AMULETS
Amulet of the War Mage
While attuned to this amulet, your Wisdom score is increased by 2. Your Wisdom score cannot exceed 28. You can add your Wisdom modifier twice to your spell save DC (i.e. 8 + your Wisdom modifier multiplied by two + your proficiency bonus). The amulet has 5 charges, and it regains 1d4 + 1 charges daily at dawn. You can expend a charge as a bonus action to impose disadvantage on the next saving throw a creature makes against an Arcane Warrior spell that you cast, or an effect that you cause. Found- |
Charm of Still Waters
The charm of this necklace is filled with a white liquid that turns to a quickly growing block of ice. As an action, you can throw this necklace up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the necklace as an improvised weapon. On a hit, the target takes 2d6 cold damage and becomes restrained by growing ice. A creature can end this condition by using its action to make a DC 12 Strength check to break the ice. Bought- Purchased from Wonders of Thedas for 10 gold. |
Heart of Witherfang
A necklace with an amulet containing drops of the blood of Witherfang. When worn and attuned to, the blood grants you advantage on Charisma (Intimidation) checks. In addition, unarmed strikes made with your right hand deal 1d6 piercing damage, in addition to their standard damage. Found- Loot from Witherfang's body. Must side with the elves/Zathrian. |
Mud Idol Wearing this makes you seem unimportant and beneath notice. Creatures must succeed a DC 15 Wisdom (Perception) check to be able to notice you. The check is a DC 10 if you are not in a public place. Attacking or other "obvious" actions ends the effect for any creature that can see the action. Found/Bought- |
Reflection
The crystal is a shard of divinity seemingly blessed by Andraste herself. This results in the crystal being perfectly clear. It hangs from a length of steel chain as a pendant. While you wear the crystal, your Wisdom score increases by 2, to a maximum of 24. Additionally, the crystal has 3 charges. As an action, you can expend a charge to cast Valiant Aura. The crystal regains 1 expended charge daily at dawn. The crystal can be used as a holy symbol if your character is Andrastian. Found- Given by The Guardian for the first test in the Temple of Sacred Ashes. |
Seeker's Circlet
You can use your reaction (or an action) while attuned to the circlet and take any amount of darkness damage (which ignores damage resistances and immunities) and have a creature within 30 ft of you regain that amount in hit points. In addition, you can also use your reaction when a creature drops to 0 hit points within 30 ft of you to drop to 0 hit points instead, and they are treated as if they never took the damage that reduced them to 0 hit points. Found/Bought- |
RINGS
Keeper's Ring
While attuned to this ring, you have advantage on any Intelligence (Investigation or History) checks made. When searching corpses in the aftermath of a battle, if you find at least 1 gold on the corpses of the dead, you find an additional 1d10 gold. Found- Looted from Zathrian's body. Must have sided with the werewolves and killed Zathrian. |
Ring of Selection- While wearing this ring, you gain a +1 bonus to saving throws.
⦁ Curse. This ring is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the ring fails to end the curse on you. Whenever you take a short rest or long rest, roll a d6. ⦁ 1- You are aged by 1 year. ⦁ 2- One mundane item you were carrying goes missing. ⦁ 3- You smell awful. You have disadvantage on Charisma checks until your next long rest. ⦁ 4- You have gone blind in one eye. You have disadvantage on Wisdom checks until your next long rest. ⦁ 5- The taint infection is spreading. Grey streaks mark where the veins are beneath your skin. ⦁ 6- Your rest was quite disturbed, and did not get much sleep. Roll attacks with disadvantage until your next long rest. Found/Bought- |
Seal of Red Jenny
While wearing this ring, you can use a bonus action to choose a creature you can see within 60 feet of you and cover your eyes, ears, or mouth. Until you stop covering whatever, the target creature is blinded, deafened, or cannot speak, respectively. Found- At ? in Denerim, there is a box. Inside that is another box. Inside that is another box. Inside that is the ring! |
TOMES
TOME OF THE MORTAL VESSEL
GRIMOIRE OF THE FROZEN WASTES
TOME OF SKILL AND SUNDRY
TOME OF PHYSICAL TECHNIQUE
TOME OF ARCANE TECHNIQUE
TOME OF ETHEREAL SUGGESTION
- Gain +1 to any ability score, with a maximum of 21.
- Can be purchased in the Orzammar Commons or Dalish Camp for ~15 Gold.
GRIMOIRE OF THE FROZEN WASTES
- Upon reading the tome, you are immune to ice damage. Additionally, when you cast a spell that deals ice damage, it deals an additional 1d6 damage.
- Can be purchased in the Dalish Camp and Denerim Alienage for ~12-11 gold.
TOME OF SKILL AND SUNDRY
- This tome is very inspirational. Read this tome to gain 1 inspiration point.
- found/bought
TOME OF PHYSICAL TECHNIQUE
- (ROGUE/WARRIOR ONLY) Upon reading the tome, your maximum hit points increase by 15.
- found/bought
TOME OF ARCANE TECHNIQUE
- (MAGES ONLY) A faint blue light radiates from the page, like an aura of magical light. When used, it will randomly and instantly teleport the user to an unoccupied space up to 30 feet away (of the DM's choosing). This includes through walls, into pits, and between floors.
- Can be purchased from Bodahn Feddic and the Wonders of Thedas for ~15 Gold.
TOME OF ETHEREAL SUGGESTION
- This tome appears to melt into the shadows when read. You are resistant to spirit damage, and you cannot be charmed or frightened.
- Given by the Desire Demon at The Circle Tower if you choose to leave her alive with the Guard.