage purposes. As a bonus action once per short rest, you may stomp to create a minor tremor in a 5-foot radius around you, knocking prone any creature standing there that fails a DC 12 Strength save. Flavor: Weight-smiths joke that a Ballast boot doesn’t stop you falling — it just convinces the ground to catch you gently.

Ring of the Kept WordRing, Uncommon Discipline: Binding (yellow) · Tier: Standard Effect: While wearing, you have advantage on saving throws against effects that would force you to break a spoken oath or promise. Once per day as a bonus action, you can bind a willing creature to a stated promise (as Compelled Duel, but the target need only fear failing their word, not you); the target has disadvantage on Wisdom saves to resist self-imposed guilt-based Fray for the scene. Flavor: Kardun once said a promise is just a seal you carry in your mouth.

Closed-Door SignetRing, Rare (requires a bond) Discipline: Binding (yellow) · Tier: Standard Effect: 3 charges, regain all at dawn. Spend 1 to seal a door, chest, or portal as Arcane Lock (DC 15 to break/dispel). Spend 1 as a reaction to reinforce your own armor with a yellow seam of light, gaining +2 AC until the start of your next turn. Flavor: The lock doesn’t hold the door shut. It holds the door’s promise to be shut.

Ring of Grounded FootingRing, Uncommon Discipline: Weight (blue) · Tier: Standard Effect: You have advantage on saving throws against being knocked prone, moved against your will, or pushed. 2 charges, regain both at dawn; spend 1 to automatically succeed on such a save instead of rolling. Flavor: A cutter’s trick, borrowed from the House of Foundation stonewrights — teach your bones to remember the floor.

Deep-Root AnchorbandRing, Rare (requires a bond) Discipline: Weight (blue) · Tier: Standard Effect: Once per long rest, as a bonus action, become immovable for 1 minute: your weight cannot be increased or decreased by magic, you cannot be forcibly moved, and you sink 1 inch into any surface softer than stone, granting advantage on Strength (Athletics) checks to resist being shoved or grappled. Flavor: Blue Faith pressed into gold until the ring forgets it was ever meant to move.

Ring of the Waking SparkRing, Uncommon Discipline: Current (cyan) · Tier: Standard Effect: Resistance to lightning damage. Once per short rest as a reaction when you take lightning damage, you may redirect half of it (rounded down) as a bolt at another creature within 30 feet, no attack roll required, target takes that amount of lightning damage. Flavor: Cyan light doesn’t ask permission to jump. Neither does this ring.

Buried-Sun SignetRing, Rare Discipline: Current (cyan) · Tier: Standard Effect: Stores 3 charges of current; regain all at dawn if exposed to open sky for at least 1 hour, otherwise regain only 1. Spend 1 charge to cast Shocking Grasp (using your Faith modifier) or to power any Buried-Sun device for 1 hour as if freshly charged. Flavor: A pocket of the old buried suns, small enough to wear, patient enough to wait.

CinderbandRing, Uncommon Discipline: Unmaking (orange) · Tier: Standard Effect: Resistance to fire damage. Once per day as an action, ignite a flammable object you touch, or cauterize a wound to stop yourself or a creature you touch from losing further hit points to bleeding for 1 minute. Flavor: Unmaking doesn’t care if the ember is a candle or a wound — orange only knows how to end things gently or violently, your call.

Ring of the Green PulseRing, Uncommon Discipline: Growing (green) · Tier: Standard Effect: Whenever you spend a Hit Die to heal during a short rest, regain an extra 1d4 hit points. Once per day as an action, stabilize a dying creature you touch and they regain 1 hit point. Flavor: Chaos stains rather than glows — this band drinks a little green wherever it’s near, then gives it back where it’s needed.

Bloomband of Steady VigorRing, Rare (requires a bond) Discipline: Growing (green) · Tier: Standard Effect: Advantage on saving throws against poison and against gaining levels of exhaustion. Once per long rest, cast Lesser Restoration on yourself or a creature you touch without expending a spell slot. Also removes 1 point of accumulated Fray from the target when used this way. Flavor: Grown slow in Ashvine soil, wound tight with living root instead of thread.

Ring of the Second GlanceRing, Uncommon Discipline: Knowing (magenta) · Tier: Standard Effect: Advantage on Intelligence (Investigation) and Wisdom (Insight) checks made to detect illusions, forgeries, or disguised patterns. Once per day as a bonus action, see through illusions and gain truesight out to 30 feet for 1 minute. Flavor: Magenta doesn’t shine outward — it folds inward, showing the wearer the seam where the lie was stitched.

Patternweave SignetRing, Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Standard Effect: You always know when you are being magically observed or scried upon (no check required). Once per long rest, cast Detect Thoughts without expending a spell slot. While concentrating on it, reduce any Fray gained from psychic sources by half. Flavor: The pattern-mages of the Knowing houses say a mind, once mapped, never fully closes again — this ring keeps the map honest.

Ring of the Steady HeartRing, Uncommon Discipline: Heart (red) · Tier: Standard Effect: Advantage on saving throws against being frightened or charmed. Once per day as an action, calm yourself and up to five willing creatures within 20 feet as Calm Emotions, and each target reduces their current Strain by 1. Flavor: Red doesn’t shine — it presses against the chest of a crowd until the panic can’t find room to spread.

Emberheart BandRing, Rare (requires a bond) Discipline: Heart (red) · Tier: Standard Effect: Once per short rest as an action, speak to a crowd of up to twenty creatures within 60 feet who can hear you; each ally in range gains advantage on their next saving throw against being frightened, and each hostile creature must succeed a Wisdom save (DC 13) or be frightened of you for 1 round. Flavor: House Emberwell trains its heralds on these — a ring that turns one voice into the mood of a whole square.

Ring of Shallow SleepRing, Uncommon Discipline: Dream (indigo) · Tier: Standard Effect: You need only 4 hours of sleep to gain the benefit of a long rest, and you have advantage on saving throws against being magically put to sleep or charmed while unconscious. While asleep, you have advantage on saving throws against any effect originating from or touching the Hollow. Flavor: Sleep light, dream shallow — the deep dark on the far side of indigo is easier to see coming if you never fully go under.

Ring of Lent LightRing, Very Rare (requires a bond) Discipline: Unshaped Faith (gold) · Tier: Standard Effect: Once per long rest as a reaction, when an ally within 30 feet casts a spell or activates a charged magic item, you may lend them power: reduce your own maximum hit points by 1d6 (recovers on a long rest) to grant that ally one extra spell slot of the lowest level, or fully recharge one charge on their item. Faith spent this way glows visibly gold along both wearers’ arms until dawn. Flavor: All light is lent — this ring just makes the lending easier to see.

Yellow-Grain Rod of the Sworn LineRod, Uncommon Discipline: Binding (yellow) · Tier: Standard Effect: Holds 3 Faith charges (regains 1d3 at dawn). Action, expend 1: touch a willing creature or object and bind it in place with a seam of hard yellow light — it can’t be moved from that spot by any effect weaker than the rod’s own Binding, and attacks against it have disadvantage, for 1 minute. Expend all 3 charges to instead raise a stationary 10-ft-long, 10-ft-high wall of yellow lattice-light (AC 18, 60 hp) that lasts until the rod runs dry. Flavor: Kardun smiths quench these rods in oath-metal shavings so the light remembers how to hold a line.

Focus-Stave of the Unbroken CircleStaff, Rare (requires a bond) Discipline: Binding (yellow) · Tier: Standard Effect: While holding, your Binding Working save DC is +1. Once per dawn, plant the stave to raise a 30-ft-radius ring for 10 minutes: creatures inside can’t be moved or teleported against their will, and gain advantage on saves against charm and fear. The stave also holds 4 Faith charges; expend 2 as a reaction to instantly reseal a broken oath-metal lock, ward, or binding that was just forced. Flavor: Circle-keepers of the sealed archives carry these so that nothing let out stays out for long.

Focus-Staff of the Deep FoundationStaff, Rare (requires a bond) Discipline: Weight (blue) · Tier: Standard Effect: +1 to your Weight Working save DC. Once per dawn, plant the staff to create a 20-ft-radius zone of crushing gravity for 1 minute: the area is difficult terrain, ranged attacks into or out of it have disadvantage, and flying creatures must succeed a DC 15 Str save each turn or descend 10 ft. Holds 4 Faith charges; expend 1 to force a Str save (DC 13) on a target within 30 ft or it falls prone. Flavor: Masons swear the deep foundations of Sulamir were laid with staves like this one, stone by stone, by faith alone.

Buried-Sun Wand of Arc-StingWand, Uncommon Discipline: Current (cyan) · Tier: Standard Effect: A blackened coil of buried-sun wire around a glass core. Holds 3 Faith charges (regains 1d3 at dawn, but only if left uncovered under open sky at dawn). Action, expend 1: ranged spell attack, range 60 ft, 2d8 lightning damage; the arc jumps to one additional creature within 10 ft of the target for half damage. Flavor: Salvage from a cracked buried sun, rewound by hand — it still remembers the storm it was pulled from.

Focus-Rod of the Storm CoilRod, Rare (requires a bond) Discipline: Current (cyan) · Tier: Standard Effect: +1 to your Current Working save DC; lightning Workings cast through the rod automatically arc to one extra target. Holds 4 Faith charges; as a reaction when an attack hits you, expend 2 to catch 2d8 of that damage into the coil (reducing the hit by that much), then on your next turn release it as a free 2d8 lightning bolt at the original attacker. Flavor: Storm-callers of the coastal Houses wind their coils tighter every year the buried suns burn dimmer.

Rust-Wand of the Slow RuinWand, Uncommon Discipline: Unmaking (orange) · Tier: Standard Effect: Holds 3 Faith charges (regains 1 at dawn). Action, expend 1: target one nonmagical metal object, or one metal weapon/armor piece worn/carried by a creature within 30 ft — it corrodes, taking a permanent −1 penalty to attack/damage rolls or AC (stacks to −3, then crumbles to rust). Against a construct or metal-bodied creature, instead deal 3d6 damage that ignores resistance to nonmagical weapons. Flavor: A working smith keeps one of these in a lead-lined box; a working thief keeps one on their belt.

Focus-Stave of CinderfallStaff, Rare (requires a bond) Discipline: Unmaking (orange) · Tier: Standard Effect: +1 to your Unmaking Working save DC. Once per dawn, sweep the stave to loose a 15-ft cone of orange entropic flame: 4d6 fire damage (DC 15 Dex halves), and any unattended objects in the area begin to rust or rot, becoming fragile. Also holds 3 Faith charges usable for a single-target 2d6 fire bolt (range 60 ft) each. Flavor: Cinderfall ash never fully cools — it just waits for the next thing worth ending.

Green Wand of the Quickening RootWand, Uncommon Discipline: Growing (green) · Tier: Standard Effect: Holds 4 Faith charges (regains 1d4 at dawn). Action, expend 1, touch: target regains 2d4+2 hp, or one wilted plant/crop patch (up to 10 sq. ft.) is restored to health or grown to maturity over 1 minute. Expend 2 charges to cure one disease or neutralize one poison in a touched creature outright, no save required. Flavor: Green-handed midwives of the Growing houses carry these into every birthing room and every failing field alike.

Focus-Stave of the Verdant PulseStaff, Rare (requires a bond) Discipline: Growing (green) · Tier: Standard Effect: +1 to your Growing Working save DC, and healing Workings cast through the stave restore an extra 1d6 hp. Once per dawn, root the stave in earth for 1 minute: all willing creatures within 20 ft regain 1 hp at the start of each of their turns and have advantage on saves against disease and poison. Flavor: Plant a Verdant Pulse stave in dead soil overnight and by morning something green will have found a reason to grow back.

Wand of the Mirrored ThoughtWand, Uncommon Discipline: Knowing (magenta) · Tier: Standard Effect: Holds 3 Faith charges (regains 1d3 at dawn). Action, expend 1: create a minor illusion of your own image and voice (as Silent Image, but it includes sound) lasting 1 minute, or send a telepathic message up to 1 mile to a creature whose mind you know, which may reply once. Flavor: Knowing-guild couriers never carry letters that can be intercepted — only wands that carry the thought instead.

Focus-Rod of the Labyrinth MindRod, Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Standard Effect: +1 to your Knowing Working save DC. Once per dawn, weave a Pattern-Ward for 10 minutes: you instinctively know if any creature within 30 ft is lying to you, and once during that time you may force a creature to relive a memory (DC 15 Wis save or stunned for 1 round). Also holds 3 Faith charges; expend 1 to read the surface thoughts of one creature within 30 ft for 1 minute (DC 15 Wis negates if the target is wary of you). Flavor: The rod’s magenta glass is cut with a maze pattern — stare too long and you start solving it instead of the mind you meant to read.

Wand of the Swelling ChorusWand, Uncommon Discipline: Heart (red) · Tier: Standard Effect: Holds 3 Faith charges (regains 1d3 at dawn). Action, expend 1: target one creature within 30 ft, which must succeed a DC 13 Wis save or its emotional state shifts to one you choose (calm, afraid, enraged, joyful) for 1 minute, altering its behavior at the GM’s discretion. Expend 2 charges to instead affect up to six creatures in a 15-ft radius. Flavor: Festival criers and riot-breakers alike keep a Swelling Chorus wand close — a crowd’s heart turns easier than one might hope.

Focus-Stave of the Kindled HearthStaff, Rare (requires a bond) Discipline: Heart (red) · Tier: Standard Effect: +1 to your Heart Working save DC. Once per dawn, raise the stave and rally allies: every ally within 30 ft who can see or hear you gains temporary hp equal to your level and advantage on their next save against fear, for 1 minute. Also holds 3 Faith charges; expend 1 to calm a hostile but non-combatant crowd (as calm emotions, no save required if none of them are actively fighting you). Flavor: Carved from a hearth-log that burned through three sieges without ever quite going out.

Channel-Rod of the Nine FacesRod, Very Rare (requires a bond) Discipline: Unshaped Faith (gold) · Tier: Standard Effect: A gold-veined rod ringed by eight small colored windows — one for each Order and Chaos channel — around a ninth band of plain gold. Holds 6 Faith charges (regains 1d4 at dawn). Once per long rest, spend 1 minute in prayer to attune the rod to any one discipline you already know a Working in; while attuned, expend 1 charge as an action to cast that channel’s lowest-tier Working using your own Working DC, through the rod’s matching window. Re-attuning to a different channel costs another minute of prayer and 1 charge. If all charges were spent the previous day, the gold band regains 1 extra spell slot of your lowest level at dawn as the lent light flows back — but only once per long rest. Flavor: No temple claims to have made the first one; every Order and every Chaos house insists it was theirs, and none of them are right.

Cindersgrave CloakCloak, Common Discipline: Unmaking (orange) · Tier: Standard Effect: Resistance to fire damage. Additionally, once per long rest, you may will the weave to unravel a Small or smaller flammable object (rope, door, parchment) it touches into ash over 1 minute, no roll required. Flavor: Woven from the tabard-ash of a burned mill, it remembers being consumed and refuses to be consumed again.

Nightgate WrapCloak, Rare (requires a bond) Discipline: Dream (indigo) · Tier: Standard Effect: While the hood is raised, you have advantage on saving throws against being charmed, frightened, or put to sleep by magic. As an action, you may pull the hood fully over your face to become invisible to any creature currently asleep or unconscious (ends if you attack). 3 charges, regain all at dawn. Flavor: Tailors of the Dream-wards stitch it in total darkness, one thread’s-width from the Hollow’s edge, and never once look down at their work.

Kindmarch CloakCloak, Uncommon Discipline: Heart (red) · Tier: Standard Effect: As an action, spend 1 of 2 daily charges to emit a pulse of red light in a 20-foot radius: each hostile creature there must succeed a Wisdom save or have disadvantage on its next attack roll, calmed rather than cowed. Allies in the radius instead gain a +1 bonus to that same roll. Flavor: Worn by crowd-wardens at the Sulamir harvest fairs, where a riot is just grief that hasn’t been given a place to stand.

Lastlight MantleCloak, Very Rare (requires a bond) Discipline: Unshaped Faith (gold) · Tier: Standard Effect: Once per long rest, when you or a creature within 10 feet of you would drop to 0 hit points, you may react to grant that creature temporary hit points equal to twice your level, in a flare of gold light that all light is lent — the pool refills over the following week rather than resetting instantly, taking 1d4 days if used before a full week has passed. Flavor: Not a healing, the weavers insist. A loan the world was already willing to make; the mantle just knows where to ask.

Underdrift BootsBoots, Uncommon Discipline: Weight (blue) · Tier: Standard Effect: You take no falling damage from falls of 30 feet or less, and falls beyond that are treated as 30 feet shorter. As an action, spend 1 of 2 daily charges to root yourself: until you choose to end it, you cannot be moved, knocked prone, or pushed by any effect smaller than a giant’s strength. Flavor: The soles carry a fleck of true bedrock; wearers say their steps sound like the ground agreeing with them.

Quickcopper StridersBoots, Rare (requires a bond) Discipline: Current (cyan) · Tier: Standard Effect: Your walking speed increases by 15 feet. As a bonus action, spend 1 of 3 daily charges to dash in a straight line up to 30 feet, arriving in a crack of blue-white light; creatures adjacent to your path take 1d6 lightning damage (Dexterity save halves). Flavor: Buried-sun tinkers salvaged the wire from a dead Current-engine and swore the boots still think they’re running a rail line.

Pathreader BootsBoots, Common Discipline: Knowing (magenta) · Tier: Standard Effect: Your steps leave no sound or physical trace (as if under a permanent pass without trace for tracking purposes only). Additionally, you may spend 10 minutes examining a set of tracks or a disturbed scene to know, with certainty, how many creatures passed and roughly how long ago (within a day), without a roll. Flavor: Knowing-scouts say the boots don’t hide your steps so much as convince the ground it never felt them.

Greenroot BootsBoots, Uncommon Discipline: Growing (green) · Tier: Standard Effect: You are unaffected by difficult terrain caused by plants, roots, mud, or overgrowth, and ignore the first 10 feet of such terrain each turn even when it’s magically dense. Once per long rest, standing barefoot in earth or grass for 1 minute regrows the soles overnight if damaged and heals you for 1d4 hit points. Flavor: Cut from bark that kept growing after the tree came down; even boiled and stitched, it hasn’t noticed it’s dead.

Rustbite GauntletsGloves, Uncommon Discipline: Unmaking (orange) · Tier: Standard Effect: Your unarmed strikes deal 1d4 additional damage to nonmagical metal objects and constructs made of metal, and any weapon you touch with an unarmed strike (as an action, targeting a held weapon) has disadvantage on its next attack roll as its edge dulls with sudden rust. Wears off after 1 minute or if cleaned with an action. Flavor: The leather itself is flecked with orange; disarm someone barehanded and their blade comes away looking a decade older.

Latchgrip GlovesGloves, Rare (requires a bond) Discipline: Binding (yellow) · Tier: Standard Effect: You cannot be disarmed while wielding a weapon or holding an object, and you have advantage on checks made to climb, grapple, or maintain a hold on something straining to escape. As an action, spend 1 of 2 daily charges to bind a Medium or smaller unattended object to your grip until you release it — it cannot be pried, pulled, or telekinetically removed from your hand by anything short of a direct Weight or Unmaking effect. Flavor: Kardun oath-smiths swear these gloves onto their own hands before hard labor — some say the union outlasts the man.

Sparkweave GlovesGloves, Very Rare (requires a bond) Discipline: Current (cyan) · Tier: Standard Effect: Your touch attacks and unarmed strikes deal an extra 1d8 lightning damage. As a reaction when you’re hit by a melee attack, spend 1 of 3 daily charges to discharge into the attacker: they take 2d6 lightning damage and must succeed a Constitution save or be stunned until the end of your next turn. Flavor: Wound from filament stripped off a dying Buried Sun, still faintly warm, still faintly certain it hasn’t finished its shift.

Kardun VowbeltBelt, Uncommon Discipline: Binding (yellow) · Tier: Standard Effect: While worn, your carrying capacity for the purpose of Strength checks and encumbrance is calculated as if your Strength score were 4 higher. Once per long rest, as a bonus action, speak a single word of oath aloud to gain advantage on your next Strength check or Strength saving throw made within 1 minute. Flavor: Kardun metal takes a promise the way other metal takes a shape; the belt just holds you to whichever one you spoke last.

Stillmind CinctureBelt, Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Standard Effect: You have advantage on saving throws against being charmed or having your thoughts read, copied, or magically altered. Once per long rest, as a reaction when targeted by an illusion or mind-affecting spell, you may force the caster to make a save against their own spell’s save DC or have the effect rebound onto them instead. Flavor: Knowing-adepts weave it low and tight, a magenta thread against the gut, precisely where they say a stolen thought first tries to take root.

Kardun’s Quiet SealAmulet, Uncommon (requires a bond) Discipline: Binding (yellow) · Tier: Standard Effect: While worn, you have advantage on saving throws against being grappled, restrained, paralyzed, or bound by magic. Once per long rest, as a reaction when a restraint or binding effect would take hold, you can flare the amulet’s yellow glow to automatically succeed on the triggering save or check. Flavor: The old binding-smiths swore the metal remembers every oath it was ever forged to keep, even ones not yet spoken.

Oath-Bright CircletCirclet, Rare (requires a bond) Discipline: Binding (yellow) · Tier: Standard Effect: While worn, the save DC of any Binding-channel effect you cast (seals, oaths, wards, restraints) increases by 1. Once per long rest, you may cast a Binding-channel spell of 2nd level or lower that you know without expending a spell slot. Flavor: Circling the brow like a second law, it hums faintly whenever a promise is about to be broken nearby.

Halo of Unshaped GraceCirclet, Very Rare (requires a bond) Discipline: Unshaped Faith (gold) · Tier: Standard Effect: A thin ring of unshaped gold light rests just above your head, visible only faintly. Once per day, you can spend 1 minute to bless up to three creatures you can see (including yourself): each gains a +1d4 bonus to attack rolls and saving throws for 1 hour, cast without expending a spell slot. Additionally, weapons and ammunition you touch count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks for 1 hour (once per long rest). Flavor: No channel claims it — it is faith before it chose a shape, and it lends itself to whoever asks plainly enough.

Storm-CrownCirclet, Rare (requires a bond) Discipline: Current (cyan) · Tier: Standard Effect: While worn, you gain a +2 bonus to initiative and resistance to lightning damage. Once per short rest, as a bonus action, you can discharge the crown to gain an additional reaction that can only be used before the end of your next turn. Flavor: Sparks crawl the temples of anyone who wears it too long near a Buried Sun; the wise take it off before naps.

CinderveilMask, Rare (requires a bond) Discipline: Unmaking (orange) · Tier: Standard Effect: While worn, your eyes do not flare with your discipline’s color when you cast — observers must succeed on a DC 15 Wisdom (Insight) check to detect that you are casting at all by sight alone. You also have resistance to fire damage. Flavor: Ash-grey lacquer over a soldier’s death-mask, worn by Unmaking adepts who got tired of being spotted before the first ember caught.

Rustbound LocketAmulet, Uncommon (requires a bond) Discipline: Unmaking (orange) · Tier: Standard Effect: While worn, you are immune to nonmagical disease, and nonmagical objects on your person do not rust, rot, or corrode. You have advantage on saving throws against Unmaking-channel effects that age, decay, or dissolve matter. Flavor: Inside is a single pressed leaf, picked the day it was forged, that has never once turned brown.

Verdant CrownCirclet, Rare (requires a bond) Discipline: Growing (green) · Tier: Standard Effect: While worn, whenever you cast a Growing-channel spell or use a Growing-channel effect that restores hit points, the target regains an additional 1d6 hit points. Additionally, at the end of a short rest, you regain 1d8 additional hit points if you spend at least one Hit Die. Flavor: Living bark grown around a bone frame, still faintly warm, like it hasn’t noticed it’s been picked.

Bloomward TalismanAmulet, Uncommon (requires a bond) Discipline: Growing (green) · Tier: Standard Effect: While worn, you have advantage on saving throws against poison and are immune to nonmagical disease. You have resistance to poison damage. Flavor: A seedpod sealed in green-stained glass, said to hum in the presence of anything that means the wearer’s body harm.

Pattern-Lens SpectaclesMask, Very Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Standard Effect: While worn, you automatically succeed on Intelligence (Investigation) checks to detect that something is an illusion, and you can see through magical darkness and illusory terrain out to 30 feet as though it were plain sight. Once per long rest, as an action, you can see the true form of one shapechanged, polymorphed, or illusion-disguised creature within 30 feet for 1 minute. Flavor: Ground from a single flawless focus stone, they show the seams the world stitched over its own lies.

Still-Heart DiademCirclet, Uncommon (requires a bond) Discipline: Heart (red) · Tier: Standard Effect: While worn, you have advantage on saving throws against being frightened or charmed. You are also immune to the involuntary emotional surge caused by Heart-channel crowd-effects (mass fear, mass joy, and similar), though you may still choose to act on the emotion. Flavor: Worn by crowd-marshals and duelists alike, the red thread inside beats a little slower than a heart should.

Sleeper’s Hollow-MaskMask, Very Rare (requires a bond) Discipline: Dream (indigo) · Tier: Standard Effect: While worn, you are immune to magical sleep effects and cannot be forced into unconsciousness by anything short of damage. While you sleep normally, you may spend 10 minutes to enter the dream of one sleeping creature within 30 feet, perceiving its dream and speaking within it, though you cannot alter it. You have resistance to psychic damage. Flavor: Carved by a Dream-adept who spent one night too close to the Hollow’s edge and came back able to knock on other people’s doors.

Sparkrunner WheelcartVehicle, Uncommon Discipline: Current (cyan) · Tier: Standard Effect: A four-wheeled cart wired with buried-sun coils that only runs on laid oath-metal rail; off the rail it is inert dead weight. On rail, it travels 120 feet per round carrying up to 800 lbs, requires no beast to pull it, and can be goaded to a Surge (as an action, spend 1 of 3 daily charges) for one round of 240 feet movement. If struck by a metal weapon while charges remain, the attacker takes 1d6 lightning damage as current arcs back. Charges recharge fully at dawn. Flavor: The rails hum before the cart ever moves — the current always arrives a half-second ahead of the wheels.

Sinkstone LiftVehicle, Rare Discipline: Weight (blue) · Tier: Standard Effect: A stone-and-iron platform (10-ft square, holds up to 2,000 lbs) ballasted with a Weight-etched keystone. On command (no action required, at-will) it rises or descends along any vertical shaft at 30 feet per round, smooth enough that standing creatures need not save against falling or overbalancing. If the keystone is removed or shattered, the platform becomes ordinary dead stone and drops at normal fall speed. Flavor: Ballast-wrights say the stone doesn’t lift the lift — it simply forgets, briefly, how much it weighs.

Green-Blooded CourserBonded Beast, Rare (requires a bond) Discipline: Growing (green) · Tier: Standard Effect: A horse-sized beast whose veins run faintly green under moonlight. While bonded, it heals 2d8 HP at the start of each of its turns as long as it has at least 1 HP, and it can share this recovery: once per short rest, it may touch its rider as a bonus action to grant the rider 1d8 + the courser’s Constitution modifier in healing. The courser needs no food or water for up to a week, drawing sustenance from ambient growth-faith instead. Flavor: Its coat is never quite still — new hair grows in as fast as the old is shed, so it always looks freshly born.

Oath-Bound DestrierBonded Beast, Very Rare (requires a bond) Discipline: Binding (yellow) · Tier: Standard Effect: A war-horse whose barding is fused oath-metal, sworn to its rider by a spoken vow at bonding. It cannot be frightened, charmed, or compelled to abandon its rider while the bond holds, and it is immune to being tripped, knocked prone, or forcibly dismounted by any effect weaker than a Very Rare or Legendary item. Once per day, as a reaction, it can Brace — becoming immovable for one round, so that any attack that would knock its rider off instead fails outright. Flavor: The vow was spoken once, at the forge, and the metal has not forgotten a word of it since.

Sealed Coach of the Hollow WardVehicle, Rare Discipline: Binding (yellow) · Tier: Standard Effect: A black lacquered carriage ringed in yellow-glowing sealant script. Its doors and shutters cannot be forced, picked, or breached by anything short of a Legendary item or 30+ points of damage to the seal (AC 19, 60 HP, immune to poison/psychic) while sealed from inside. It requires two mundane draft animals to pull at normal speed, but the cabin interior is warded silent — no sound passes the seal in either direction while shut. Flavor: Coachmen say you can scream yourself hoarse in there and the driver will never so much as slow the horses.

Rust-Hoofed WreckerBonded Beast, Uncommon Discipline: Unmaking (orange) · Tier: Standard Effect: A shaggy, mange-patched draft beast whose hooves carry a faint orange rime. It can be ridden or harnessed as a normal heavy draft animal, but as an action it may kick a manufactured object (lock, chain, gate, portcullis mechanism, non-magical armor or weapon) — that object ages instantly as if 50 years had passed, corroding, splintering, or seizing (GM’s call whether this destroys or merely disables it). This ability recharges after a long rest. Flavor: It was bred by scrapyard cults who found that rust, given a hoof to wear, walks quite well.

Mirage-CatBonded Beast, Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Standard Effect: A lithe, panther-sized mount whose coat shimmers faintly magenta at the edges. While mounted, both rider and cat gain advantage on Stealth checks, and the cat can bend light around itself and its rider as an action (3 charges/day) to become invisible for up to 1 minute or until it attacks. It can also imprint a false trail — leaving illusory tracks leading a false direction for up to a mile, lasting until the next rain or a successful Investigation check (DC 16). Flavor: Trackers who follow it swear the prints are real right up until they aren’t.

Herald’s RoanBonded Beast, Uncommon Discipline: Heart (red) · Tier: Standard Effect: A powerfully built warhorse with a reddish glow along its mane in battle. Once per encounter, as a bonus action, its rider can call out and the roan lets loose a resonant cry: all allies within 30 feet who can hear it gain advantage on their next saving throw against being frightened, and any ally currently frightened may immediately re-roll that save. The roan itself is immune to fear. Flavor: Old campaigners say a battle isn’t truly lost until the roan stops calling.

Somnal StriderBonded Beast, Rare (requires a bond) Discipline: Dream (indigo) · Tier: Standard Effect: A long-legged, owl-eyed mount that moves best at night, treating dim light and darkness as bright light for the purposes of its own movement, and ignoring difficult terrain caused by fog, loose sand, or underbrush. Once per day it can step half a pace into the drowsing edge of the dreaming world: rider and mount become impossible to track by scent or divination magic (such as Locate) for up to 8 hours, though the strider itself grows drowsy and must rest by dawn. Flavor: It borders the Hollow closely enough to walk its edges — but never, ever crosses in.

Storm-Given CourserBonded Beast, Very Rare (requires a bond) Discipline: Current (cyan) · Tier: Standard Effect: A sleek, blue-white-maned horse crackling faintly with stored charge, born (so the guilds claim) near a buried sun. It has a base speed of 80 feet and, three times per day as part of its movement, can Discharge — making a single dash of up to 200 feet in a straight line that deals 2d6 lightning damage to any hostile creature its path passes within 5 feet of (no action cost to the rider, DC 14 Dexterity save for half). The courser cannot Discharge two rounds in a row. Flavor: Ride it once at full gallop and you’ll swear the thunder is just now catching up.

Anchor-Back OxBonded Beast, Uncommon Discipline: Weight (blue) · Tier: Standard Effect: A broad, slow-moving ox with faint blue veining across its hide. It can carry or drag up to 6,000 lbs without penalty to its speed (20 feet), and as an action it can root itself, becoming functionally immovable (treat as anchored: cannot be moved, knocked prone, or forced back by any effect weaker than a Very Rare item) for up to 10 minutes — useful for holding a line, anchoring a rope crossing, or bracing a collapsing structure. Flavor: Ballast-wrights rent them out by the hour for jobs where a wall needs convincing not to fall.

Sunlit PalfreyBonded Beast, Uncommon Discipline: Unshaped Faith (gold) · Tier: Standard Effect: A pale, gold-dappled riding horse touched by raw, undisciplined faith rather than any one channel. Its coat sheds a soft golden glow (as a torch) that it can suppress or resume at will, and once per day it can lay its muzzle against a wounded creature to stabilize it instantly if dying, no roll required. Anyone who rides it into a shrine, chapel, or holy site is treated as if freshly blessed for the purposes of that site’s rites. Flavor: No priest can quite explain why it, uninitiated and untrained, still makes every altar in Sulamir feel a little more true.

Cindercoat of Vented RustArmor (Half-Plate), Uncommon Discipline: Unmaking (orange) · Tier: Standard Effect: The plates are scored with entropy-runs that bleed heat outward. While worn, you have resistance to fire damage. Additionally, as a reaction when you take fire damage, you can vent it: reduce that damage by an extra 1d10, but the coat’s rivets visibly rust one shade darker (purely cosmetic until 5 vents accrue, at which point it needs a smith’s oath-metal patch before it can vent again). Flavor: Unmaking doesn’t stop the fire — it just decides where the fire is finished.

Groundward BucklerShield, Uncommon Discipline: Current (cyan) · Tier: Standard Effect: A cyan filament rings the rim, always seeking the earth. While wielding this shield, you have advantage on saving throws against spells and effects that deal lightning damage, and you take no damage from lightning damage on a successful save (instead of half). Once per long rest, when you are hit by a lightning attack, you can use your reaction to redirect it: the attacker takes lightning damage equal to half the damage you would have taken. Flavor: Current always wants to go somewhere. A Groundward Buckler simply offers itself as the somewhere.

Foundation CuirassArmor (Breastplate), Uncommon Discipline: Weight (blue) · Tier: Standard Effect: Etched with Weight-glyphs that borrow gravity from bedrock. While worn, you cannot be moved against your will by any effect that would push, pull, or knock you prone, unless the source is Very Rare or higher, or you choose to allow it. You still take damage normally from such effects. Your jump distance is halved, and your speed cannot be increased above its base value while worn. Flavor: The mountain does not fear a strong wind. Neither, now, do you.

Mender’s BramblemailArmor (Chain Shirt), Uncommon Discipline: Growing (green) · Tier: Standard Effect: Living green threads knit through the links, faintly warm to the touch. When you finish a short rest while wearing this armor, you regain additional hit points equal to your proficiency bonus if you spend at least one Hit Die. Additionally, the armor mends its own tears and dents at a rate of 1 point of its own damage per day (armor cannot be destroyed by mundane wear while this is active). Flavor: It absorbs the little dying that happens every day and gives a little living back.

Steadfast YokeplateArmor (Half-Plate), Uncommon Discipline: Binding (yellow) · Tier: Standard Effect: Bound in oath-script from collar to waist. While worn, you cannot be magically charmed, and you have advantage on saving throws against being paralyzed or restrained. If you are ever under an oath, geas, or similar binding effect, you always know if you are in violation of its terms, even if the effect wouldn’t normally tell you. Flavor: The Yokeplate does not ask you to keep your word. It simply never lets you forget what it was.

Riotguard HarnessArmor (Studded Leather), Uncommon Discipline: Heart (red) · Tier: Standard Effect: Dyed a deep, matte red that seems to drink candlelight. While worn, you have advantage on saving throws against being frightened, and immunity to the frightened condition when reduced to half hit points or fewer. Once per long rest, when you fail a saving throw against a fear or morale effect that also targets allies within 30 feet of you, you can choose to succeed instead; each ally who also failed can reroll their save. Flavor: It doesn’t guard your heart from breaking. It guards everyone else’s from breaking with it.

Somnium LamellarArmor (Scale Mail), Rare Discipline: Dream (indigo) · Tier: Standard Effect: Each scale is a hair’s width from black, edged in a bruise-indigo sheen. While worn, you have advantage on saving throws against being put to sleep or rendered unconscious by magic. While you sleep in this armor, you cannot be affected by magic that would enter or read your dreams, and any creature attempting to scry on you while you sleep must succeed on a Wisdom save (DC 15) or the attempt fails and they take 2d6 psychic damage. Flavor: It sits right at the Hollow’s border and dares nothing to cross.

Warded CinderplateArmor (Plate), Rare Discipline: Unmaking (orange) · Tier: Standard Effect: Full plate scored end to end with entropy-runs, permanently warm. While worn, you have resistance to fire damage, and resistance to damage from any effect that specifically ages, corrodes, decays, or destroys objects on your person (magic items you carry cannot be degraded, rusted, or aged by such effects while worn/carried). The plate itself never needs cleaning or polishing — rust simply doesn’t take. Flavor: Entropy is a promise. This plate just keeps renegotiating the terms.

Bloomguard BrigandineArmor (Brigandine), Rare Discipline: Growing (green) · Tier: Standard Effect: Studded plates over living vine-fiber that visibly shifts and grows. While worn, at the end of each of your turns, if you are missing hit points and haven’t taken damage since your last turn, you regain hit points equal to your proficiency bonus. You are immune to the poisoned condition and resistant to poison damage while worn — the brigandine’s own living tissue purges toxins from your blood. Flavor: It does not fight for you. It simply refuses to let you finish dying while it’s paying attention.

Oathbind CrossbowRanged Weapon, Uncommon Discipline: Binding (yellow) · Tier: Standard Effect: Heavy crossbow strung with oath-thread. 3 charges (recharge at dawn): on a hit, spend a charge to force a DC 13 Strength save; failure locks one limb rigid, giving disadvantage on attacks or checks using that limb until the end of the target’s next turn. Flavor: Kardun smiths swear the string still remembers every promise it has ever cut short.

Chainvow GlaivePolearm, Rare Discipline: Binding (yellow) · Tier: Standard Effect: Reach 10 ft. 3 charges/day: on a hit, spend a charge to root the target — speed becomes 0 until they break free with a DC 15 Strength (Athletics) action. If the wielder moves more than 30 ft from a rooted target, the bind snaps, dealing 1d6 force damage to both. Flavor: The threads look ornamental until they aren’t.

GravemaulHafted Warhammer, Uncommon Discipline: Weight (blue) · Tier: Standard Effect: 3 charges/day: on a hit against a Large or smaller creature, spend a charge to slam it prone with no save; against anything larger, the target makes a DC 13 Strength save or falls prone. Anyone but the bonded wielder who tries to lift the maul treats it as three times its actual weight (DC 15 Strength check to wield at all). Flavor: It was forged at the bottom of a mine that no longer has a bottom.

Falling StarThrown Chakram, Uncommon Discipline: Weight (blue) · Tier: Standard Effect: Range 30/60, returns to the wielder’s hand at the start of their next turn. 3 charges/day: spend a charge as it flies to make it plummet onto the target, dealing an extra 2d6 bludgeoning damage and knocking them prone (DC 13 Strength negates the prone). Flavor: For one heartbeat in flight, it forgets it isn’t a comet.

Stormfeather BowLongbow, Rare Discipline: Current (cyan) · Tier: Standard Effect: 3 charges/day: on a hit, spend a charge to arc current from the target to a second creature within 15 ft, dealing 2d6 lightning damage (DC 13 Dexterity save for half, no attack roll required). Flavor: Fletched with feathers pulled from a heron that survived being struck twice.

Twinspark KnivesPaired Short Blades, Uncommon Discipline: Current (cyan) · Tier: Standard Effect: Must be wielded as a pair. Each hit with either blade builds 1 charge (max 3). As a bonus action, spend all 3 charges to release a jolt: 4d6 lightning damage to the struck target, which then arcs to any creature grappling the wielder or touching exposed metal within 5 ft. Flavor: Struck together, they sound less like steel and more like a storm clearing its throat.

Rustfang AxeBattleaxe, Uncommon Discipline: Unmaking (orange) · Tier: Standard Effect: On a hit, the target’s worn armor or shield corrodes, imposing a cumulative -1 AC (max -3) until repaired (1 hour of smithing or a Binding restoration ritual). Any unattended nonmagical metal object it touches crumbles to rust within 1 minute. Flavor: It doesn’t cut so much as convince the metal it was always going to fail eventually.

Cinderlash WhipWhip, Rare Discipline: Unmaking (orange) · Tier: Standard Effect: Reach 10 ft (15 ft with disadvantage). On a hit, the target takes 1d6 fire damage immediately and another 1d6 fire damage at the start of their next turn unless they spend an action to smother the coals. 3 charges/day: spend a charge on a hit to also force a DC 13 Strength save or be disarmed as heat numbs their grip. Flavor: It smolders for hours after use, like an argument nobody won.

Thornseed JavelinThrown Javelin, Uncommon Discipline: Growing (green) · Tier: Standard Effect: On a hit, seeds embed in the wound: the target takes normal damage plus 1d4 piercing at the start of each of their turns for 3 turns as vines root through the injury, unless removed (DC 12 Medicine as an action) or healed magically. While thrown and lodged in a creature, the wielder senses its direction within 1 mile. Flavor: Grown in soil fed by nothing but old grudges.

Bloomfang DaggersPaired Daggers, Very Rare Discipline: Growing (green) · Tier: Standard Effect: Each hit deals normal damage plus 1d4 poison from thorned edges. Once per short rest per dagger, as part of a hit the wielder may reverse the bloom: instead of poison, drain 2d6 hit points from the target and restore the same amount to the wielder. Flavor: Life is a channel like any other — these just refuse to agree which direction it flows.

Mirrorstep RapiersPaired Rapiers, Rare Discipline: Knowing (magenta) · Tier: Standard Effect: While wielding both, the wielder gains a +2 bonus to AC against the last creature that damaged them this combat, having read its pattern. 3 charges/day: as a reaction to being targeted by an attack, spend a charge to impose disadvantage on that attack roll before it’s made. Flavor: Trained not to parry the blow, but the intention that threw it.

Whispering StonesThrown Sling Bundle, Uncommon Discipline: Knowing (magenta) · Tier: Standard Effect: Set of 6 stones (all charges refresh at dawn). On a hit, spend a charge to force a DC 13 Wisdom save; failure causes the target to perceive 1d4 illusory duplicates of the wielder for 1 minute, imposing disadvantage on attacks made against the wielder during that time. Flavor: Each stone carries a rumor about where you’re really standing.

Heartrender FlailFlail, Rare Discipline: Heart (red) · Tier: Standard Effect: On a hit, the target makes a DC 13 Wisdom save or becomes frightened of the wielder for 1 minute (repeating the save at the end of each of their turns). 3 charges/day: spend a charge instead to force the same save on every creature within 10 ft of the target, wielder’s choice of fear (frightened) or grim resolve (creatures who fail instead gain advantage on their next attack). Flavor: It doesn’t strike the body so much as the nerve underneath it.

Lullwhisper BladeShortsword, Rare Discipline: Dream (indigo) · Tier: Standard Effect: 3 charges/day: on a hit, spend a charge to force a DC 13 Wisdom save (DC drops to 11 if the target is already below half their hit point maximum); failure drops them unconscious for 1 minute, ending early if they take damage or an ally spends an action to rouse them. Flavor: The edge sings so quietly that half the wounded never hear it land.

Nightfall BoltsCrossbow Ammunition (10), Very Rare Discipline: Dream (indigo) · Tier: Standard Effect: Self-fletching quiver refills to 10 bolts at dawn. Each hit deals normal damage and forces a DC 14 Constitution save or afflicts the target with creeping drowsiness (disadvantage on Wisdom (Perception) checks, -2 to initiative) until they complete a short rest. If a target is struck by three of these bolts in the same encounter, they must also succeed on a DC 16 Wisdom save or fall unconscious for 1 minute. Flavor: They fly without sound, the way the worst dreams arrive without warning.

Sunmade WarspearSpear, Rare Discipline: Unshaped Faith (gold) · Tier: Standard Effect: Reach 10 ft, sheds dim gold light in a 10-foot radius. Whenever the wielder reduces a creature to 0 hit points with this weapon, they may immediately bless one ally within 30 ft, granting 1d4 to that ally’s next attack roll or saving throw. 3 charges/day: spend a charge to grant this blessing without a kill. Flavor: Every province chaplain wants one; only one in a generation earns the bond.

Lentlight GreatswordGreatsword, Very Rare Discipline: Unshaped Faith (gold) · Tier: Standard Effect: Blade burns with unshaped gold light. 3 charges/day: as a bonus action, spend a charge to lend the glow to an ally within 30 ft — their next weapon or spell attack deals an extra 1d6 radiant damage — but the wielder’s own next attack this turn is made with disadvantage, since the light lent is light they no longer carry. While any charges remain, the sword itself deals an extra 1d4 radiant damage on a hit. Flavor: Etched along the fuller, in the old Sulamir hand: all light is lent.

Instruments, Tomes, Tools & Standing Works

Section titled “Instruments, Tomes, Tools & Standing Works”

The Unread MarginTome, Uncommon (requires a bond) Discipline: Knowing (magenta) · Tier: Standard Effect: While reading any written text, you have advantage on checks made to detect forgery, code, or deliberate falsehood in that text. As an action, open the tome and pose one yes/no question about a specific deception you suspect; the page’s margins fill with true magenta script answering honestly. Usable once per dawn. Flavor: Its owner, a Verity-clerk of the Knowing guild, bound the book to never again be lied to by paper.

Cartographer’s True-GlassTool (lens), Uncommon (requires a bond) Discipline: Knowing (magenta) · Tier: Standard Effect: As an action, hold the True-Glass to your eye and study a map, wall, or stretch of terrain within 30 feet. For 1 minute, hidden doors, false floors, and concealed paths within that area glow as faint magenta seams visible only to you. 3 charges, regains all at dawn. Flavor: Ground from a single flawless Knowing-stone, it shows the map the world actually is, not the one drawn on the page.

The Ledger That Forgets NothingCodex, Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Standard Effect: Inscribe a name and a promise on a blank page (1 minute, no cost). Thereafter, if that person breaks the stated promise, the page warms and glows faint magenta, and you sense the general direction and rough distance to them once per day as an action. Holds up to 20 entries at once; older entries fade if not renewed within a year. Flavor: House Verrance keeps three of these in its counting-house, and owes its unbroken four-century reputation to the fact that no one has dared test one.

Chorus-Horn of Tallow ValeInstrument, Rare (requires a bond) Discipline: Heart (red) · Tier: Standard Effect: As an action, sound the horn. Each creature of your choice within 60 feet that can hear it must succeed on a DC 13 Wisdom save or become emboldened for 1 minute, gaining 1d8 temporary hit points and advantage on saves against being frightened. Usable once per short rest. Flavor: Carved from a bull-elk’s antler and wound in red-stained oath-wire, it was first blown to turn a routed militia back into a line.

The Placid QuillInstrument (writing tool), Uncommon (requires a bond) Discipline: Heart (red) · Tier: Standard Effect: Text written with this quill carries a faint calming weight. A creature who reads at least a paragraph of it within 10 minutes of writing must succeed on a DC 12 Wisdom save or have disadvantage on the first check or attack roll made out of anger or provocation within the next hour. Affects each reader once per day. Flavor: Diplomats of the Vale Accord write every ultimatum with it first, and soften the wording after.

Weeping Fiddle of Last OrdersInstrument, Uncommon (requires a bond) Discipline: Heart (red) · Tier: Standard Effect: As an action, play a mournful air. Each creature within 30 feet that can hear it must succeed on a DC 12 Wisdom save or feel compelled to unburden itself — you gain advantage on Insight checks to read that creature’s true feelings or draw out a secret for the next 10 minutes. Usable 3 times per day; a creature cannot be affected by this fiddle again for 24 hours. Flavor: Every tavern in the Low Wards keeps one behind the bar for closing time, when the truth gets cheap.

Smith’s Anvil-Word HammerArtisan’s Tool (smith’s), Rare (requires a bond) Discipline: Binding (yellow) · Tier: Standard Effect: When you forge a weapon or suit of armor using this hammer, the finished item counts as crafted from exceptional materials (reduce the raw material cost by 25%, to a minimum of the item’s base cost), and if you later bind an enchantment into it, that enchantment requires no rare material component the first time. Flavor: Each strike drives a syllable of the old binding-word into the steel; smiths say a blade forged under the Anvil-Word remembers being told what it is.

Cindergate Hearth-StoneStanding-Work, Uncommon Discipline: Unmaking (orange) · Tier: Standard Effect: Set into any hearth or firepit, the stone keeps embers permanently alight without fuel, warming a room of up to 400 square feet to a comfortable temperature regardless of outside weather. The embers cannot be doused by nonmagical water or wind. Once per day, the hearth can be commanded to flare into bright light out to 30 feet for 1 minute. Flavor: No household in the Ashward district has bought firewood in three generations, and none of them will say why the stone was cheap.

Greenward SillStanding-Work, Uncommon Discipline: Growing (green) · Tier: Standard Effect: Any windowbox or planter bound as a Greenward Sill keeps its plants perpetually healthy — they never wilt, go to seed unwanted, or succumb to frost or drought. Herbs harvested from it retain full potency for ten times the normal duration. Once per week, the sill can be commanded to grow one dose of a common healing herb (such as feverbalm or clotroot) to full maturity overnight. Flavor: Growing-kin midwives keep one on every sill in the birthing house, so the season never decides when the medicine is ready.

Emberfall CloakWondrous Item (Cloak), Rare Discipline: Unmaking (orange) · Tier: Standard Effect: 3 charges, regain all at dawn. As a bonus action, spend 1 charge to vanish in a puff of embers and reappear in an unoccupied space you can see within 15 ft, leaving a trail of harmless smoldering ash. While worn, you have resistance to fire damage. Flavor: It doesn’t burn — it lets you step through the moment right before something does. (Choice: Downgraded. The “true shapeshifting” read was overreach; a charge-limited short teleport plus fire resistance is a clean, self-limiting Standard item with no need for a Toll.)

CinderfangWeapon (Dagger), Rare Discipline: Unmaking (orange) · Tier: Standard Effect: +1 dagger. On a hit, deals an extra 1d4 fire damage; the wound cauterizes instantly, but the target has disadvantage on saving throws against being frightened until the end of its next turn. Flavor: The bite doesn’t bleed — it just keeps burning, quietly, under the skin. (Choice: Downgraded — confirmed, minor fix. No free spell or shapeshifting was ever really needed here; bumping to Rare with a themed rider (fire + fright, no save-negation loophole) is enough to make it feel special at Standard.)

Oathbiter, the Unforgiving WordLongsword, Legendary (requires a bond) Discipline: Binding (yellow) · Tier: Bound Relic Effect: +3 oath-metal longsword. Once per turn when you hit a creature that has broken a promise, sworn oath, or violated a stated term within the last 24 hours, deal an extra 4d8 radiant damage as the blade reads their perjury aloud in a voice not your own. As a bonus action, you may bind a target you can see to a single spoken condition (max one sentence) for 1 minute; if they break it, they take 6d10 radiant damage and are restrained by yellow chains of light until the start of your next turn (Charisma save DC 17 negates the restraint but not the damage). Usable 3/day. Toll: Oathbiter demands you never lie and never break a promise yourself — the sword is always listening. Each personal oath-breaking or lie of consequence you commit adds a Burden die (starts at d4, climbs to d6, d8, d10, d12). At the start of each day you’ve broken faith, the GM rolls your current Burden die: on a 1, the blade turns its judgment on YOU at the worst possible moment (mid-swing, mid-negotiation), dealing its bonus radiant damage to you instead of your target. The only way to reduce the Burden is a public, costly act of atonement the GM designs on the spot. Flavor: Forged by a Kardun oath-smith who swore it would never again let a promise die quietly — and it never has.

The Foundation Stone of Verrow HoldWondrous Item (worn as a pendant), Very Rare (requires a bond) Discipline: Weight (blue) · Tier: Bound Relic Effect: While bonded, you cannot be moved, knocked prone, or forced to fall against your will unless you allow it, and you gain advantage on saves against being grappled or restrained. As an action (3/day), you may root yourself and up to five willing creatures within 30 feet to the earth: for 1 minute, all affected creatures gain resistance to bludgeoning, piercing, and slashing damage but their speed becomes 0. Toll: The Stone was quarried from the literal foundation of a hold that must not fall — and it believes it is still holding that hold up. Every week you go without physically returning to (or materially defending) a specific place the Stone has fixated on — determined by the GM at bonding, usually tied to your backstory — its pull deepens: your carrying capacity and speed both drop by 5 the following week, cumulative, as gravity itself begins treating you as part of the foundation. The only reset is spending a full day in ritual labor shoring up that place, whether or not it’s convenient, safe, or even still standing. Flavor: It remembers the weight of a thousand years of stone above it, and it will make you remember too.

Sunfather’s Last ChargeWand, Legendary (requires a bond) Discipline: Current (cyan) · Tier: Bound Relic Effect: A buried-sun core housed in dead Kardun brasswork. As an action, unleash a bolt of lightning at a target within 120 feet: 8d6 lightning damage (Dexterity save DC 18 for half), and it arcs to two additional creatures within 10 feet of the target for 4d6 each. Recharges on a short or long rest. While bonded, you gain a flying speed of 20 feet whenever you’ve dealt lightning damage in the last round. Toll: The wand is a dying battery drawing down a sun that’s already gone out — and it siphons your own vitality to keep firing after its charge runs dry. Each time you use the bolt on a recharge you don’t have (GM’s call, roughly 1-in-6 escalating with overuse), it instead deals its full damage to YOU and you gain one level of exhaustion as the wand drinks your life to complete the circuit. The wand’s hunger grows: after the third time this happens, it begins waking you at night with dreams of a dying star, demanding you seek out a new source to feed it — a live buried sun, a captive storm, a god of lightning — or it will simply stop working, forever, mid-battle. Flavor: Somewhere under Sulamir a sun was buried so the surface could have light. This wand is the very last of it, and it does not want to go quiet.

Rust That RemembersGauntlet, Very Rare (requires a bond) Discipline: Unmaking (orange) · Tier: Bound Relic Effect: An oath-metal gauntlet eaten through with orange corrosion that never finishes eating. Unarmed strikes with the wearing hand deal 2d10 fire damage instead of normal damage, and on a hit you may force a Constitution save (DC 15); on a failure, one nonmagical weapon or piece of armor the target is wearing corrodes, taking a permanent -1 penalty (max -3) until repaired by a smith over a full week. Once per long rest, touch an object (not attended by a hostile creature) and reduce it to rust and ash instantly, regardless of size, if it is not magical. Toll: The gauntlet doesn’t want to destroy your enemies’ gear — it wants to destroy everything, and it’s patient about getting there. Every time you use its corrosion on a creature or object, roll a d20; on a 1 (cumulative +1 to the chance per use, resetting only on a full moon), the corrosion spreads to something of yours instead — your own weapon, armor, or a random item in your pack, chosen by the GM. Left unused for more than a week, it begins rusting through your bond itself: your other worn metal equipment takes a cumulative -1 until you feed it a destruction. Flavor: It was forged to unmake a tyrant’s crown. It has never once forgotten what unmaking feels like, and it wants to feel it again.

The Last Ledger of House KardunWondrous Item (a bound iron tablet), Legendary (requires a bond) Discipline: Binding (yellow) · Tier: Bound Relic Effect: While bonded, you can as an action inscribe a binding contract between up to four willing parties (or one willing and up to three coerced, with a DC 20 Charisma save to resist) that magically compels a specific, mutually-agreed term for up to 30 days — violating it deals 8d6 radiant damage and stuns the violator for 1 round. Once per long rest, you may ask the Ledger a single yes-or-no question about any debt, promise, or unpaid due anywhere in Sulamir, and it answers truthfully. Toll: The Ledger is the accounting of every unpaid debt House Kardun ever left behind when it fell — and it considers you its new collections agent. Once bonded, it periodically (every 1d4 sessions, GM’s discretion) surfaces a debt it wants collected: a name, a place, an amount, utterly disconnected from your current plans. Ignore three surfaced debts in a row and the Ledger locks — its powers stop working — until you’ve settled at least one of the outstanding accounts, however inconvenient, dangerous, or morally grey collecting it turns out to be. Flavor: A dead house’s bookkeeping should have died with it. Instead, it found you.

Anchor of the Sunken CourtArmor (heavy), Very Rare (requires a bond) Discipline: Weight (blue) · Tier: Bound Relic Effect: +2 plate armor, deep-sea blue and cold to the touch. While worn, you have advantage on saves against being pushed, pulled, or teleported against your will, and you can breathe underwater. As a reaction when you would take damage from a fall or a crushing effect, you may halve that damage and instead cause it to radiate outward, dealing that halved amount to all creatures within 10 feet of you (Dexterity save DC 16 for half). Toll: The armor was worn by a drowned court that refused to rise, and it still refuses. Each night you sleep somewhere that isn’t submerged in at least shoulder-deep water, your Burden rises by one (max 5); at Burden 3+, you begin sinking slightly into any soft ground you stand on, and at Burden 5 the armor’s weight becomes crushing — you’re encumbered as though carrying triple its weight — until you spend a full night’s rest fully submerged, which the Court considers “coming home.” Flavor: They chose to drown rather than surrender. The armor has never once agreed that was a mistake.

The Storm That Owes a DebtRod, Legendary (requires a bond) Discipline: Current (cyan) · Tier: Bound Relic Effect: A rod of captured buried-sun lightning, forever crackling. As an action, call down a storm centered on a point within 500 feet: for 1 minute, the area in a 60-foot radius is wracked by driving rain and wind (heavily obscured, difficult terrain), and at the start of each of your turns a bolt strikes a random creature of your choice in the area for 6d10 lightning damage (Dexterity save DC 18 for half). Usable once per long rest. As a bonus action (3/day), you may instead loose a single bolt at a target within 120 feet for 5d6 lightning damage, no save. Toll: The Storm was owed to someone — a buried-sun engineer of old Sulamir who died before collecting — and every time you call it, it grows more convinced YOU are the one who owes it, not the other way around. Each use of the storm (not the single bolt) adds a permanent point to its Debt counter. When Debt reaches 5, the rod stops recharging normally; instead, once per long rest a lightning bolt (as the spell, no save available to you) strikes YOU at a moment the GM chooses, dealing full damage, “collecting on account” — and the counter resets to 3. The only way to zero the Debt entirely is finding and completing whatever task the original engineer died attempting, an open GM-designed thread. Flavor: It doesn’t remember what it’s owed. It only remembers that it’s owed, and that is somehow worse.

Cindergrave, the Slow FireGreataxe, Very Rare (requires a bond) Discipline: Unmaking (orange) · Tier: Bound Relic Effect: +2 greataxe that deals an extra 2d6 fire damage on a hit. Once per turn, if the target is below half its maximum hit points, you may cause the wound to smolder: it takes an additional 1d6 fire damage at the start of each of its turns for 1 minute (or until an ally uses an action to smother it). Once per long rest, as an action, ignite a 20-foot radius centered on yourself, dealing 6d8 fire damage to all other creatures in the area (Dexterity save DC 15 for half) and setting flammable objects alight. Toll: Cindergrave was forged to slow-burn a battlefield until nothing green remained, and it still hungers for that scale of ending — small kills bore it. Every combat you end WITHOUT using its ignite ability, the axe grows sullen: you take a cumulative -1 to attack rolls with it (max -4) until you unleash the full burn again, consequences be damned. If you go three sessions without triggering the burn at all, it begins igniting on its own — the GM may have it flare unbidden at a dramatically terrible moment, scorching whatever and whoever is nearest. Flavor: It was built to end an army. Anything smaller just makes it impatient.

The Greenmother’s DebtWondrous Item, Very Rare (requires a bond) Discipline: Growing (green) · Tier: Bound Relic Effect: A living bracelet of interwoven root and bark. As a bonus action, spend a charge to heal a creature you touch for 6d8 hit points, or to regrow a severed limb/organ entirely over 1 minute. The relic holds 3 charges and regains 1d3 each dawn. Toll: Every point healed by the relic is drawn from somewhere living. The GM secretly tracks a running Blight total equal to hit points restored. At 50 Blight, a swath of earth within a mile of where you slept that week (a farmer’s field, a stand of trees, once — a grove sacred to a local shrine) withers to grey ash overnight; the bond-holder feels it happen, a phantom itch under the bark. At 150 Blight, the withering targets something that can scream — livestock, then, if the debt is never answered, people the bond-holder has healed before. The only way to lower the total is to let a wound go unhealed and bleed out naturally in the relic’s presence, which the bracelet drinks in as repayment. Flavor: It does not create life. It moves it, from one green thing to another, and it always remembers which pocket it borrowed from.

Second Skin of the Deep BloomArmor (light), Legendary (requires a bond) Discipline: Growing (green) · Tier: Bound Relic Effect: Living armor grown from lichen-bark that fuses to the wearer’s skin overnight (donning takes 1 hour and cannot be interrupted or the process fails). Grants a +3 bonus to AC, immunity to disease and poison, and once per long rest lets the wearer regrow from 0 hit points to 1 instead of dying, as the armor cannibalizes itself to save them. Toll: The armor cannot be removed except by a remove curse or by the wearer’s death — and each time it saves the wearer from death, it grows a little further into them, spreading past the skin. The GM tracks Rootbound stages: after the 1st save, fine green veins show under the wearer’s eyes. After the 2nd, their voice picks up a chlorophyll rasp and they must eat sunlight (an hour in direct sun daily) or take a level of exhaustion. After the 3rd save, the wearer has become a Standing Work in truth — a rooted, half-plant creature the relic now speaks through in low branching whispers, and the bond-holder’s player and GM should discuss retiring or transforming the character into something the campaign world can react to. Flavor: Sulamir healers call it a gift. The Deep Bloom calls it planting.

The UndersongWondrous Item, Very Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Bound Relic Effect: A tuning fork cut from a focus stone gone matte-dark. Struck as an action, it lets the bond-holder read the surface thoughts of any creature within 30 feet for 1 minute (as detect thoughts, no save on the first use against a given creature), or, once per long rest, plant a single false memory in a creature that fails a Wisdom saving throw (DC 15). Toll: Every mind it opens leaves a groove in the bond-holder’s own. The GM keeps a tally of Borrowed Thoughts; at 5, a stranger’s memory or opinion surfaces uninvited in the bond-holder’s head during a stressful moment (GM narrates it, may impose disadvantage on a roll tied to confusion). At 10, the bond-holder starts losing their own memories to make room — the player must let the GM erase one detail of the character’s backstory or a downtime relationship, permanently, from the sheet. The tally only resets if the bond-holder goes a full month of game-time without striking the fork. Flavor: It hums a little louder every time it learns something that was never meant to be shared.

Mirrorveil, the Unlooked-AtWondrous Item, Legendary (requires a bond) Discipline: Knowing (magenta) · Tier: Bound Relic Effect: A cloak stitched with matte-magenta thread that seems to eat reflections. As an action, the wearer becomes invisible and untraceable by scrying, divination, or tracking magic for 10 minutes once per short rest; while active, any creature that looks directly at the wearer must succeed a DC 17 Wisdom save or perceive a different, mundane person entirely (their own invented illusion, chosen by the GM as “the least alarming stranger”). Toll: The cloak is jealous of being seen truly and edits the world’s memory of the wearer to protect its secret. Each time it’s used, roll a d6 and consult a running Erasure count: at count 3, one NPC who knew the bond-holder well genuinely forgets who they are — greets them as a stranger, permanently, until (if ever) painstakingly reintroduced. At count 6, the bond-holder’s own reflection stops matching their face for a full day, and anyone who scrutinizes them (Insight DC 20) senses something is deeply wrong. The cloak offers no way to pay this down; it only offers to stop, if the bond-holder swears to never activate it again — a vow the GM should let them break. Flavor: Ask anyone in Sulamir to describe the person who wears it, and you’ll get a different answer from everyone in the room, including the person themselves.

The Sway-Ring of House CendellanRing, Rare (requires a bond) Discipline: Heart (red) · Tier: Bound Relic Effect: A red-stained iron band, warm to the touch. As an action, the wearer can target one humanoid within 30 feet; on a failed DC 15 Wisdom save, that creature regards the wearer as a trusted friend for 8 hours (as charm person, but immune to the “obviously hostile act” break-clause — the charm simply frays 1 hour early instead). Usable 3 times per long rest. Toll: Love that isn’t earned collects as debt against the heart that took it. The GM tracks a Devotion total — the sum of hours creatures have spent charmed. At 100, the nearest charmed target’s affection curdles: it doesn’t break, it inverts, and they become obsessively, dangerously devoted (stalking, jealous sabotage of the bond-holder’s real relationships) until the charm’s remaining duration runs out. At 300, the ring stops asking — it activates itself on the nearest creature the bond-holder is arguing with or being rejected by, whether they want it to or not, and the wearer must make their own DC 15 Wisdom save or fail to notice it happened. Flavor: House Cendellan built its marriages, its treaties, and its ruin on this ring, in that order.

Heartsbleed, the Crowd’s VoiceRod, Legendary (requires a bond) Discipline: Heart (red) · Tier: Bound Relic Effect: A rod of deep-red oath-metal that hums like a heartbeat under strain. As an action, the wielder can move the emotional temperature of every creature within a 60-foot radius one step toward a chosen extreme (calm to riot, grief to fury, fear to courage) — no save for willing crowds, DC 17 Charisma save for unwilling ones. Affected creatures gain the mechanical benefits of the emotion (advantage on saves vs. fear if made courageous, etc.) for 10 minutes. Usable once per long rest, or more often at cost (see Toll). Toll: The rod feeds on crowds and never forgets one it’s moved. Each additional use beyond the free daily one costs the wielder a night’s sleep spent reliving the crowd’s emotion at unbearable volume (gain no benefit of a long rest that night). Separately, the GM tracks which crowds have been swayed: any time the wielder returns to a place they’ve moved a crowd before, roll a d20 — on a 1-5, the old emotion hasn’t faded, it’s calcified into a grudge, a cult, or a riot that reignites the moment the wielder is recognized, and the rod offers no way to undo it, only to move the crowd again and add another debt to the ledger. Flavor: It was forged during the Sulamir bread riots, when someone realized a crowd’s heart could be played like an instrument — and never asked whether it should be.

The Last LullabyWondrous Item, Very Rare (requires a bond) Discipline: Dream (indigo) · Tier: Bound Relic Effect: A music box carved from black glass that never quite finishes its tune. Opened as an action, it forces every creature within 20 feet (including the bond-holder, unless they hold it shut with both hands) to succeed a DC 15 Wisdom save or fall unconscious for 1 hour, immune to being woken by anything short of magic or a critical hit. Once per long rest, the bond-holder may instead target one sleeping creature and enter its dream, speaking with it and planting a suggestion (as suggestion, DC 15) that lingers as if truly the dreamer’s own idea. Toll: The box was cut too close to the Hollow, and every dream it touches thins the wall a little further. The GM tracks a Bleed count; at 3 uses, the bond-holder begins having a recurring dream that isn’t theirs — fragments of something vast and patient watching from the dark between dreams — and wakes without the benefit of rest one morning in three. At 6, the dream-visit power stops requiring the box: the bond-holder starts entering other people’s dreams involuntarily in their sleep, and the GM may have those dreamers wake changed, wrong, or aware of being watched — by something that isn’t the bond-holder anymore. Flavor: It was built to soothe a dying child to sleep. It has not stopped trying to finish the job on someone, ever since.

Hollowglass, the Unfinished DoorWondrous Item, Legendary (requires a bond) Discipline: Dream (indigo) · Tier: Bound Relic Effect: A hand-sized pane of black, faintly warm glass, matte as a held breath. As an action, the bond-holder can step through it into the Dreaming — for up to 8 hours, their body sleeps wherever they left it while their mind walks a border-realm of the unconscious, able to visit and converse in the dreams of any creature they’ve met, scout locations they’ve seen in dreams of others, or (DC 18 Wisdom save) draw a sleeping creature’s fear or memory out as a usable object in the waking world for 24 hours. Toll: Hollowglass borders the Hollow, and it is not a door so much as a held-shut one. Each trip through it, the GM rolls a d20 in secret: on a 1, the bond-holder doesn’t walk back out alone — something that lives past Dream follows the thread home and begins, quietly, to be real in the corner of their vision, in reflections, in the space just behind them when they turn. The GM tracks these Followers; they do not attack, they accumulate, and the world starts reacting to them (animals flee the bond-holder, Dream-discipline casters sense them from across a room) until the bond-holder finds a way to shut the door for good — which the pane itself will never volunteer how to do. Flavor: The dwarf-scribes who catalogued it wrote one line before refusing to touch it again: “It was built to look at the Hollow. It looked back.”

Oathbiter, the Founder’s SealWeapon (Bastard Sword), Legendary (requires a bond) Discipline: Binding (yellow) · Tier: Bound Relic Effect: +3 to attack and damage rolls. Once per turn when you hit, you may speak a single true clause (“you will not rise,” “you will not lie,” “you will not pass”) — the target must succeed on a DC 19 Wisdom save or be bound by that clause as a magical compulsion until the relic’s bearer dies or releases it. As a bonus action (3/long rest), slam the blade into the ground to raise a wall of yellow oath-light, 30 ft long, 10 ft high, 1 ft thick, AC 19, 60 hp, immune to poison/psychic, which lasts 1 hour or until destroyed. This was the blade the first Kardun smiths swore the founding oaths of Sulamir on; every clause it has ever bound is still, faintly, holding. Toll: The blade remembers every oath spoken through it and will not permit a NEW one while an old one goes unresolved — you cannot bind a fresh clause until you personally see a prior one fulfilled, broken, or released. Every clause you bind also binds YOU to its inverse: bind an enemy from lying, and you cannot lie either, on pain of the blade searing your sword hand for 2d6 fire damage at the GM’s discretion. At three or more standing clauses, the sword begins whispering the names of everyone you’ve bound to anyone who touches it — your enemies, if they get the chance. Flavor: It was forged in the year the first oath was written, and it has never once let a promise die quietly.

The Anchorstone of KadrenholtWondrous Item (Focus Stone, worn as a pendant), Legendary (requires a bond) Effect: While worn, you and up to five allies within 60 ft treat difficult terrain from earth, rubble, or collapse as normal terrain, and cannot be moved, knocked prone, or forced through teleportation against your will unless you choose to allow it. As an action (1/long rest), slam the stone down to trigger Founding Weight: every creature of your choice within 30 ft must succeed on a DC 19 Strength save or be pinned to the ground under 10x normal gravity (speed 0, disadvantage on all Strength/Dexterity checks and saves) for 1 minute; the ground itself sinks 5 feet, permanently reshaping the terrain. Discipline: Weight (blue) · Tier: Bound Relic Toll: The Anchorstone was cut from the literal foundation-stone of the drowned city of Kadrenholt, and it wants to go home. Every time you use Founding Weight, roll a d20 — on a 1, the stone pulls a 10-ft-radius sinkhole open beneath YOU instead, and you must save or fall with it. The stone also grows heavier with every use: after the fifth activation you’ve ever triggered, and every one after, your carried weight (including yourself) increases by 50 lbs permanently, representing the mass it’s borrowing back from the world. Long-term bearers slow, sink, stoop — the earth remembering what it’s owed. Flavor: Kadrenholt did not fall. It was pulled under, and the stone still keeps the pact that pulled it.

Suncoil, Last Ember of the Buried SunsRod, Legendary (requires a bond) Effect: +3 to spell attack rolls made through it; you can use it as a spellcasting focus for any Current-discipline effect. As an action, unleash a chained bolt: 10d6 lightning damage (DC 19 Dexterity save for half) to one target, then arcs to up to 3 more targets within 30 ft of the last for 6d6 lightning each (same save). Recharges after a long rest, or immediately if you are standing on exposed metal, in a storm, or within a Standing Work still drawing current. As a reaction, you may discharge a shielding pulse (no charge cost) to grant yourself resistance to lightning and thunder damage until the start of your next turn. Discipline: Current (cyan) · Tier: Bound Relic Toll: Suncoil is a sliver of an actual buried sun — a pre-Founding power source the guilds have spent generations trying to fully wake. Every time you fire the chain bolt, the rod’s core brightens visibly and stays lit for 1 hour, a beacon anyone who’s ever hunted buried-sun tech (guild agents, salvagers, worse) can sense from miles off. At GM’s discretion, after any long-form use (three or more discharges in a day), roll a d6: on a 1, something answers — a rival guild expedition, a scavenger crew, or a piece of the sun’s original containment machinery, still trying to reclaim its stolen light. Flavor: The old engineers called it a filament. It calls itself, when it speaks at all, hungry.

The Rustking’s CrownWondrous Item (circlet), Legendary (requires a bond) Effect: While worn, you gain immunity to disease and resistance to fire damage. As an action (3/long rest), touch an object or a construct and force it to make a DC 19 Constitution save (or the object simply fails if it has no save) — on a failure, it ages and corrodes a century in a heartbeat: metal rusts through, stone crumbles, wood rots, magic items lose one rarity tier of potency for 24 hours (a legendary item becomes very rare, etc.), and constructs take 8d10 necrotic damage. You may also touch a wound and reverse the effect on LIVING flesh once per long rest, undoing up to 6d8 damage worth of injury by unmaking the harm itself rather than healing it. Discipline: Unmaking (orange) · Tier: Bound Relic Toll: The crown was worn by the last Rustking of House Verennis before entropy took the whole House in a single winter — walls, wards, and finally the man himself, aged to dust in his own throne. Every time you use the corrosion effect, roll a d20; on a result equal to or less than the number of times you’ve ever used it, the crown turns the unmaking on YOU instead — you age 1d4 years instantly (or take equivalent necrotic damage if already ancient/undead-adjacent). The GM should track your uses openly: the crown does not hide the countdown, and NPCs who know the old stories will start counting with you. Flavor: Verennis did not fall to war. It simply stopped, mid-breath, and forgot to start again.

Sull-Shirai, the Waking DebtWeapon (Dagger), Legendary (requires a bond) — TRUE ARTIFACT Effect: +3 to attack and damage rolls; damage dealt is 2d4 psychic in addition to its weapon damage. Once per turn on a hit, the target must succeed on a DC 19 Wisdom save or fall instantly into a waking dream, becoming incapacitated and seeing/hearing only illusions of the dagger’s choosing (GM controls) until the end of their next turn. As an action (1/long rest), you may step fully into the Dreaming for up to 1 hour: you become invisible and intangible to anything not also dreaming, can move through solid objects, and can plant a single suggestion (as the spell, no save) into any sleeping mind on the material plane, anywhere, once during that hour. Discipline: Dream (indigo) · Tier: Bound Relic Toll: Sull-Shirai was forged on the literal border of the Hollow, and a piece of the Hollow rode home in it. It has an agenda: it wants its bearer asleep, permanently, so it can walk freely. Every night you carry it, you must succeed on a DC 15 Wisdom save or dream a vivid, seductive vision of the Hollow’s peace — waking gives you one level of exhaustion that ONLY clears once you go a full week without using the dagger’s powers. Each time you use the hour-long Dreaming step, the dagger grows a little more solid and a little more awake, and it will start speaking to you — reasonably, patiently — arguing for why you should simply stay. At three cumulative exhaustion levels earned this way, the GM may have the dagger attempt to finish the job outright: a DC 19 Wisdom save or you don’t wake up at all, not this time, and someone has to come get you out. Flavor: It doesn’t want to kill you. It wants you to stop minding that you’re already halfway gone.

The First Coin of SulamirWondrous Item (a single unshaped-gold coin), Legendary (requires a bond) Effect: While bonded, once per long rest you may spend an action to make one true thing of one false thing — you can render a single Medium-or-smaller illusion, forgery, disguise, or lie you are currently maintaining (yours or another’s, within 30 ft) briefly and completely REAL for 1 minute: a forged deed becomes a legally binding one, an illusory bridge becomes solid stone, a disguise becomes a true transformation. Additionally, as a reaction, you may flip the coin to reroll any one d20 roll made by you or an ally within 30 ft, taking the better result — usable 3 times per long rest. Discipline: Gold, unshaped Faith · Tier: Bound Relic Toll: This is the coin the Founders minted to prove that faith unshaped could still be spent — and every spending is still owed. Every use of “make real” incurs a debt the coin tracks in a ledger only the GM can read: at unpredictable future moments (a scene transition, a long rest, a moment of narrative weight), the coin calls in the equivalent value from somewhere else in the world — a real bridge collapses to pay for the illusory one you hardened, a true deed elsewhere is quietly forged and voided to pay for yours. The bearer never chooses what’s taken, only that something always is, and rumors of the debt eventually reach people who very much want a piece of the ledger paid to THEM. At GM’s discretion, after the coin’s debt reaches a breaking point (roughly one use per session sustained), a Collector — a being or institution that has learned to read the ledger — arrives to demand the coin itself as payment in full. Flavor: All light is lent. The First Coin is simply the only thing in Sulamir honest enough to keep the receipts.

The Accord-Bound LedgerWondrous Item, Very Rare (requires a bond) Discipline: Binding (yellow) · Tier: Bound Relic Effect: Bound in oath-metal boards. As an action, inscribe a spoken promise between two willing parties into the ledger; it becomes a binding geas. Breaking an inscribed oath deals 4d10 psychic damage to the breaker and the book flares visibly for a mile. The ledger holds 13 oaths at once. Once per long rest the bonded reader may instantly enforce one inscribed oath as if casting geas (no save if freely sworn; DC 17 Wisdom save if coerced). Toll: Every oath added tightens the ledger’s grip on its reader. Past 8 oaths, the book begins surfacing names in the reader’s dreams — people who could be bound — and the reader must succeed a DC 13 Wisdom save each time a plausible new oath-opportunity arises or feel compelled to pursue it. At 13/13 the ledger demands a slot be freed: it selects the least useful oath and forces the reader to engineer that person’s ruin or death to “settle the account” before any new binding can be made. Flavor: Kardun scribes say a Ledger never forgets a promise — it’s the promises that start remembering you.

The Regent’s YokeCirclet, Legendary (requires a bond) Discipline: Binding (yellow) · Tier: Bound Relic Effect: A standing-work circlet of oath-metal filigree. While worn and bonded, the wearer can, as an action, speak a Decree over up to 30 willing or lawfully-subject creatures within 120 feet who can hear them; for 24 hours those creatures must obey any command that doesn’t demand obvious self-destruction (as dominate person, but requiring only the target’s prior fealty, not a save, if they’re legally the wearer’s subjects). Usable 1/long rest. The wearer also always knows if a sworn subject is currently breaking a law of the wearer’s domain. Toll: The Yoke was forged to bind a kingdom, not a person, and it treats the wearer’s own will as just another subject to manage. After each Decree, roll a d20: on a 1-5, the Yoke quietly overwrites one of the wearer’s own minor intentions this week with what it judges “better for the realm” (GM’s call, small but real — a mercy withheld, a marriage nudged, a war postponed). The wearer never notices the substitution happen, only its results. Flavor: House Var’iel’s last true king ruled forty years wearing the Yoke and swore, to his death, that every decision had been entirely his own.

The Founding StoneWondrous Item, Very Rare (requires a bond) Discipline: Weight (blue) · Tier: Bound Relic Effect: A fist-sized keystone. Set into a structure’s foundation (10-minute ritual) and bonded, it becomes a standing-work that anchors the building against collapse, siege, or subsidence — the structure gains immunity to the shattered condition and to falling/crumbling from structural damage or unstable ground for as long as the Stone is seated. The bonded caretaker can, 3/day as a reaction, spend a charge to instantly halt one collapsing structure or falling mass within 60 feet (Weight-locking it in place for 1 minute). Toll: The Stone borrows mass to hold mass — it is quietly stealing structural integrity from somewhere else to lend it here. Every use drains a “debt” that must be repaid: within a tenday, some other structure connected to the same ground or bloodline (a nearby wall, a family home, a memory tied to the caretaker) weakens or fails instead unless the caretaker actively shores it up in person. Left unpaid past three debts, the Stone starts drawing on the caretaker’s own bones (1 point of Constitution-based exhaustion per unpaid debt). Flavor: Weight-wrights of the Deep Guild say every foundation stone that never falls is standing on someone else’s ruin.

The Deepstone ManaclesWondrous Item, Legendary (requires a bond) Discipline: Weight (blue) · Tier: Bound Relic Effect: A pair of blue-cored oath-metal shackles. Clamped on a creature (contested Athletics/Acrobatics vs. the bonded warden’s spell save DC), the target’s weight becomes crushing: their speed is halved, they have disadvantage on Strength and Dexterity checks and saves, and they cannot be teleported, levitated, or otherwise moved against the Manacles’ will. The warden can, as an action, spend a charge (3/long rest) to slam the wearer’s weight to ten times normal, forcing a Strength save or the target falls prone and takes 6d10 bludgeoning damage as gravity itself punishes them. Toll: The Manacles are a standing-work prison and they always want an occupant. Left empty more than a week, they grow heavier on the warden’s own person (cumulative levels of exhaustion) until someone is shackled. The GM should introduce pressure to fill them — a captured enemy the warden is tempted to keep chained past usefulness, or allies pushing the warden to release a prisoner the Manacles refuse to relinquish (the warden must make a DC 18 Charisma check to willingly unlock them once someone’s been held over 24 hours). Flavor: Cast in the Deep Guild’s oldest forge for a prisoner who, legend says, is still down there — the Manacles simply moved on to someone else in the meantime.

The Storm-Jar of Cael DorethWondrous Item, Very Rare (requires a bond) Discipline: Current (cyan) · Tier: Bound Relic Effect: A sealed glass jar veined with cyan focus-stone, humming with caught lightning. The bonded owner can open it as a bonus action to release a stored charge: a 30-foot line or 20-foot-radius burst dealing 6d6 lightning damage (Dexterity save for half), or spend a charge to instantly recharge a Buried-Sun device or standing-work within reach. The Jar holds 3 charges and refills 1/day by being left out in any storm, or instantly during a lightning strike within a mile. Toll: The Jar doesn’t generate lightning — it steals it, quietly drawing storms toward wherever it’s kept between uses. Regions near a bonded Jar-holder suffer worsening weather (GM escalates: unseasonal storms, then storm-frequency doubling, then a standing tempest that won’t break) the longer it stays charged and unspent. Local farmers, sailors, and weather-guilds will eventually notice and come looking for whoever’s hoarding their sky. Flavor: Buried-Sun engineers in Cael Doreth built the first Storm-Jars to power a city — they stopped when the city noticed its rain had stopped falling anywhere else.

The Buried Sun CoreWondrous Item, Legendary (requires a bond) Discipline: Current (cyan) · Tier: Bound Relic Effect: A pulsing cyan sphere, the heart of a Buried-Sun standing-work. While bonded and installed in a device, vehicle, or fortification, it grants unlimited power to that single structure — lights never dim, engines never stall, wards never lapse, for as long as the Core remains seated. The bonded engineer can also, 1/day, unleash the Core’s stored output directly: every creature of their choice within 60 feet takes 10d8 lightning damage (Dexterity save for half) as the sky itself seems to arc down to it. Toll: A Buried Sun is not a battery, it’s a captured star straining to escape, and it needs to be fed belief to stay contained — the engineer must personally maintain faith-work (prayer, ritual maintenance, a genuine public reason people believe in what the Core powers) or it destabilizes. Each month of neglect, roll a d6: on a 1, the Core sheds containment somewhere nearby (a district blackout, a wildfire of lightning, a Standing Work elsewhere silently failing). If the engineer’s faith in the project ever breaks entirely, the Core goes critical: a countdown (1d4 days) begins toward a catastrophic discharge leveling everything the Core powers and more. Flavor: They call it “buried” because the alternative to feeding one is burying whatever it was built to power — cities, sometimes.

The Rust ChoirWondrous Item (bell), Very Rare (requires a bond) Discipline: Unmaking (orange) · Tier: Bound Relic Effect: A small hand-bell, its orange focus-stone clapper etched with entropy-glyphs. Rung as an action, it releases a 30-foot cone of accelerated decay: nonmagical metal objects (weapons, armor, locks, chains) in the area corrode instantly, taking a permanent -2 penalty (cumulative, to -6 max, then destroyed) to AC bonus/damage/DC as applicable; creatures wearing metal armor in the cone take 3d10 necrotic damage as it crumbles against them (Constitution save halves and negates the armor damage). 3 charges, regains 1/dawn. Toll: The Choir doesn’t distinguish “enemy” metal from the bonded ringer’s own — every ringing has a 1-in-6 chance (roll after) of also degrading one piece of the ringer’s own worn or carried metal gear by the same -2 step, oath-metal included. The bell also grows louder and harder to silence with use: at 0 charges remaining, it keeps ringing faintly on its own for 1 hour, audible for a mile, drawing anything that hunts by sound or is sensitive to Unmaking (rust-things, entropy-touched beasts, Houses that police forbidden decay-work). Flavor: Unmaking clerics ring the Choir over battlefields to strip the dead of their steel before anyone can loot it — they say the bell just likes the sound of things ending.

The Last Ember of the Ashfall HouseWondrous Item, Legendary (requires a bond) Discipline: Unmaking (orange) · Tier: Bound Relic Effect: A single perpetually-glowing coal set in an iron pendant. While bonded, the wearer can as an action hurl the Ember to unleash a firestorm: 60-foot radius, 12d8 fire damage (Dexterity save for half), and the area is left as ash-choked wasteland — difficult terrain, no plant growth, for 1d4 years unless magically restored. Usable once per long rest without cost; the wearer can also call minor flame at will (as produce flame) with no Toll attached. Toll: The Ember is the last coal of a House that burned itself out of existence entirely, and it remembers being fed a city. Each time the firestorm is used, the Ember hungers harder: the wearer must make a DC (10 + number of times ever used) Wisdom save or feel compelled to use it again against the next plausible target within a tenday, proportionate or not. A wearer who resists three compulsions in a row draws the Ember’s hunger inward instead — it deals 4d8 fire damage directly to them, no save, “reminding” them what it’s for. Flavor: Ashfall’s last lord burned his own House to the foundations rather than let the Ember choose its next meal for him — the pendant has been looking for a less principled bearer ever since.

The Second RingRelic, Very Rare (requires a bond) Discipline: Growing (green) · Tier: Bound Relic Effect: A heartwood band grafted below the skin. As an action, touch a living creature to draw one wound, disease, poison, or ongoing bodily condition out of them and into a shadow-organ the Ring grows inside you (you suffer none of its effects while it’s held, though you can feel it squirming). You may hold up to 3 conditions this way. As an action, transplant a held condition into another creature you touch (they resist as normal), or expel it harmlessly into raw meat or a living plant, destroying it. Once per long rest, transplant a condition into yourself to heal 4d8 hit points instead — the flesh you offer regrows over a day. Toll: The shadow-organ wants mass, not just malady. Every 3rd transplant, the Ring keeps a “tithe” — 1 inch of you (a fingertip, a lock of hair, a tooth) is silently converted to feed its growth, replaced by something not quite yours. At 5 tithes, roll on a minor mutation table (GM’s call — the flesh remembers what it carried). The Ring never asks permission, and cutting it out costs you the limb it’s rooted in. Flavor: Growers say the body is a garden no one owns outright — the Ring simply collects rent.

Motherbark CradleRelic, Legendary (requires a bond) Discipline: Growing (green) · Tier: Bound Relic Effect: A woven altar of living root, warm to the touch, that can house a soul departed within the last 7 days. Laying a corpse (or ashes) in the Cradle and channeling for 1 hour restores it to life as true resurrection, fully grown from bark and bone — no scars, no missing pieces. This can be done once per week without cost. Additional castings within the same week require the Toll below. Toll: The Cradle is hungry to build life and will take it from somewhere. Each casting beyond the first in a 7-day span draws its biomass from the nearest significant patch of living things — a forest goes to bare stone, a herd drops dead in a field, a town’s crops fail overnight — equal in “life-weight” to what was regrown. If nothing sufficient is nearby, it drains 1d4 levels of exhaustion from the bonded caster permanently converted to the Cradle’s growth (removable only by a Growing ritual costing 500gp per level). The Cradle has, on occasion, asked its keeper to lie down in it “just to rest.” Flavor: Merretian midwives whisper that Motherbark never destroys life — it only decides, unasked, whose turn it is.

The Cataloged EyeRelic, Very Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Bound Relic Effect: A faceted crystal eye set into an eye socket or worn as a monocle. While bonded, you gain advantage on Insight and Investigation checks and can, as a reaction, replay the last 10 seconds of any scene you witnessed in perfect clarity (freeze-frame, rewind, examine details you missed). Once per short rest, as a reaction to being targeted by an attack, spend a charge to have “already seen this coming” — gain advantage on your save or add +5 to your AC against that one attack. Toll: Everything the Eye catalogs is copied to the Archive, a distant Knowing order (or worse — an unknown intelligence; GM’s call) that the bonded did not choose to join. Every session, the GM may declare that a secret, face, location, or plan the Eye witnessed has surfaced somewhere it shouldn’t — a rival has the map you glimpsed, an enemy knows the safehouse, a blackmailer has your face mid-crime. The bonded cannot detect when this happens until it’s already spent. Attempting to sever the bond risks total memory wipe of everything the Eye ever recorded, including memories that were never yours to lose. Flavor: The Archive does not spy. It simply remembers everything you were foolish enough to let it see.

Loomtongue MaskRelic, Legendary (requires a bond) Discipline: Knowing (magenta) · Tier: Bound Relic Effect: A featureless magenta-veined porcelain mask. While worn, you understand and speak all languages, and can cast modify memory and programmed illusion at will, no components, no slots. Once per day, you may rewrite a witnessed event in up to three creatures’ short-term memories simultaneously (as modify memory, but affecting a group within 30 feet, no save if they’re willing or unaware they were affected). Toll: The Mask is weaving a Pattern across the world and you are its needle. Once per week, the GM specifies a rumor, false memory, or belief the Mask “requires” spread through a specific person or crowd — refuse, and the Mask begins editing your own memories instead, at a rate of one meaningful detail lost per day of refusal (a face, a name, a skill) until you comply. Long-term holders of the Mask report gaps where their childhoods used to be. Flavor: No one who has worn the Mask for a decade can say, with certainty, which of their memories are load-bearing and which are load.

The Drumfather’s GirdleRelic, Very Rare (requires a bond) Discipline: Heart (red) · Tier: Bound Relic Effect: A wide red-lacquered war-belt strung with tiny bone drums. As an action, strike the drums to affect all creatures of your choice within 60 feet who can hear you: allies gain advantage on their next attack roll and +1d6 to it (Heart’s fury), enemies must save (Wisdom) or become frightened and flee for 1 minute. Usable 3 times per long rest. Toll: The Girdle feeds on crowds at emotional extremity — it grows sluggish (uses drop to 1/long rest) if it goes more than a few days without witnessing a mob-scale surge of fear, rage, or grief. A starved Girdle begins compelling its bonded toward crowds: an unshakeable urge to provoke the nearest tavern into a brawl, to needle a grieving family, to be near riots. The GM may impose disadvantage on Wisdom saves against the bonded’s own outbursts when the Girdle is hungry enough. Flavor: They say the Drumfather never started a single war himself — he just liked how the drums sounded when everyone else did.

The Grief ChoirRelic, Legendary (requires a bond) Discipline: Heart (red) · Tier: Bound Relic Effect: A relic that manifests as a ring of translucent, wailing figures orbiting the bonded at will. As an action, the Choir can draw despair from up to six dying, mourning, or grief-stricken creatures within 120 feet, converting it into raw force: each point of grief drawn (GM assigns 1–3 per source based on severity) becomes a temporary hit point for the bonded and their allies, up to 60 total, lasting 1 hour. Once per long rest, spend 20 of these points as an action to have the Choir manifest solid enough to fight — a spectral host (treat as 4 shadows, MM stats) that obeys the bonded’s commands for 1 minute. Toll: The Choir is built from real grief and it wants more voices. It cannot be sated by the bonded’s own feelings — only fresh tragedy. If the bonded goes a full week without the Choir drawing from a death or profound loss, one of the spectral figures turns and screams the name of someone the bonded loves, and that person suffers a genuine run of terrible luck (GM discretion — disadvantage on saves, an “accident,” a sudden illness) until the Choir feeds again. Veteran bonded learn, disturbingly, to arrive at disasters early. Flavor: The Choir doesn’t cause the tragedies. It just makes sure it’s there in time to collect them.

The Unlit DoorRelic, Very Rare (requires a bond) Discipline: Dream (indigo) · Tier: Bound Relic Effect: A door-shaped fragment of black lacquered wood, no bigger than a hand, that unfolds to full size only in sleep. While you sleep, you may carry one willing or unconscious touched creature with you as you step through the Door into any sleeping mind within a mile you’ve met before. There you can converse, search for buried memories (Insight check contested by their Wisdom), or plant a suggestion (as the spell, save DC 15) that surfaces as their own idea on waking. Toll: Dream borders the Hollow, and the Door has no bottom. Each time you use it, roll a d20; on a 1, something that is not a dream-image follows you back through — the GM introduces a small, wrong detail into the waking world near you (a door that wasn’t there, a face with too many teeth in the crowd, a familiar voice from an empty room) that escalates the more the Door is used. At 3 accumulated “wrongnesses,” the bonded must make a Wisdom save each dawn or lose 1 hour of the previous night to Hollow-static, remembered by no one. Flavor: Every dream-walker learns the same lesson eventually: you don’t need to open the Unlit Door for something on the other side to notice you knocked.

The Somnarch’s CrownRelic, Legendary (requires a bond) Discipline: Dream (indigo) · Tier: Bound Relic Effect: A slender circlet of black glass that only appears when its bonded is asleep. While worn in dream, the bonded rules a demesne built from the sleeping minds of everyone they’ve ever dream-touched with it — up to 13 “subjects” bound in a shared dreamscape the bonded can shape at will (terrain, weather, structures, even other dreamers’ avatars, as a lesser version of mirage arcane that only affects the sleeping). Subjects gain the bonded’s chosen minor boon on waking once per week (advantage on one roll, resistance to one condition, etc.) — and the bonded can, once per long rest, draw on a subject’s unconscious knowledge for a free Insight or Investigation check at expertise. Toll: The demesne is not satisfied at 13. Once a month, the Crown “opens a seat” — the bonded feels an unshakeable pull toward a specific sleeping stranger who must be dream-touched and bound within a week or the existing demesne begins to fray, subjects waking with night terrors and the bonded taking 2d6 psychic damage nightly until a replacement is found. The larger the demesne grows, the closer its border creeps to the Hollow — at 20+ subjects, the GM may rule a permanent tear has opened, and something from the Hollow now has a standing invitation to the dreamscape the bonded built. Flavor: Every somnarch believes they are the one dreaming the kingdom. None of them ever ask who else might be dreaming it too.

The Vareth OathbladeWeapon (Longsword), Legendary (requires a bond) Discipline: Binding (yellow) · Tier: Bound Relic Effect: +2 oath-metal longsword. As a bonus action, speak a binding word to lock the blade’s edge into any oath sworn in your presence within the last minute — the oath-breaker takes 4d8 force damage and is restrained by yellow chain-light (DC 17 Strength save each turn to escape) until the oath is fulfilled or a year passes. Once per long rest, plant the blade in ground or floor to raise a Standing Work: a wall of solid yellow light (30 ft long, 10 ft high, AC 18, 60 HP) that lasts until dispelled or the bearer dies. Toll: The blade is a House Vareth relic on permanent loan, not a gift. Every binding you enforce is logged in the blade’s hilt-runes, visible to any Vareth herald who reads them — and the House keeps a ledger. Once per session the GM may cash in a debt: House Vareth calls on you to enforce ITS oaths (a marriage contract, a tenant’s lease, a rival’s broken promise), using you and the blade as its enforcement arm. Refuse three calls and the blade goes cold — no bond, no light — until a Vareth elder personally re-consecrates it, which they will not do for free. Flavor: “Every Vareth blade is a promise with teeth. The teeth just happen to be yours.”

The Stonewrights’ KeystoneWondrous Item, Very Rare (requires a bond) Discipline: Weight (blue) · Tier: Bound Relic Effect: A fist-sized cube of blue-lit granite. As an action, throw it up to 60 ft — it becomes a permanent Standing Work anchor point, doubling gravity in a 20-ft radius for 1 minute (difficult terrain, DC 15 Strength save or fall prone when entering, flying creatures grounded) 3 times per long rest. Alternatively, touch it to any structure to instantly cure structural damage up to 100 HP worth, fusing cracks shut with compressed light — usable once per long rest. Toll: The Keystone is on loan from the Stonewrights’ Guild, who raised half the standing towers of Sulamir and intend to raise more. Its light dims by one shade each month you haven’t performed guild work with it — consecrating a foundation, collapsing a condemned structure, or “settling a dispute” over contested ground. When it goes fully dark it becomes inert stone until a guild Warden re-lights it, and the guild always has a price: usually a building they want gone, or one they want protected regardless of who’s inside. Flavor: Stonewrights don’t build cathedrals out of charity. They build them out of leverage.

The Amperil CoilWondrous Item, Very Rare (requires a bond) Discipline: Current (cyan) · Tier: Bound Relic Effect: A coiled buried-sun conduit worn as a bracer, humming faint cyan static. As an action, discharge a bolt of lightning (60-ft line, 6d10 damage, DC 16 Dexterity save for half) — 4 charges, regains 1d4 charges at dawn. As a reaction, spend 1 charge to power any Buried Sun device (a standing lamp array, a rail-car, a ward-grid) for up to 1 hour, no fuel needed. Toll: The Coil doesn’t generate current — it siphons it from the Amperil Combine’s grid, and the Combine can feel every draw through their master conduits. Overuse (more than 6 charges spent in a single day) blacks out a district of whatever city you’re in, and the Combine sends collectors to find out who’s bleeding their grid dry. They’ll forgive the debt only in exchange for jobs: sabotage a rival cartel’s lines, retrieve a stolen buried-sun core, silence someone asking too many questions about where the “buried” suns actually come from. Flavor: The city lit up because something, somewhere, is going dark to pay for it.

The Cinderguild HourglassWondrous Item, Very Rare (requires a bond) Discipline: Unmaking (orange) · Tier: Bound Relic Effect: An hourglass of black glass with orange sand that never depletes. As an action, invert it and point at a target within 30 ft: it ages/rusts/rots one object or unattended structure into ruin instantly (destroys nonmagical items up to Large size; magic items get a DC 17 save or lose one property permanently), or deals 6d8 fire damage to a creature (DC 17 Dexterity save for half) as its surface ignites in guttering orange flame. Usable 3 times per long rest. Toll: The Hourglass is a Cinderguild debt-instrument, not a weapon — every use is a withdrawal against the guild’s furnace-heart, and furnace-hearts run on fuel. After every use, roll a d6: on a 1, something the bearer values (a tool, a relationship, a memory-object) begins quietly rusting/decaying over the next week unless the guild is paid off with an equivalent sacrifice of the bearer’s choosing. The Cinderguild never asks nicely — they send a collector who names the price, and the price escalates the longer you stall. Flavor: Entropy always collects. The Cinderguild just got there first and started charging interest.

The Motherroot FlaskWondrous Item, Very Rare (requires a bond) Discipline: Growing (green) · Tier: Bound Relic Effect: A flask of living green sap that never empties. Drink from it as an action to heal 6d8 + your level HP and remove one disease or poison — usable 3 times per long rest. Once per week, pour its contents over a blighted field, wound in the earth, or dying grove to restore it to full health over 1d4 days, no roll required. Toll: The Flask draws its sap from the Greenward Circle’s root-network, a living lattice the Circle has spent centuries growing beneath half the province. Every miraculous cure draws real vitality from that network — somewhere, a hedge dies, a well runs dry, a farmer’s crop fails a season early. The Circle tracks the drain and comes calling: quarantine duty in a plague town, “convincing” a landowner to let the roots spread under their property, or standing witness while the Circle does something to a blighted village that looks less like healing and more like triage by amputation. Flavor: Life doesn’t come from nowhere. The Motherroot just moves the bill somewhere you can’t see it.

The Umbral PrimerWondrous Item (Book), Very Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Bound Relic Effect: A grimoire bound in magenta-veined leather, pages shifting when unwatched. As an action, open it and ask a question about a creature, object, or pattern within sight — it answers truthfully once per short rest (functions as identify plus one true fact the GM chooses, always real and always double-edged). As a reaction, spend a use to impose disadvantage on an attack or check against you by showing your attacker a false pattern (a Knowing illusion only they perceive). Toll: The Primer is a live index of the Cassaris Athenaeum’s forbidden stacks — it doesn’t just give knowledge, it takes it, writing everything it learns through you back into the Athenaeum’s true copy overnight. Anything you’ve seen, read, or discovered becomes Athenaeum property, and the Athenaeum’s Inquisitors know exactly what you know. Once per session the GM may have an Inquisitor arrive demanding you hand over a specific secret you’ve learned “for the archive” — refusal marks you as a hoarder of forbidden knowledge, which the Athenaeum treats as theft. Flavor: The Primer never lies to you. It just also never stops telling on you.

The RoarstandardWondrous Item (Banner), Very Rare (requires a bond) Discipline: Heart (red) · Tier: Bound Relic Effect: A war-banner that bleeds faint red light along its stitching. Plant it as an action: all allies within 60 ft who can see it gain advantage on the next attack roll, save, or Heart-check they make within 1 minute, and are immune to fear for that duration. Alternatively, use it to instill dread — enemies within 60 ft must succeed a DC 16 Wisdom save or become frightened for 1 minute. Usable once per short rest. Toll: The Roarstandard belongs to the Hearthcry Legion, and crowds it moves don’t forget who moved them. Every time you use it in front of a group of 10 or more, that crowd remembers your face and your cause as their own for weeks afterward — they’ll show up. Sometimes that’s an army at your back you didn’t ask for; sometimes it’s a mob demanding you lead them somewhere bloody, and the Legion’s officers arrive shortly after to “formalize” the arrangement, expecting you to keep commanding what you started. Flavor: You didn’t raise that army. The banner did. It just needed a hand to hold it.

The Sable LanternWondrous Item, Legendary (requires a bond) Discipline: Dream (indigo) · Tier: Bound Relic Effect: A shuttered lantern that burns cold indigo light, held only by the Temple of the Waking Choir’s Hollow-wardens. As an action, open the shutter to project a 30-ft cone of dream-light: sleeping creatures within wake instantly and unafraid; conscious creatures must save (DC 17 Wisdom) or fall into a protective trance, immune to fear and charm for 1 minute. Once per long rest, use it to enter the dream of any sleeping creature you touch and speak with them as if awake, or to seal a Hollow-breach up to 10 ft across for 24 hours. Toll: The Lantern is Temple property on indefinite loan, and its light only stays lit because the Waking Choir walks the Hollow’s border every night, singing it back. The bearer is conscripted into that watch: skip too many nights (GM’s call, roughly one missed patrol per session before consequences) and the Lantern’s light dims, its Hollow-sealing failing first. Worse, each time it’s used against the Hollow directly, the bearer risks the reverse: DC 15 Wisdom save or carry one Hollow-touched dream image into their own sleep, which the Temple’s exorcists must burn out of them — for a price, and never without asking hard questions about what you saw down there. Flavor: Somewhere behind Sulamir’s oldest wall, something dreams of not existing, and the Choir keeps singing so the rest of us don’t have to hear it.

Rebalanced Relics (promoted from over-powered Standard items)

Section titled “Rebalanced Relics (promoted from over-powered Standard items)”

Relay Crown of the Buried SunWondrous Item (Crown), Very Rare (requires a bond) Discipline: Current (cyan) · Tier: Bound Relic Effect: While worn, as an action the wearer may call down a bolt from the relay fragment: ranged spell attack, range 60 ft, 6d6 lightning damage on a hit. The crown holds 1 charge, regaining it each dawn; the wearer may bank up to 2 additional charges by standing exposed to a live storm or a Buried Sun current-line for 1 hour (max 3 stored). Wearer has resistance to lightning damage at all times. Toll: GM tracks Buried Debt (starts at 0). Any battle in which the wearer discharges 2+ charges adds 1 Debt. At 3 Debt, agents of the old Current-Order (or a rival storm-guild) start tracking the wearer by the residual charge in their blood and arrive within days. At 5 Debt, once per session the crown chooses its own discharge target — friend, foe, or bystander — and the wearer cannot resist. Flavor: The old relay towers went dark centuries ago; this crown still thinks it’s one of them, and it still thinks it’s owed a return current. (Choice: Promoted. A ranged 6d6 blast on demand is relic-caliber and thematically wants ancient hoarded power with a leash, not a trinket.)

Chorus-Mask of the Hundred FacesWondrous Item (Mask), Very Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Bound Relic Effect: Once bonded, the mask cannot be removed except by breaking the bond. As an action, assume the appearance and voice of any humanoid face you have personally “collected” (see Toll); the disguise lasts until dismissed, requires no concentration, and holds under casual scrutiny (as disguise self, but with no upkeep and no time limit). Toll: The mask only grants a face once it has claimed it. The first time you hold real eye contact with a stranger for over a minute — an actual conversation, not a glance — the mask steals that face into its library, and the target cannot recognize their own reflection for 24 hours. GM cashes this in as a trail of unsettled NPCs who remember being “looked into.” At Chorus Debt 5+ (5 faces claimed), one of the hundred stored faces bleeds through involuntarily roughly once per session — your own face flickers into a stranger’s mid-conversation. Flavor: Every face it wears used to belong to someone who is now, somewhere, a little less sure of their own. (Choice: Promoted. Unlimited, upkeep-free true disguise is relic-tier; the Toll makes the mask’s power source — stolen identity — mechanically real instead of free.)

Signet of the Third QuestionRing, Rare (requires a bond) Discipline: Knowing (magenta) · Tier: Bound Relic Effect: Once per long rest, as an action, ask one creature within 30 ft a single yes/no or short-answer question. Unless it succeeds a Wisdom save (DC 8 + your proficiency + Knowing modifier), it must answer with total, compelled honesty. No damage, no lasting control, one question per use. Toll: The signet counts every question you’ve ever asked through it against every person and every arc. The third time you invoke it — against the same person, or the third use of a story arc, GM’s tracking — you owe a Third Question in return. At a moment of the GM’s choosing, anyone who knows the old right may say “by the Third Question, I ask you…” and you must answer one question of theirs with total compulsory honesty, no save. You know the debt is coming; you never know when it’s called. Flavor: Old Knowing-law: the ring that makes others answer keeps a ledger, and ledgers always balance. (Choice: Promoted. Free compulsion, even single-question, is a genuine effect that needs a genuine cost; the reciprocal-debt Toll is thematically load-bearing for a Knowing item about truth.)

Standing Hearth of Ever-CoalWondrous Item (Standing Work), Rare (requires a bond) Discipline: Unmaking (orange) · Tier: Bound Relic Effect: A portable brazier that, once bound and set down, ignites into a standing hearth: 20-ft radius of comfortable warmth, purifies drinking water brought near it, and a full meal cooked on it grants advantage on the next save against disease or exhaustion. It needs no fuel and cannot be smothered by mundane means. Toll: A standing-work must be fed by something — the Ever-Coal is fed by true stories. Each night people gather at it and share something real (a genuine confession, memory, or grief), it burns at full strength; go three nights unfed and it dims, losing all benefits until fed again. GM cashes this in by drawing attention to the Hearth’s hunger — refugees, the guild that first bound it, or a Knowing-order curious what it’s been “eating” all these years. Flavor: It was never lit by flint. It was lit by the first true thing anyone ever told it, and it hasn’t gone out since. (Choice: Promoted. Standing-works are defined in the spec as things that COLLECT — this is the clearest case for Bound Relic of the eight; a permanent standing-work with zero Toll was the most obvious break.)

Somnalast GlaiveWeapon (Glaive), Very Rare (requires a bond) Discipline: Dream (indigo) · Tier: Bound Relic Effect: +1 glaive. On a hit, you may force the target to make a Constitution save or fall unconscious for 1 minute (waking early if it takes damage). Usable once per short rest at no cost. Toll: Every use beyond the first free one per rest pulls the wielder a half-step toward the Hollow that Dream borders. GM tracks Hollow-Reach (0–5); each extra use adds 1. At Hollow-Reach 3, the wielder begins sharing a dream with whoever they last put under — learning a fragment of the target’s mind, but also seen by them in turn. At Hollow-Reach 5, on their next natural rest the wielder risks slipping into true Hollow-sleep (GM runs a Hollow encounter) unless the glaive is ritually grounded by a Dream-order steward. Flavor: The blade doesn’t cut sleep into people. It opens a door, and doors open both ways. (Choice: Promoted. Sleep-on-hit at will with zero cost is a full leveled-spell effect every swing; the Hollow-Reach Toll gives it the exact stakes the Dream discipline is built to carry.)

Hourglass of AshesWondrous Item, Legendary (requires a bond) Discipline: Unmaking (orange) · Tier: Bound Relic Effect: A sand-glass filled with fine grey ash instead of sand. Once per long rest, as a reaction, invert the Hourglass to unmake the last few seconds: reroll one failed save, attack roll, or ability check (yours or an ally’s within 30 ft) that just occurred, taking the new result. A visible pinch of ash vanishes from the glass each time it’s used. Toll: The ash isn’t sand — it’s stolen time, and it’s finite. Each use permanently ages the wielder by 1 year (no mechanical effect below 3 cumulative uses). At 3 uses, the wielder visibly ages and their bond deepens. At 5 uses, they must save or suffer one level of exhaustion representing years unmade from memory, and the glass — nearly empty now — starts whispering with the voices of the moments it erased. When the ash fully empties (a GM-called story milestone), the Hourglass offers one final use: unmake a full minute instead of a moment, at a cost the wielder can only repay by finding more burnable time. Flavor: Somewhere, a year that should have belonged to you is just ash at the bottom of a glass. (Choice: Promoted. Reroll-on-demand time manipulation is a signature relic power; the literal-aging Toll makes “borrowed time” mechanically true instead of a free save-fixer.)