Accessories
Other than weapons, armor, and magical trinkets, there are a host of other enchanted items that can be worn. Rings, necklaces, helmets, cloaks, gloves, boots, and belts...the list goes on and on. Though players are advised to use their common sense regarding which and how many Accessories they can wear (one could not wear two pairs of enchanted boots or two helmets, for example), the only real limiting factor to how many accessories a character can wear is Attunement.
There are several things one should keep in mind when considering Accessories:
|
Upgrading Accessories
Wondrous accessories can be improved by any character with the Craft Asset. Upgrading an Accessory takes several days of work and can only be done in the downtime between adventures, assuming the character has access to adequate tools or a workshop of some sort during this time.
Every Accessory offers a number of Upgrades, some of which can be taken multiple times for a cumulative effect. Each Upgrade has a monetary and material cost in terms of Crowns for assorted materials, both magical and mundane, and Augem (an enchanted dust used by Runeweavers)
Be advised that increasing an Accessory's Rank by 1 also increases its Attunement cost by 1. Players should be careful not to upgrade an Accessory beyond what they can accommodate in terms of Attunement.
Every Accessory offers a number of Upgrades, some of which can be taken multiple times for a cumulative effect. Each Upgrade has a monetary and material cost in terms of Crowns for assorted materials, both magical and mundane, and Augem (an enchanted dust used by Runeweavers)
Be advised that increasing an Accessory's Rank by 1 also increases its Attunement cost by 1. Players should be careful not to upgrade an Accessory beyond what they can accommodate in terms of Attunement.
-
Headgear
-
Neckwear
-
Cloak
-
Gloves
-
Ring
-
Belt
-
Shoes
<
>
BRAINSTORM CAPUncommon headgear valued at 50 Crowns | 1 Attunement
A wizard's cap that randomly rings out the sound of a distant thundershower. While wearing it, one's hair and shoulders always feel wet, as though caressed by a gentle rain.
Gain the Cloudburst Arcanum. The Rank of this Arcanum is equal to the Rank of Brainstorm Cap.
CLOUDBURST
Half Action - 1 Focus
Rank 1
Sudden rainfall fills a 3x3 meter area centered on a space within 10 meters. Every creature and object in this area becomes Wet and gains (Rank) Elemental Vulnerability until the Scene ends or they take Elemental damage. Non-magical fires in the area are doused and replaced by clouds of steam which block line of sight into and on the other side of the cloud. Outdoors, steam clouds last until the end of your next turn. Indoors, they last until the end of the Scene. Rank 2
Allies within the Cloudburst do not gain Elemental Vulnerability, but instead increase their next instance of healing by (Rank)d6. Rank 3
Increase the size of your Cloudburst by one meter in every direction. Rank 4
You can use Concentration to keep the rains from your Cloudburst going. During your turn, you can use a Half Action to move the Cloudburst up to 5 meters. Rank 5 Increase the size of your Cloudburst by an additional one meter in every direction. |
Bull's AdvanceUncommon headgear valued at 50 Crowns | 1 Attunement
A solid metal helmet that covers the head and eyes, featuring two prominent horns protruding out and curving inward.
Gain the Charge Arcanum. The Rank of this Arcanum is equal to the Rank of Bull's Advance.
CHARGE
Action
Rank 1
Move up to (Speed) meters and make a melee weapon attack. You cannot Charge while adjacent to an enemy or Charge through spaces adjacent to an enemy. Rank 2
If you hit with Charge, knock the target Prone. Rank 3
You can Charge while adjacent to an enemy and can Charge through spaces adjacent to enemies. Rank 4
When an adjacent enemy is reduced to 0 HP, you can Charge as a free Reaction. Rank 5 You can Charge through spaces occupied by enemies, knocking Prone any enemy whose space you move through. |
CROWN OF THE BEASTLORDRare headgear valued at 100 Crowns | 0 Attunement
The skin of a bear's head tops this elaborate tribal headdress alongside various beads carved from stone, pearls, and bone.
While wearing this item, wild animals will not attack you or fear you, but will see you as a friend of nature (until you prove otherwise). Beasts and Lusus Naturae have a -(Rank) penalty to attack and defend against you.
|
MASK of False FacesRare headgear valued at 100 Crowns | 1 Attunement
A stylish harlequin's mask. It's old and frayed in places, and you swear you can hear devilish laughing while you wear it. It's uncomfortable to wear on many levels.
When you don this mask, name another Mortal who you have met in person at least once. You don't actually change appearance, but powerful hypnotic suggestion causes everyone within (Rank x 20) meters of you to perceive you as though you were that person. Anyone outside this radius will just see you in an iron mask and may become suspicious if they enter or leave the area of effect and see you change. This effect lasts for as long as you maintain Concentration.
|
Scholar's CrownUncommon headgear valued at 50 Crowns | 0 Attunement
This ornate velvet cap looks similar to the ones worn by esteemed professors and academics. Wearing it even makes you feel smarter.
Gain the Uncommon Knowledge Feature. This Feature is useful for recalling obscure facts, bits of trivia, and information that is not commonly available.
(Rank) times per day, you may suddenly know a scientific, historical, or otherwise academic fact (such as one you might find in a textbook) you didn't previously know. |
VEIL OF MANY WILESCommon headgear valued at 25 Crowns | 0 Attunement
A translucent, silky veil that flows like smoke and can be worn over the face or mouth to give an air of mystery and modesty to its bearer.
The first (Rank) times each day that a creature tries to read your thoughts or influence your mind using supernatural means, you can negate the effect. Moreover, the triggering creature will not be alerted that their effort has failed, and you may send any thoughts, information, or sensory input you choose to their mind that confirms their (false) notions of success.
|
ABSORBING AMULETMythic neckwear valued at 250 Crowns | 2 Attunement
A sense of calm seems to emanate from the centerpiece of this mysterious amulet, assuring you that no matter what else happens, all will be well.
Once per day, you can reduce an instance of damage by (Rank)d12 and recover HP equal to (Roll).
|
AGONY OF ACONIARare neckwear valued at 100 Crowns | 0 Attunement
The sorceress Aconia once wore amulets like this to control her great and terrible powers. Legends about her adventures have made this a popular accessory among young, edgy spellcasters.
(Rank) times per day, as a Free Action, you may tap into this amulet's power to recover 1 Mana.
|
AMULET OF ANIMAL FRIENDSHIPUncommon amulet valued at 50 Crowns | 1 Attunement
A necklace of old animal bones evokes a sense of savage nobility and makes you feel at one with the land and the creatures who make their homes there.
Gain the Animal Kinship Feature, which is useful for taming, identifying, and relating to animals. You are able to speak with and understand the language of animals. Unless acting on the commands of some other master or outside force, wild Beasts will not flee from you or attack you on sight, but will treat you as one of their own.
|
ARROW WARDUncommon neckwear valued at 50 Crowns | 1 Attunement
Imitations of this simple charm are often worn by soldiers into battle, in the vain hope that enemy arrows will turn from their path.
Attacks made from 10 or more meters away from you have Disadvantage. You have a +(Rank) bonus to Defend against all non-melee attacks.
|
BATTLE CHARMUncommon neckwear valued at 50 Crowns | 0 Attunement
A pewter charm skillfilly crafted in the likeness of a powerful beast like a lion, bear, or ram adorns this simple leather strap.
Every time you spend Focus, your base damage increases by (Rank). This effect ends when the current Scene ends.
|
CHARM BANGLEUncommon neckwear valued at 50 Crowns | 1 Attunement
A collection of simple folk charms like rabbit's feet, iron nails, and sprigs of various herbs all adorn this necklace in the hopes that one of them will actually work.
Increase your Save by (Rank). When you finish a Full Rest, roll 1d4. Until your next Full Rest ends, you cannot be...
|
LAVALLIERE OF LANGUAGESCommon neckwear valued at 25 Crowns | 0 Attunement
This charm gives one the power to speak new languages, but its popularity among merchants, pilgrims, and travelers tends to brand the wearer as definitely not a local.
While wearing this charm, you are able to speak, read, write, and understand a language (determined at the time of this item's creation) with native fluency.
|
ALL-SEEING ROBERare cloak valued at 100 Crowns | 1 Attunement
This crimson robe is stitched with a variety of beautifully stylized eyes of every shape and size, looking in every possible direction at once.
Awareness +(Rank). Enemies cannot gain Advantage on you through flanking or by catching you unawares.
|
CLOAK OF INVISIBILITYMythic cloak valued at 250 Crowns | 1 Attunement
Light as a feather and speckled with starlight, this cloak seems to fade in and out of view in your peripheral vision. Wait, where did it go?
(Rank) times per day, you may activate the cloak's effect as an Action to become Invisible until the Scene ends or the cloak is removed.
|
CLOAK OF SILENCECommon cloak valued at 25 Crowns | 0 Attunement
Oddly enough, this cloak makes no noise at all when jostled about. It's as though the dark fabric were crafted from the very stuff of midnight.
(Rank) times per Scene, when your Hidden status would end, you may decide that it doesn't.
|
CLOAK OF THE SEVEN WINDSMythic cloak valued at 250 Crowns | 2 Attunement
A dashing red cloak that swells and billows dramatically even when there is no breeze to be felt.
Gain a Fly Speed of (3 +Rank). You may fly for any part of any movement you make (so long as you don't exceed the total distance allowed by your Fly Speed) and may end a movement you make airborne if you didn't move your maximum Fly distance.
|
GLIDING CLOAKUncommon cloak valued at 50 Crowns | 0 Attunement
Shaped like the wings of a bat, this cloak extends to its full length when you become airborne, allowing you to glide on currents of wind.
Deploy your Gliding Cloak any time you begin falling to glide 3 meters horizontally for every meter you fall vertically. You fall at a rate of 3 meters for every Action taken and cannot move normally, but instead move at the end of every creature's Action until you land.
|
METAMORPHIC CLOAKUncommon cloak valued at 50 Crowns | 1 Attunement
The folds of this cloak have a strange texture, almost like the skin of a living person. One fully wrapped up in the cloak appears to be in a cocoon of sorts.
Place a drop of blood from another humanoid on this cloak and say their name aloud. The Metamorphic Cloak will store this "blueprint" (it may hold up to (Rank) "blueprints" at a time).
You may perform a 10 minute Ritual to enshroud yourself in the cloak like a cocoon; when you re-emerge, you will look and sound exactly anyone whose genetic "blueprint" is stored within the cloak (though you gain none of their knowledge or abilities). This effect lasts until you take a Full Rest or de-Attune from the cloak. |
MIRROR CLOAKRare cloak valued at 100 Crowns | 1 Attunement
This cloak shines like a mirror, reflecting not only light and the images around it, but the power of hostile spells as well.
(Rank) times per day, as an Interrupt, you may redirect an incoming Spell that directly targets you onto another target of your choosing within 10 meters of you.
|
ROBE OF READINESSCommon cloak valued at 25 Crowns | 1 Attunement
The folds of this cloak always seem to be moving, like dark, running water or a flag caught in the light caress of a constant breeze.
Gain a +(Rank) bonus to Initiative rolls. Once per day, you can go first in the order of Initiative regardless of what you rolled.
|
TWISTING CLOAKUncommon cloak valued at 50 Crowns | 1 Attunement
The folds of this cloak seem to move of their own accord, twisting and bending over surfaces like liquid darkness.
(Rank) times per day, you may use a Half Action to sweep your cloak over an adjacent enemy, disorienting them and giving you Advantage on your next attack against them.
|
GIANTS MITTSRare gloves valued at 100 Crowns | 1 Attunement
These gloves seem too big for your hands, but on wearing them, you find they've shrunk to fit you while your strength has grown to fit them.
Carry +(Rank x 2), Brawn +(Rank). You are considered one size category larger for the purpose of pushing, pulling, and grappling opponents.
|
GLOVES OF GOOD GRACERare gloves valued at 100 Crowns | 1 Attunement
These comfortable leather gloves are said to be made from the skin of a lucky rabbit fed nothing but four-leaf clovers in red pen that once stored seven horseshoes.
There are (Rank +1) Bumps stored in this item. Any time you make a Feat, attack, defense, or Save, you can add one of the stored Bumps to your roll - you may do this before or immediately after rolling.
|
HUNGERING HANDUncommon gloves valued at 50 Crowns | 1 Attunement
This black glove has a disturbingly real mouth painted on the palm. When Attuned to, the mouth comes to life, begging to be fed.
The Hungering Hand can eat any non-magical object and chew through any ordinary material at a rate of (Rank) Stones every 5 rounds/minutes. It's hunger is endless and it's always eager for a meal. It does not eat organic material or creatures (living or otherwise).
The Hungering Hand is quasi-sentient and can speak, though it rarely has anything useful to say other than some commentary on its latest meal or how hungry it is. |
SPELLCATCHERMythic gloves valued at 250 Crowns | 2 Attunement
In the palms of these fine leather gloves are two polished glass stones surrounded by runes. When filled with magic, they glow faintly.
(Rank) times per day, you may negate a Spell that targets you directly and store it within your Spellcatcher gloves. You can use an Action to cast this stored Spell any time before your next Full Rest, unleashing the Spell's power at the same Level it was cast when directed at you. If you don't cast the Spell before your next Full Rest, its energy harmlessly dissipates within the gloves and is lost.
|
THORNWATCH GUANTLETSUncommon gloves valued at 50 Crowns | 1 Attunement
A living, writing vine wraps around these leather gloves, tightly coiled and always ready to strike out against the enemies of nature.
Gain the Vine Lash Arcanum. The Rank of this Arcanum is equal to the Rank of Thornwatch Gauntlets.
VINE LASH
Perk
Rank 1
Gain access to the Vine Lash, a new weapon you can summon into your grasp as a Free Action. Your Vine Lash has a range of (Rank) meters, gives a +(Rank) bonus to Melee, and has (Rank) base Damage. Whenever you hit with your Vine Lash, you can slide the target up to (Rank) meters in any direction. Rank 2
Instead of sliding the target, you can knock something from their grasp and into an adjacent space. Rank 3
Instead of sliding the target, you may Slow them (Save ends). Rank 4
Instead of sliding the target, you may deal an additional 1d6 Elemental damage to them. Rank 5 Pick two of the following when you hit with your Vine Lash: - Slide the target up to 5 meters - Knock something from the target's grasp and into a space of your choosing within 5 meters - Slow the target - Deal an additional 1d6 Elemental damage to the target |
VAMPIIRIC GAUNTLETSMythic gloves valued at 250 Crowns | 2 Attunement
These viscous, spiked metal gauntlets are permanently stained crimson red with blood. Your hands ache the whole time you wear them.
Once per Scene, roll (Rank)d6 when you hit with an attack. The target takes (Roll) Chaos damage while you recover (Roll) HP.
|
WORKMITTSRare gloves valued at 100 Crowns | 0 Attunement
Originally created by an enchanter who was sick of hiring assistants who weren't up to par, these magical gloves give one a modest measure of skill in craftsmanship.
Gain the Craft Asset (the GM decides which when this item is acquired).
|
WRAPS OF THE BOXERUncommon gloves valued at 50 Crowns | 0 Attunement
These cloths wrap around your wrists, seemingly of their own volitions. Countless fights see them scuffed, dirty, and caked with blood.
You can treat your fists as a one-handed weapon with +(Rank +1) to hit and (Rank +1) base damage. You can smash objects with your bare fists, treating your punch as a heavy blunt weapon, your chop as an axe, and your finger jab as a knife.
|
ARMOR OF AUTUMNRare ring valued at 100 Crowns | 1 Attunement
When the key-phrase is spoken, a torrent of leaves erupt from this inconspicuous pewter ring, covering the wearer in a suit of magical, leafy armor.
Once per day as a Half Action, this armor can be summoned over one's current armor or clothing. While you hold Concentration, increase your Defense, Save, and Chaos Resistance by (Rank).
When the current Scene ends or you stop holding Concentration, the armor falls from your body, becoming nothing more than ordinary autumn leaves. |
BAND OF THE BERSERKERUncommon ring valued at 50 Crowns | 1 Attunement
This dark iron ring is bejeweled with two blood red stones in its setting. Whenever conflict or strife is nearby, these stones eagerly glow with a crimson hunger, like the flashing eyes of some dread beast.
Gain the Rage Arcanum. The Rank of this Arcanum is equal to the Rank of Band of the Berserker.
RAGE
Rank 1
Gain a point of Rage immediately after you deal damage. You can spend up to (Rank) Rage to increase any instance of damage you deal by 1d6 per Rage spent. You lose all the Rage you've accumulated whenever you take a Rest. Rank 2
You also gain Rage after you take damage and may spend Rage to decrease any instance of damage you take by 1d6 per Rage spent. Rank 3
The size of your Rage dice increases to d8s instead of d6s. Rank 4
Gain a point of Rage when you roll Initiative and gain one Rage at the start of your turn each round until combat ends. Rank 5 The size of your Rage dice increases to d10s instead of d8s. |
DEATHLORD'S SIGNETRare ring valued at 100 Crowns | 1 Attunement
The ring of a powerful necromancer, a macabre sign of their lordship over death and the dead, carved from bone and blackened by dark magic.
The first (Rank) attacks made by an Undead creature against you each round have Disadvantage. (Rank) times per day, you may issue a command to an Undead creature within 10 meters as a Half Action. The creature must Save or be Charmed by you (Save ends).
|
RING OF UNBREAKABLE BONESCommon ring valued at 25 Crowns | 1 Attunement
A morbid looking ring that seems to have been made from the actual bones of a person or animal. It is yellowed with age.
While wearing this ring, your bones cannot break under any but the most intense strain. Any effect, Trauma, or damage that would normally result in breaking, twisting, spraining, or other sort of damage to any part of your skeletal system may be ignored while you wear this ring.
|
ROGUE'S RINGCommon ring valued at 25 Crowns | 0 Attunement
A silver ring with a large red gem that can be removed to reveal a host of retractable tools and lockpicks hidden within the ring.
Functions as a full lock-picking kit without taking up room in your inventory or drawing suspicion. It can be easily palmed or hidden should unwanted attention be found.
|
starsilver ringUncommon ring valued at 50 Crowns | 1 Attunement
A band of celestial silver, infused with holy light as a gift from the gods. Wearing this ring, you can feel the divines smiling down upon you.
(Rank) times per day when you would fail a Save, you succeed instead (with the minimum required Bumps to succeed).
|
BELT OF ELEMENTAL RESISTANCEUncommon belt valued at 50 Crowns | 0 Attunement
This belt hums and crackles with electricity and is warm to the touch, even in the freezing cold. Wearing it, you feel incredibly resilient, able to withstand anything nature could throw at you.
Increase your Elemental Resistance by (Rank).
|
cinch of the gladiatorUncommon belt valued at 50 Crowns | 1 Attunement
A simple leather belt, permanently stained with the blood of some creature. Wearing it fills you with anticipation for an epic moment ahead
This item has (Rank) charges per day. You may expend a charge immediately after rolling a damage dice to treat that dice as though it had rolled its maximum value. Regain a charge when all the dice you roll for an attack Bump.
|
CINCTURE OF IMMORTALITYMythic belt valued at 250 Crowns | 1 Attunement
This fine cincture was woven from jade links, bound together with balsa wood and enchanted with divine magic that makes its bearer rapidly recover lost vitality.
When you roll Initiative, recover HP. You continue to recover HP at the end of your turn each round until the Scene ends or you are reduced to 0 HP. The amount of HP you recover depends on the Rank of this item:
|
DIVING BELTCommon belt valued at 25 Crowns | 0 Attunement
The magic of this belt is attuned to the sea and wearing it gives you a longing to spend as much time in the water as possible.
You are able to hold your breath for (Rank x 5) minutes at a time and can swim through water at your Full Speed. You don't need to make Feats to swim and don't grant Advantage to land-based opponents while swimming.
|
GIANT'S HARNESSUncommon belt valued at 50 Crowns | 1 Attunement
This strange harness is entirely too big (or small) when you first examine it, but seems to magically fit your figure once you put it on.
The Growth Harness holds (Rank) Charges per day. As a Free Action, you may use Charges to increase or reduce your current Size category by one degree per Charge for as long as you maintain Concentration. Once you lose Concentration, you revert back to your original Size. While enlarged, you have Advantage on Feats related to strength & endurance. While shrunk, you normal-sized strength remains unaltered and you have Advantage on Feats related to stealth & infiltration.
|
LEATHER STRAPCommon belt valued at 25 Crowns | 0 Attunement
Just looking at this simple leather belt, you could be deceived into thinking its just a normal adventurer's belt. But merely touching it fills you with a sense of strength and purpose.
This belt allows you to re-roll whenever your Resolve dice show low numbers. The threshold for re-rolling depends on this item's Rank:
|
POTION BELTUncommon belt valued at 50 Crowns | 0 Attunement
0 Attunement
This sturdy belt comes equipped with loads of folds, slots, and openings perfect for storing and quickly accessing potions.
Normally, using an Alchemy Item requires a Half Action, but any you have stored on the Potion Belt can be used as a Free Action during your turn.
You can store up to (Rank x 2) Alchemy Items on this belt. |
SNAKEWARDRare belt valued at 100 Crowns | 1 Attunement
A fine black belt whose ornate buckle is fitted with a red gemstone, a folk ward against poisonous creatures like snakes and spiders.
Reduce all instances of ongoing damage by 5o%. You have Advantage to Save against ongoing damage and each time you fail to Save against ongoing damage, recover (Rank)d4 HP.
|
STRAP OF RESILIENCEUncommon belt valued at 50 Crowns | 1 Attunement
When you get down to it, the purpose of a belt is to keep your pants from falling down. This Wonder prevents that in more than one way.
(Rank) times per day when you would fail a Save, you may choose to succeed instead (with the minimum number of required Bumps).
|
ZEN MASTERY BELTMythic belt valued at 250 Crowns | 2 Attunement
Wearing this belt, a sense of serenity and perfect calm washes over you. It's as though nothing can truly harm you unless you allow it to.
Whenever you gain a status condition which a Save can end, you may flip a coin. If the result is heads, immediately end the condition.
|
agile WIND shoesCommon shoes valued at 25 Crowns | 1 Attunement
These sleek shoes seem to have a mind of their own, deftly maneuvering around obstacles and opponents the whole time they are worn.
You can move through up to (Rank) spaces occupied by enemies each round, treating such spaces as Rough Terrain.
|
Ascending BootsUncommon shoes valued at 50 Crowns | 0 Attunement
A pair of fancy-looking climbing boots with an elegant pair of golden wings embossed on the outfacing sides.
You have Advantage on any Feat made to climb, do not provide Advantage while climbing, and can climb at Speed +(Rank) meters at a time.
|
BOOTS OF LEVITATIONRare shoes valued at 100 Crowns | 1 Attunement
A pair of light leather boots embossed with the emblem of an ornate feathery wing surrounded by swirling clouds.
During any movement you make, you can ascend up to (Rank) meters vertically as though you were ascending an invisible staircase or climbing an unseen ladder. You end this movement airborne until you lose consciousness or voluntarily descend.
|
BROGUES OF FREE MOVEMENTCommon boots valued at 25 Crowns | 1 Attunement
These remarkable leather boots never get stuck. No matter where they step, no matter what they get caught in, they always wriggle free.
Any effect that Slows or Immobilizes you only lasts until the end of your next turn regardless of how long it would otherwise last. You have a +(Rank) bonus to Save against conditions that result in a loss of control over your character.
|
ESCAPE SHOESUncommon shoes valued at 50 Crowns | 1 Attunement
A hardy pair of adventuring boots that give you a feeling that one way or another, you'll always be safe from danger while wearing them.
(Rank) times per day, when you are attacked, you may use an Interrupt to teleport up to 3 meters away from the triggering attack.
|
ROOTED SHOESCommon boots valued at 25 Crowns | 0 Attunement
Clumps of earth and mud perpetually cling to these brown boots. When you don't want to move, roots dig deep into the ground to hold you fast.
Any time you would be subjected to forced movement, you may reduce the distance you move by (Rank) meters. You have a +(Rank) bonus to Saves against falling prone.
|
shoes of water-walkingUncommon shoes valued at 50 Crowns | 0 Attunement
No matter what liquid these shoes are placed in, they float to the top as though they were made of some buoyant material.
You can walk on top of liquids as though you were traversing normal ground. Treat particularly rough or choppy waters as Rough Terrain. If you'd take from being submerged in a hazardous liquid like acid or lava, you may Save to avoid taking damage while walking upon it.
You have a +(Rank) bonus to Speed while walking on liquid surfaces. |
winged sandalsMythic shoes valued at 250 Crowns | 3 Attunement
These leather sandals are said to have been worn by the gods' own messengers, who used the attached wings to soar through the skies at blinding speed.
You have a Fly Speed of (Rank x 2), can fly up to this distance as part of any movement you make, and can end your moves airborne.
|
wyrdwalkersUncommon shoes valued at 50 Crowns | 1 Attunement
These boots seem to shift and bend space around them, almost as though they were in multiple places and times at once. Wearing them, you feel the same strange sense of displacement.
Gain the Teleport Arcanum. The Rank of this Arcanum is equal to the Rank of Wyrdwalkers.
TELEPORT
Rank 1
Target a creature or unattended object (that weights no more than you) within 10 meters. The target (and all they are holding/carrying) teleports into an unoccupied space within 10 meters. You must have line of sight to both the target and their destination. An unwilling target may Save to resist. Rank 2
Instead of teleporting the target into a space within range, you may choose a second valid target; the two targets swap places. Both targets may Save to resist with Disadvantage. Rank 3
Increase the range of Teleport to 20 meters. Unwilling creatures always have Disadvantage when resisting Teleport. Rank 4
You do not need line of sight to the target's destination so long as you are aware of it in the abstract and the target space is unoccupied. Rank 5 Teleport affects the target as well as any other valid target that they are currently touching. |