Class Starter Packs offer a simple way to get unique starting items for your Crusaders TTRPG character. These items cannot be purchased, however offer everything you need to start adventuring.
All packs include 30 gold that cannot be used to buy items before a campaign or game starts. This gold is meant to be used for buying drinks and giving to people who are in need. Once the game starts, you can use this gold for whatever you want. Some starter packs have items your character wouldn't normally be proficient in, this is an item just for their subclass.
Special Items:
Blade Dancer's Ring Blade: This ringblade it grants it's user +2 Armor including flat unarmored racial bonuses.
Cloak of the Blade Dancer: (cloak accessory) adds +2 to performance checks.
Basic Equipment:
Adventurer's Kit: Including 10 rations, a backpack, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, rope, and a waterskin.
Light Armor
Healing Potions: 2 basic healing potions.
Performing Outfit: adds +2 to performance checks while worn. Cannot be worn while wearing armor.
Performer's Pet: This tiny, small, or medium pet helps you with performances granting you advantage on out of combat performance checks. The pet has no stat block and hides during battles. and runs away if you die.
Special Items:
Bracers of Striking Force: (bracers accessory) these bracers add to your unarmored armor class, and they add +3 to your unarmed strikes.
Pendant of Healing: You heal for your Constitution Modifier + your level at the start of your turn.
Basic Equipment:
Adventurer's Kit: Including 10 rations, a backpack, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, rope, and a waterskin.
Travelling Clothes
Healing Potions: 2 basic healing potions.
Chalk: Can be used to grant you +2 to nature checks while traveling to avoid being lost.
Special Items:
Scimitar of the Dancing Waves: This magical scimitar can be commanded as a free action and attacks creatures within 5 feet of it when you attack. It deals Water damage.
Parlay Pistol: While wielding this pistol you do not suffer disadvantage on attacks in melee range. In addition, when you are attacked you can roll 1d20, if you roll higher than a 15 you can attack the attacker if they are in range. This pistol's damage increases by 1d6 at 5th, 11,th
Basic Equipment:
Adventurer's Kit: Including 10 rations, a backpack, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, rope, and a waterskin.
Travelling Clothes
Healing Potions: 2 basic healing potions.
Treasure Map & Compass
Trinket Reminder of a Former Loved One
Special Items:
Shadowweave Armor - Grants +3 to Intimidation and Insight checks, and counts as light armor or robes chosen at character creation.
Soul Ring - Every kill you get in combat you gain +1 to damage rolls until the end of the combat.
Basic Equipment:
Adventurer's Kit: Including 10 rations, a backpack, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, rope, and a waterskin.
Travelling Clothes
Healing Potions: 2 basic healing potions.
2x Pistol - 60 Silver Bullets
Scythe
Cloak
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Medium Armor
Ring
Soul Bracers - Your unarmed strikes and spells deal 3 additional ethereal damage.
Special Items:
Eldritch Plate: (Heavy Armor) This heavy armor is imbued with arcane energy from the Whispering Chamber. It offers protection against physical attacks while also resonating with the power of Nytharion. Grants +2 to Arcana and Intimidation checks.
Eldritch Blade: A simple weapon. While wielding this blade you gain +3 to Intimidation checks.
Basic Equipment:
Knight's Kit: A specialized set for the Eldritch Knight Guardian. Includes 10 days of rations, a magically lightweight backpack, a tent, a bedroll, cooking utensils that heat themselves, an enchanted mess kit that cleans itself, a tinderbox, 3 torches, a rope, and a waterskin.
Ritual Robes: These ritual clothes are adorned with symbols and runes representing the Covenant of Whispers and the knight's dedication to Nytharion. Counts as robes armor when worn.
Potions of Eldritch Healing: 5 magically brewed healing potions. When consumed, in addition to healing, they grant the drinker 60 feet of magical darkvision for 3 rounds.
Shield of Lunaria: A shield bearing the emblem of Lunaria, the hidden enclave of scholars, granting +1 to AC and Arcana checks. It offers protection and can be used as a spellcasting focus.
Special Items:
Dawnbreaker Blade: This radiant sword is a symbol of the Valor Knight's oath and duty. It emits a soft glow in the dark and deals additional Cosmic damage on hit equal to your level. When wielded, the blade grants the user a +1 bonus to History checks.
Dawnbreaker Armor: (Heavy Armor) You gain 1 level of resistance to Dark and Necrotic damage while wearing this armor.
Basic Equipment:
Knight's Satchel: A specialized set for the Valor Knight Guardian. Includes 10 days of rations, a lightweight backpack with celestial motifs, a tent, a bedroll, self-heating cooking utensils, an enchanted mess kit, a tinderbox, 3 torches, a rope, and a waterskin.
Starlit Robes: (Accessory) These ritual clothes are adorned with symbols and runes. Counts as robes armor when worn and grants the knight advantage on Stealth checks while worn.
Potions of Celestial Vigor: 3 specially brewed healing potions. In addition to healing, consuming the potion grants the drinker temporary hit points equal 3 + your proficiency modifier for 3 rounds.
Special Items:
Holy Avenger: (Weapon) This weapon deals a number of d8 radiant damage equal to your proficiency modifier on hit.
Sigil of Gorthradur: A holy symbol worn around the neck or affixed to armor. It serves as a reminder of the Paladin's sacred oath and can be used as a focus for certain divine spells or abilities.
Amazon Javelin: When you throw it, its ranges both increase by 30 feet, and it deals extra damage equal to your proficiency modifier on hit. After you throw it and it hits or misses, it flies back to your hand immediately.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Choose one simple or martial weapon.
Heavy Armor
Shield
Medallion of Truth - As a free action, you can activate this medallion to gain +5 to insight skill checks for 3 rounds. This medallion can be given to allies but can only be activated once per long rest.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Choose a melee starter weapon.
Volt Armor - Heavy armor that grants Lightning resistance.
Gauntlets of Strength - Grants you +4 to Strength.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Lockpick Set
Whip
Artifact Bag - Can hold up to 5 items regardless of weight. This includes a chest as an item. The bag weighs 5 lbs.
Explorer's Gear - Grants +2 to History, Perception, and Investigation checks, and counts as light armor or robes chosen at character creation.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Lockpick Set
2 Daggers
1 Shortbow
25 Arrows
Light Armor
Boots of Speed - Increases your movement speed by 10.
Crimson Amulet - Increases your bleed and poison damage to 1d6.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Lockpick Set
1 Shortsword
Shadowweave Armor - Grants +3 to stealth checks, and counts as light armor or robes chosen at character creation.
30x Shuriken - Ranged weapon. Deals 1d6 + FM damage 120 foot range.
5x Smoke Bombs - You can throw these as part of a Slieight of Hand skill check, granting you advantage on the check.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Lockpick Set
Crossbow
25 Crossbow Bolts
Shortsword
Ring
Shadowweave Armor - Grants +3 to stealth checks, and counts as light armor or robes chosen at character creation.
Looter's Bag - a 1 pound bag that can hold up to 300 pounds.
5x Smoke Bombs - You can throw these as part of a Slieight of Hand skill check, granting you advantage on the check.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Lockpick Set
Choose starting light armor.
Returning Dagger - This is a regular dagger with a 30 foot thrown distance that returns to you after each attack. It scales 1 damage die at 6th, 10th, 14th, and 18th level.
Jack in the Box - When a creature fails a skill check on you in combat the jack in the box pops out dealing 1d8 bludgeoning and damage to them.
Deck of Illusions - A deck of enchanted cards that, when drawn as a free action, create illusions of creatures, objects, or fantastical scenes. The illusions are realistic and can distract enemies or entertain an audience causing them to have disadvantge on Insight for 1 round.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Choose a starter light or medium armor weapon.
Bracers
Pistol or Longbow
50 Bullets or arrows
Pet Food
Flaming Trident - This trident grants it's user advantage on their first attack in combat, and deals fire damage instead of slashing damage. If thrown, the spear returns to you automatically. It scales 1 damage die at 6th, 10th, 14th, and 18th level.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Grappling Hook
Choose a starter martial weapon or simple weapon.
Choose a starter light or medium armor weapon.
Pet Food
Bracers
Longbow +1
Quiver of Swift Retrieval: This magical quiver never runs out of arrows and automatically replenishes the wielder's supply. It also enhances the speed at which arrows are drawn, allowing you to ignore reloading on your bow.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Leafblade - Longsword +1 that deals Nature damage instead of Slashing.
Pet Food
Willow Bracers (Bronze Bracers)
Leafweave Vest - Medium Armor
Cloak
Enchanted Willow Leaf - This leaf can instantly restore your creature to max health, can only be used outside of combat.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Choose a starter light or medium armor weapon.
Whip +1
Longbow +1
60 Arrows
Bracers
Pet Food
Animal Call Whistle - As a bonus action, you can blow this whistle granting your beast an extra attack.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Choose a starter light or medium armor weapon.
Bracers
Pet Food
Pistol
60 Silver Bullets
Witchbane Blade: A silvered longsword enchanted to be particularly effective against witches and other dark magic users. This weapon gives creatures disadvantage on CON saving throws. It scales 1 damage die at 6th, 10th, 14th, and 18th level.
10 Rations
Backpack with 40 torches
50 Foot Rope
3 Health Potions
Climbing Gear
Flamethrower Gauntlet - A modified +2 AC gauntlet that increases your fire damage by 3.
Heat-Resistant Jacket - counts as light, medium armor, or robes chosen at character creation and fire resistance.
Tinderbox
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Choose 1 simple, or martial weapon +1.
Choose 1 ranged weapon or gun with 50 ammo.
Kimono - counts as light armor or robes chosen at character creation.
Boots of Speed - These boots increase your movement speed by 10.
10 Lightning Coil Grenades: The tinkerer crafts small, compact grenades that release a surge of electricity upon impact. When thrown, the grenades explode with a burst of lightning, electrocuting enemies within the blast 5 foot radius, creatures must make a Strength saving throw equal to DC 10 + (2 x PM) "Proficiency Modifier" or be stunned until the start of their turn.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Medium Armor
Repair Kit - A specialized toolkit containing gears, springs, and other components. It allows the Tinkerer to repair damaged constructs, heal them for 1d8 + SM as a free action, or even reactivate temporarily deactivated ones.
Golem Hammer - A warhammer that deals double damage against constructs. It increases by 1 damage die at level 6, 10, 14, 18.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Heavy Armor
Lightning Rod - A melee weapon, that deals 1d6 + SM Lightning damage on hit. It increases by 1 damage die at level 6, 10, 14, 18.
Portable Contraption - A small device with multiple functions, including lockpicking tools, wire cutters, and a small grappling hook.
Clockwork Amulet - As a reaction, you can force an attacker to make a Wisdom saving throw with advantage against your Spellcasting DC. On failure, you reverse time swapping places with them forcing the attack onto them instead.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Choose a melee starter weapon.
Ring
Shadow Cloak - Medium Armor, and once per long rest you can use a reaction to become invisible avoiding damage.
Astral Goggles: These goggles allow the Voidsmith to see into the ethereal plane and perceive astral energies up to 60 feet away. They reveal hidden magical constructs, invisible creatures, and hidden portals or gateways.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
2 Polearms of Choice
Lamellar Armor - Counts as Medium Armor.
Windrider's Boots - Boots that grant the Dragoon double jumping distance, and +3 to damage rolls while performing aerial maneuvers.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Medium Armor
Rune Bracers - +2 Armor Class when worn.
Runeblade - Longsword, deals 1d12 + FM elemental damage.
Glyphstone Amulet - As a reaction, you can force an attacker to reroll their attack roll on you. You can use this your proficiency bonus number of times per long rest.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Yumi (Longbow)+1
25 Arrows
Katana +1
Lamellar Armor - Counts as Medium armor.
Spirit Band - A mystical headband infused with the essence of ancestral spirits, granting the Samurai +2 Armor and +2 to Saving Throws.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Mana Drain Blade - This longsword steals 1 spell points each time you land an attack on a creature with spell points. It scales 1 damage die at 6th, 10th, 14th, and 18th level.
Nullifier's Cloak - Medium armor, grants the wearer resistance to spells.
Spellguard Shield - Grants 2 armor, and can be used as a thrown weapon with a 60 foot thrown distance dealing 1d8 + FM slashing damage and returning to you.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Battleaxe +1
Chainmail Hauberk - Medium Armor
Helm of the Viking - +2 Armor Class while worn.
Horn of Valhalla - As a free action, you can blow your horn granting all allies within 60 feet advantage on their next attack roll. Can be used a number of times equal to your CON modifier per long rest.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Grappling Hook
Choose a starter martial weapon or simple weapon.
Choose an Instrument.
Harpseeker's Bow
Elven chainmail - Grants the wearer Heavy armor class and advantage on Dexterity saving throws, does not require proficiency.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Choose an Instrument.
Choose a light armor of choice.
Ring of Protection - Grants +2 to armor class, saving throws and skill checks.
Harpseeker's Bow
Mystic Amulet - Your healing spells & features heal for an additional 12% of missing life rounded up while wearing this amulet. Scaling at level 6 (14), 10 (16), 14 (18), 18 (20).
Special Items:
Playing Cards: You gain +2 charisma. You can add your Charisma modifier to your attack roll spells.
Trickster's Coin: At the start of your turn, roll 1d20 1-10 is heads 11-20 is tails, on heads you get an extra 1d4 on a skill check, attack roll, or saving throw. On Tails, your card blitz deals 2d4 instead of 1d4.
Basic Equipment:
Adventurer's Kit: Including 10 rations, a backpack, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, rope, and a waterskin.
Choose Robes, Light, or Medium Armor
Healing Potions: 2 basic healing potions.
Ring of the Dealer: When you fail a skill check or saving throw, roll 1d6 on a 6 you pass instead.
Dealer's Gloves - You can add 1 additional Card Blitz per round.
Special Items:
Muse Cloak - These robes increase your inspiration die by 1. They count as fine clothing.
Harpseeker's Bow or Harp of Soothing
Basic Equipment:
Adventurer's Kit: Including 10 rations, a backpack, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, rope, and a waterskin.
Travelling Clothes
Healing Potions: 2 basic healing potions.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Choose an Instrument.
Choose a light armor of choice.
Ring of Protection - Grants +2 to armor class, saving throws and skill checks.
Psionic Necklace - It grants advantage on concentration checks and increases the range of psychic spells by 30 feet.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Astral Robes - Gives Robes armor and +2 to Arcana checks.
Starfire Talisman - This radiant amulet contains a captured star's essence, your healing spells & features heal for an additional 10% of missing life rounded up and have double range. Your touch spells have 60 foot range. This Talisman also is an arcane focus, adding +1 to Otherworldly attack rolls & save DC. Scaling by 1 at 6th, 10th, 14th, and 18th level.
10 Rations
Backpack
50 Foot Rope
3 Greater Healing Potions
Climbing Gear
Holy Symbol - Scaling by 1 at 6th, 10th, 14th, and 18th level.
Medic Kit - Grants +3 to Medicine skill checks.
Physician's Robes - Grants proficiency in Medicine skill checks and a Robes armor.
Elixir of Vitality - Once every 3 rounds, the cleric can drink or administer the elixir as a bonus action, restoring 3d8 + SM hit points. The healing increases by 3d8 for every 2 additional spell point you use. (Max of 10 spell points)
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Heavy Armor
Cloak
Holy Symbol - Scaling by 1 at 6th, 10th, 14th, and 18th level.
Soul Reaper's Scythe - A wickedly curved scythe with a blade that seems to absorb light and radiate an eerie darkness. while in dim light or darkness your melee attacks have advantage.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Robes of Enlightenment - Grants proficiency in Arcana skill checks and Robes Armor.
Holy Symbol of Life - Arcane Focus. Adds +1 to Otherworldly attack rolls & save DC. In addition it increases all heals by 3. Scaling by 3 at level 6 (6), 10 (9), 14 (12), 18 (15).
Staff of Revitalization - Once every 3 rounds, you can use an action to heal 3 creatures within 60 feet for 1d8 + SM. The healing increases by 1d8 for every 2 additional spell point you use. (Max of 10 spell points)
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Holy Symbol - Scaling by 1 at 6th, 10th, 14th, and 18th level.
Robes of Serenity - Gives the wearer Robes armor and advantage on saving throws against charmed, feared, or frightened.
Staff of Harmony - Once every 3 rounds, As a bonus action, you can grant all allies within 60 feet advantage on Charisma skill checks until the start of your next turn.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Robes
Mana Ring - Grants the wearer 1 spell point regeneration per round. (Stacks with other rings) Scaling at level 6 (2), 10 (3), 14 (4), 18 (5).
Enchanted Everbloom Staff - This staff is adorned with intricately carved leaves and flowers that pulse with magical energy. Your spells deal an additional 3 nature damage. In addition, you can cast your spells as an action, bonus action, or reaction.
Whisperwind Boots - These boots allow the Fey Mage to move with supernatural speed and grace, granting them increased 10 movespeed and difficult terrain does not cost extra movement.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Choose a starter caster weapon. Add +2 to the effect.
Robes
Mana Ring - Grants the wearer 1 spell point regeneration per round. (Stacks with other rings) Scaling at level 6 (2), 10 (3), 14 (4), 18 (5).
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Choose a starter caster weapon. Add +2 to the effect.
Robes
Mana Ring - Grants the wearer 1 spell point regeneration per round. (Stacks with other rings) Scaling at level 6 (2), 10 (3), 14 (4), 18 (5).
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Choose a starter caster weapon. Add +2 to the effect.
Robes
Mana Ring - Grants the wearer 1 spell point regeneration per round. (Stacks with other rings) Scaling at level 6 (2), 10 (3), 14 (4), 18 (5).
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Robes
Mana Ring - Grants the wearer 1 spell point regeneration per round. (Stacks with other rings) Scaling at level 6 (2), 10 (3), 14 (4), 18 (5).
Wizard's Spellbook - Arcane Focus. Adds +3 to Elemental spell DC, attack rolls, and damage rolls.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Shaman's Totem - Grants the wearer 1 spell point regeneration per round and +3 to Elemental damage. (Stacks with other rings) Scaling at level 6 (2), 10 (3), 14 (4), 18 (5).
Shaman Robes
Special Items:
Tiny Totem: Grants the wearer 1 spell point regeneration per round and +3 to spell and feature damage. (Stacks with other rings) Scaling at level 6 (2), 10 (3), 14 (4), 18 (5).
Woven Grass Boots: Boots that grant you 10 movement speed and +5 to stealth checks.
Basic Equipment:
Adventurer's Kit: Including 10 rations, a backpack, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, rope, and a waterskin.
Choose Robes, Light, or Medium Armor
Healing Potions: 2 basic healing potions.
Critter Pouch: A magically enchanted pouch that can safely store a variety of small creatures without harm, providing them a comfortable habitat.
Critter Guidebook: A detailed book about various critters, their habitats, behaviors, and how they can be utilized in shamanistic practices. You gain 1d4 to Nature skill checks.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Summoner's Totem - Grants the wearer 1 spell point regeneration per round and +3 to spell and feature damage. (Stacks with other rings) Scaling at level 6 (2), 10 (3), 14 (4), 18 (5).
Shaman Robes
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Shaman's Totem - Grants the wearer 1 spell point regeneration per round and +3 to Elemental damage. (Stacks with other rings) Scaling at level 6 (2), 10 (3), 14 (4), 18 (5).
Shaman Robes
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Witch Doctor's Totem - Grants the wearer 1 spell point regeneration per round and +3 to Otherworldly damage. (Stacks with other rings) Scaling at level 6 (2), 10 (3), 14 (4), 18 (5).
Shaman Robes
Special Items:
2x Kitsune Daggers: These daggers have a thrown range of 60 feet, and return to you.
Fox Trinket: While this trinket is in your possession, you gain a bonus to Charisma and Wisdom skill checks equal to your proficiency modifier.
Basic Equipment:
Adventurer's Kit: Including 10 rations, a backpack, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, rope, and a waterskin.
Healing Potions: 2 basic healing potions.
Formal Attire
Choose a starter simple weapon or spellcasting focus.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Moonstone Pendant - This enchanted pendant is embedded with a shimmering moonstone, allowing the Shifter to channel their arcane energies. It grants a +1 bonus to attack rolls and spell save DCs and 1d6 + CON hit point regeneration per round. Scaling at level 6 (2d6), 10 (3d6), 14 (4d6), 18 (5d6).
Lunar Claw Bracers - These bracers have wolf markings all over them granting the wearer +2 to all attack rolls and saving throws and AC.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Choose a starter simple weapon, or gun including 25 ammo.
Iron Bracers
Moonstone Pendant - This enchanted pendant is embedded with a shimmering moonstone, allowing the Shifter to channel their arcane energies. It grants a +1 bonus to attack rolls and spell save DCs and 1d6 + CON hit point regeneration per round. Scaling at level 6 (2d6), 10 (3d6), 14 (4d6), 18 (5d6).
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Candles
Tinderbox
Choose a starter simple weapon, or gun including 25 ammo.
Crystal Ball - Once every 5 rounds, as an action, you can use the crystal ball to protect yourself or an ally within 60 feet of you, the target can evade one attack or spell of your choice this effect does not stack with itself.
Moonstone Pendant - This enchanted pendant is embedded with a shimmering moonstone, allowing the Shifter to channel their arcane energies. It grants a +1 bonus to attack rolls and spell save DCs and 1 spell point regeneration per round. Scaling at level 6 (2), 10 (3), 14 (4), 18 (5).
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Bulletproof Vest - Light armor class, and resistance vs attacks from thrown weapons, ranged weapons and guns.
Steadfast Scope - Increases range on ranged weapons and guns by 30 feet.
Lunarstrike - This assault rifel has 120 ft range, and deals 1d8 + FM lunar damage on hit and creates it's own ammunition. On hit roll 1d20, if you roll a higher than a 18 the creature is stunned until the start of it's turn. The rolled number decreases and the damage increases by 1 damage die at 6th, 10th, 14th, and 18th.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Choose Robes, Light, or Medium Armor
Bloodthirst Blade - This cursed longsword craves blood. When you take damage it is converted into damage on your next attack.
Crimson Ring - You restore 1d4 + CON modifier health at the start of your turn while wearing this ring if you have at least 1 health.
Cloak of Darkness - +2, grants the wearer resistance to Dark damage.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Celestial Robes - A set of robes gifted from the gods granting Robes armor class and resistance to Dark damage.
Radiant Wand - A slender wand adorned with intricate carvings, pulsating with divine energy. Arcane Focus. Adds +1 to spell save DC, attack, & damage rolls. You can use cantrips as a bonus action and your radiant damage is increased by 3.
Celestial Beacon - Once every 3 rounds, the warlock can use an action to activate the pendant, creating a radiant light in a 120-foot radius; all creatures of the warlock's choice within the radius regain 1d6 + SM hit points.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Tentacle Staff - A twisted staff made from an otherworldly material, adorned with writhing tentacles. Finesse Melee Weapon. Deals 1d8 + FM Ethereal damage. Can be used as a spellcasting focus for spells increasing your spell attack and damage rolls by 1 and allowing you to use cantrips as a bonus action.
Cursed Cloak - Tattered, ethereal robes that seem to whisper maddening secrets. While wearing this armor, the warlock has Robes armor and when a creature attacks you they take 3 ethereal damage.
Sanity Shard - A jagged shard of crystal that contains a fragment of ancient knowledge. Once every 3 rounds, the warlock can use a free action to gaze into the shard, gaining immunity to being frightened and advantage on saving throws until the start of their next turn.
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
Imp Gauntlets - Arcane Focus. Adds +3 to Feature damage rolls. Your unarmed strikes deal 1d8 + FM fire damage with these Melee weapons equipped. Scaling at level 6 (2d8), 10 (3d8), 14 (4d8), 18 (5d8).
Fiendish Cloak - A dark, tattered cloak that seems to shift and writhe like living shadows. While wearing this armor, the warlock has Robes armor and when a creature attacks you they take 3 fire damage.
Hellfire Talisman - A small obsidian talisman engraved with infernal sigils. Once every 3 rounds, the warlock can use an action to activate the talisman, empowering their next cantrip. The blast deals an additional 1d8 fire damage and ignores resistance to fire damage. Scaling at level 6 (2d8), 10 (3d8), 14 (4d8), 18 (5d8).
10 Rations
Backpack
50 Foot Rope
3 Health Potions
Climbing Gear
A caster weapon of choice.
Shadow Garmets - A cloak woven from shadows, granting the warlock the ability to blend into dim light and darkness. While wearing this armor, the warlock has Robes armor and when a creature attacks you they take 3 dark damage.
Soul Essence Gem - A small gemstone that resonates with the warlock's life force. Once every 3 rounds, the warlock can use a free action to activate the gem, gaining temporary hit points equal to their Charisma modifier (minimum 1) plus their warlock level.