I thought we’d step away from weapons and armor today.

These are off the cuff things I thought sounded cool to have. The way they are statted might change after some trial, error, and playtesting.

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Laurel Wreath of the Woodlands: Gives a Boon on one Bushcraft roll per Shift. Also allows owner to cast Animal Whisperer (Animism Magic Trick) at will 1WP required.

Fur Cloak of the Winter Traveler. Gives wearer complete protection against non-magical cold and a Boon to CHA checks because of its inherent beauty.

Fur Boots of the Long Journey: On command, the wearer leaves no footprints for one Shift. Also offer a Boon on rolls to resist cold. Often paired with the Fur Cloak of the Winter Traveler.

Demon Wing Cloak: This cursed cloak, once worn, is permanently magically bonded to its new owner until a Rank 2 Dispel is cast on it directly. The benefits are a Boon on rolls to CON to resist Cold effects, Armor 2, Durability 9, (If reduced to 0 Durability it will heal 1d6 Durability per Shift.) The wearer may fly at their normal movement at a cost of 1 WP Per Round.
The Disadvantages are a Bane on CHA rolls unless the other being is okay with demons. The wings give off a slight chill around the wearer to all those around them as a sort of demonic aura. Wearer may be damaged by a Purge spell.

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The Ring of Teeth. This cursed ring, once worn, is permanently magically boded to its new owner until a Rank 2 Dispel is cast on it directly. Any time the wearer attempts to use any Willpower Points, Hit Points may be used instead at an exchange rate of 1:1. The damage may then be healed normally. Unfortunately, when this effect is used, the wearer’s teeth begin to grow erratically, making it difficult to speak and may actual cause a Bane on CHA rolls. The oddly grown teeth fall out once per shift and the regular teeth grow back (painfully) through natural healing.

Pauper’s Wooden Bowl: On command, this bowl fills with ordinary, potable water once per shift.

The Vial of Mysterious Potions: When imbibed, the potion has one of 6 effects. Only works once per shift. There is no way to determine what potion will be consumed based on sight, smell or taste.

 Roll 1d6:

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  1. Heals the imbiber for 2d6 damage.
  2. Imbiber breathes fire in a cone that is 6 meters long and whose width at any given point equals the distance from the character’s mouth. Any creature hit by the flames suffers 2d8 damage. Armor has no effect.
  3. The character’s hands and feet become sticky like a tree frog, allowing them to climb/cling to solid surfaces at their normal rate of movement for one Stretch.
  4. The character’s entire body, gear, and clothing become plasticene for 1d4 rounds. They are immune to non-magical physical attacks, but they are knocked back 2d8 meters each time they are struck.
  5. The character’s hair/fur grows at an exponential rate for 1d6 rounds. The hair/fur grows so fast and thick that it hampers movement by 2 meters per round but acts as Armor 2. The character takes double damage from fire until the effect wears off. If the character didn’t have hair/fur to begin with, reroll the effect ignoring this result. At the end of 1d6 round duration, all of the excess fur/hair falls out leaving the character looking finely shaven/cropped.
  6. Partial Invisibility. Random body parts are visible, others are invisible. This includes clothing determined randomly by the GM. Has also been known to turn the skin invisible. Wears off one Stretch after use.
This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.

Thank you for being here today with me. I appreciate you. Please embrace the things that bring you the most joy.