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Very Rare Medium Armor (Half Plate) Very Rare Wondrous Item
Requires attunement Requires attunement
AC. 16 + Dexterity modifier (max 2) Hard Shell. While wearing these gloves you deal an extra 2
Leader of the Pride. You and all allies within 30ft. of you Piercing damage when making an unarmed strike and gain a
have advantage on saving throws against being Frightened. +1 bonus to your AC.
Bolstering Roar. While wearing this armor you can use an Mighty Grip. While wearing these gloves you have
action to let out a roaring battle cry. All allies within 30ft. of advantage on all Athletics checks you make to attempt to
you who can hear you gain advantage on their first saving grapple a creature or prevent a creature from escaping your
throw, attack roll or ability check within the next minute. You grapple.
can use this feature once per long rest. Carapace Arcana. This glove holds 6 charges. It regains 1d6
Lion’s Resolve. While attuned to this armor you can use a charges at dawn. You can expend any number of charges to
reaction to decrease your own AC by 5 and increase the AC cast one of the following spells without requiring material
of a creature within 30ft. of you who you can see by 5. These components.
changes last until the end of your next turn. You can use this
feature twice per long rest. C arapac e A rcana S pells
Charges Spell
Bow of the Wandering Centaur 2 Water Breathing
Rare Longbow (Heavy, Two-handed) 3 Shield
Requires attunement 4 Stoneskin
Damage. 1d8+2 Piercing
6 Hold Monster (DC 16)
Range. 150/600
Gilded Wood. You gain a +2 bonus to attack rolls you make
with this weapon.
Charged Shot. You can use a bonus action at the end of your
Cloak of the River’s Splendor
Very Rare Wondrous Item
turn to start charging a nocked arrow. The first attack you
Requires attunement
make with this bow on your next turn deals an additional 3d6
Strong Swimmer. While attuned to this cloak you have a
Piercing damage on a successful hit. If you do not attack in the
swimming speed equal to your movement speed. Additionally
turn after charging, the magic fades and you expend one use
you gain the ability to breathe underwater.
of this feature. You can use this feature twice per long rest.
Go with the Flow. While attuned to this cloak, you gain a +3
Wanderer’s Blessing. You can use a bonus action to increase
bonus to Dexterity saving throws.
your movement speed to 50ft. for 10 minutes. You can use this
Shimmer and Shine. When you are the target of an attack
feature once per long rest.
you can use your reaction to flourish the cloak to distract your
attacker. You may roll 2d4 and subtract the number from the
attack roll. The reduction increases by 1d4 when you reach
11th level (3d4) and 17th level (4d4). You can choose to use
Bow of the
this feature after the creature makes its roll, but before it
Wandering Centaur
is determined if the attack roll succeeds. You may use this
feature twice per long rest.
Armor of the
Lionheart
Cloak of the
River’s Splendor
Claws of the
Ocean’s Champion
Gloves of the
Wellspring
Spear of the
Rapier of the Maiden’s Wealth
Mace of the Mirror Image
Sacred Ram
Sting of the
Golden Scorpion