Melee Weapons:

Club of Hill Giant Strength - Anvils, Cloud Giant Finger
Improved Giant Strength Club - +1, Set Strength to 20, +1 to Strength Checks and Saves.
Superior Giant Strength Club - +2, Set Strength to 21, +2 to Strength Checks and Saves.
True Giant Strength Club - +3, Set Strength to 22, +2 to Strength Checks and Saves, While Equipped you become Enlarged.

Kurwin's Cauteriser - Anvils, Heart-Shaped Rock
Improved Kurwin's Cauteriser - +1, Lv.1 Cure Wounds every LR.
Superior Kurwin's Cauteriser - +2, Lv.2 Cure Wounds every LR, When downed stabilize at the start of the next turn.
True Kurwin's Cauteriser - +3, Lv.3 Cure Wounds every LR, When downed stabilize at the start of the next turn, Unlock Hellflame Cleave.

Skybreaker - Anvils, Divine Bone Shard
Improved Skybreaker - +1, Lv.1 Thunderous Smite every LR.
Superior Skybreaker- +2, Thunderous Smite every LR, Wrathful Smite every LR, Lv.2 Searing Smite every LR.
True Skybreaker - +3, Thunderous Smite every LR, Wrathful Smite every LR, Lv.3 Searing Smite every LR, Lv.3 Blinding Smite every LR, +1 Thunder, Fire, Psychic, and Radian Damage.

Sorrow - Anvils, Corpse Flower
Superior Sorrow - +2, Sorrowful Lash has 2 Targets.
True Sorrow - +3, Sorrowful Lash has 3 Targets, +1d4 Piercing Damage.

Mourning Frost - Anvils, Frosted Ear
True Mourning Frost - All Cold Damage deals 4 more and has the chance to inflict Chilled and Encrusted with Frost, Lv.5 Cone of Cold every LR.



Ranged Weapons:


Titanstring Bow - Anvils, Potion of Giant Strength
Superior Titanstring Bow - +2, +2 to Strength.
True Titanstring Bow - +3, +2 to Strength, Attacks have a chance to inflict Off Balance.

Ne'er Misser - Anvils, Scroll of Magic Missile
Superior Ne'er Misser - +2, Lv.4 Magic Missile every SR.
True Ne'er Misser - +3, Lv.5 Magic Missile every SR, Mini Missile Cantrip (fire 1 Magic Missile as a Bonus Action).



Shields:

Kethric's Shield - Anvils, Shadowroot Sac
Superior Kethric's Shield - +2 to Spell DC and Attack Rolls.
True Kethric's Shield - +2 to Spell DC and Attack Rolls, When Equipped grant Cat's Grace.




Headwear:

Circlet of Blasting - Jewellers Tools, Scroll of Scorching Ray
Superior Circlet of Blasting - +1 to Spell Attack Rolls, Lv.3 Scorching Ray every LR.
True Circlet of Blasting - +2 to Spell Attack Rolls, Lv.4 Scorching Ray every LR, When dealing Fire Damage chance to inflict Burning.

Steelwatcher Helmet
- Anvils, Enriched Infernal Iron
Superior Steelwatcher Helmet - See Invisibility every LR, +1 to Perception and Investigation.
True Steelwatcher Helmet - See Invisibility every LR, +2 to Perception and Investigation, Bonus Action True Strike every SR.

Grymskull Helm - Anvils, Mythral Ore
True Grymskull Helm - All Damage Reduced by 1, Resistance to Lightning Damage, Hunters Mark every SR.




Torso:


Graceful Cloth - Anvils, Potion of Glorious Vaulting
Superior Graceful Cloth - +3 to Dexterity, +2 to Dexterity Saving Throws, +2 meters to Jump.
True Graceful Cloth - +4 to Dexterity, +3 to Dexterity Saving Throws, +3 meters to Jump, +3 meters to Movement Speed.

Mighty Cloth - Anvils, Potion of Giant Strength
Superior Mighty Cloth -
+3 to Strength, Immunity to being Restrained.
True Mighty Cloth - +4 to Strength, Immunity to being Restrained or Knocked Prone, Unlock Brutal Leap.



Capes:

Deathstalker Mantle - Anvil, Potion of Invisibility
Superior Deathstalker Mantle - Advantage on Stealth.
True Deathstalker Mantle - Advantage on Stealth, Gain Greater Invisibility instead.


Handwear:


Quickspell Gloves - Anvil, Potion of Speed
True Quickspell Gloves - Cast Cantrip as a Bonus Action Twice a SR.



Footwear:


Disintegrating Night Walkers - Anvil, Suspension of Spider Silk

True Night Walkers - Immune to Difficult Terrain, Advantage on Stealth and Acrobatics when Obscured.



Amulets:

Psychic Spark - Jewellers Tools, Scroll of Magic Missile

Improved Psychic Spark - Lv.1 Magic Missile every SR.
Superior Psychic Spark - Lv.1 Magic Missile every SR, When dealing Force Damage deal an additional 1 Psychic Damage.
True Psychic Spark - Lv.1 Magic Missile every SR, When dealing Force Damage deal an additional 1 Psychic Damage, When casting Magic Missile shoot an additional 2 Missiles.


Rings:

Ring of Salving - Jewellers Tools, Supreme Healing Potion
Improved Ring of Salving - Heal an additional 3 HP, LV.1 Cure Wounds every LR.
Superior Ring of Salving - Heal an additional 4 HP, LV.2 Cure Wounds every LR.
True Ring of Salving - Heal an additional 5 HP, LV.3 Cure Wounds every LR, Lv.5 Mass Cure Wounds every LR.

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