The Loot Table
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Items

Core Set

RollNameEffect
01Premium BedrollDuring downtime, you automatically clear a Stress.
02Piper WhistleThis handcrafted whistle has a distinctive sound. When you blow this whistle, its piercing tone can be heard within a 1-mile radius.
03Charging QuiverWhen you succeed on an attack with an arrow stored in this quiver, gain a bonus to the damage roll equal to your current tier.
04Alistair's TorchYou can light this magic torch at will. The flame's light fills a much larger space than it should, enough to illuminate a cave bright as day.
05Speaking OrbsThis pair of orbs allows any creatures holding them to communicate with each other across any distance.
06ManaclesThis pair of locking cuffs comes with a key.
07Arcane CloakA creature with a Spellcast trait wearing this cloak can adjust its color, texture, and size at will.
08Woven NetYou can make a Finesse Roll using this net to trap a small creature. A trapped target can break free with a successful Attack Roll (16).
09Fire JarYou can pour out the strange liquid contents of this jar to instantly produce fire. The contents regenerate when you take a long rest.
10Suspended RodThis flat rod is inscribed with runes. When you activate the rod, it is immediately suspended in place. Until the rod is deactivated, it can't move, doesn't abide by the rules of gravity, and remains in place.
11Glamour StoneActivate this pebble-sized stone to memorize the appearance of someone you can see. Spend a Hope to magically recreate this guise on yourself as an illusion.
12Empty ChestThis magical chest appears empty. When you speak a specific trigger word or action and open the chest, you can see the items stored within it.
13Companion CaseThis case can fit a small animal companion. While the companion is inside, the animal and case are immune to all damage and harmful effects.
14Piercing ArrowsThree times per rest when you succeed on an attack with one of these arrows, you can add your Proficiency to the damage roll.
15ValorstoneYou can attach this stone to armor that doesn't already have a feature. The armor gains the following feature. _Resilient:_ Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot.
16Skeleton KeyWhen you use this key to open a locked door, you gain advantage on the Finesse Roll.
17Arcane PrismPosition this prism in a location of your choosing and activate it. All allies within Close range of it gain a +1 bonus to their Spellcast Rolls. While activated, the prism can't be moved. Once the prism is deactivated, it can't be activated again until your next long rest.
18Minor Stamina Potion RecipeAs a downtime move, you can use the bone of a creature to craft a Minor Stamina Potion.
19Minor Health Potion RecipeAs a downtime move, you can use a vial of blood to craft a Minor Health Potion.
20Homing CompassesThese two compasses point toward each other no matter how far apart they are.
21Corrector SpriteThis tiny sprite sits in the curve of your ear canal and whispers helpful advice during combat. Once per short rest, you can gain advantage on an attack roll.
22Gecko GlovesYou can climb up vertical surfaces and across ceilings.
23LorekeeperYou can store the name and details of up to three hostile creatures inside this book. You gain a +1 bonus to action rolls against those creatures.
24Vial of Darksmoke RecipeAs a downtime move, you can mark a Stress to craft a Vial of Darksmoke.
25BloodstoneYou can attach this stone to a weapon that doesn't already have a feature. The weapon gains the following feature. _Brutal:_ When you roll the maximum value on a damage die, roll an additional damage die.
26GreatstoneYou can attach this stone to a weapon that doesn't already have a feature. The weapon gains the following feature. _Powerful:_ On a successful attack, roll an additional damage die and discard the lowest result.
27GliderWhile falling, you can mark a Stress to deploy this small parachute and glide safely to the ground.
28Ring of SilenceSpend a Hope to activate this ring. Your footsteps are silent until your next rest.
29Calming PendantWhen you would mark your last Stress, roll a d6. On a result of 5 or higher, don't mark it.
30Dual FlaskThis flask can hold two different liquids. You can swap between them by flipping a small switch on the flask's side.
31Bag of FicklesandYou can convince this small bag of sand to be much heavier or lighter with a successful Presence Roll (10). Additionally, on a successful Finesse Roll (10), you can blow a bit of sand into a target's face to make them temporarily Vulnerable.
32Ring of ResistanceOnce per long rest, you can activate this ring after a successful attack against you to halve the damage.
33Phoenix FeatherIf you have at least one Phoenix Feather on you when you fall unconscious, you gain a +1 bonus to the roll you make to determine whether you gain a scar.
34Box of Many GoodsOnce per long rest, you can open this small box and roll a d12. On a result of 1-6, it's empty. On a result of 7-10, it contains one random common consumable. On a result of 11-12, it contains two random common consumables.
35Airblade CharmYou can attach this charm to a weapon with a Melee range. Three times per rest, you can activate the charm and attack a target within Close range.
36Portal SeedYou can plant this seed in the ground to grow a portal in that spot. The portal is ready to use in 24 hours. You can use this portal to travel to any other location where you planted a portal seed. A portal can be destroyed by dealing any amount of magic damage to it.
37Paragon's ChainAs a downtime move, you can meditate on an ideal or principle you hold dear and focus your will into this chain. Once per long rest, you can spend a Hope to roll a d20 as your Hope Die for rolls that directly align with that principle.
38Elusive AmuletOnce per long rest, you can activate this amulet to become Hidden until you move. While Hidden in this way, you remain unseen even if an adversary moves to where they would normally see you.
39Hopekeeper LocketDuring a long rest, if you have 6 Hope, you can spend a Hope to imbue this locket with your bountiful resolve. When you have 0 Hope, you can use the locket to immediately gain a Hope. The locket must be re-imbued before it can be used this way again.
40Infinite BagWhen you store items in this bag, they are kept in a pocket dimension that never runs out of space. You can retrieve an item at any time.
41Stride RelicYou gain a +1 bonus to your Agility. You can only carry one relic.
42Bolster RelicYou gain a +1 bonus to your Strength. You can only carry one relic.
43Control RelicYou gain a +1 bonus to your Finesse. You can only carry one relic.
44Attune RelicYou gain a +1 bonus to your Instinct. You can only carry one relic.
45Charm RelicYou gain a +1 bonus to your Presence. You can only carry one relic.
46Enlighten RelicYou gain a +1 bonus to your Knowledge. You can only carry one relic.
47Honing RelicYou gain a +1 bonus to an Experience of your choice. You can only carry one relic.
48Flickerfly PendantWhile you carry this pendant, your weapons with a Melee range that deal physical damage have a gossamer sheen and can attack targets within Very Close range.
49Lakestrider BootsYou can walk on the surface of water as if it were soft ground.
50Clay CompanionWhen you sculpt this ball of clay into a clay animal companion, it behaves as that animal. For example, a clay spider can spin clay webs, while a clay bird can fly. The clay companion retains memory and identity across different shapes, but they can adopt new mannerisms with each form.
51Mythic Dust RecipeAs a downtime move, you can use a handful of fine gold dust to craft Mythic Dust.
52Shard of MemoryOnce per long rest, you can spend 2 Hope to recall a domain card from your vault instead of paying its Recall Cost.
53Gem of AlacrityYou can attach this gem to a weapon, allowing you to use your Agility when making an attack with that weapon.
54Gem of MightYou can attach this gem to a weapon, allowing you to use your Strength when making an attack with that weapon.
55Gem of PrecisionYou can attach this gem to a weapon, allowing you to use your Finesse when making an attack with that weapon.
56Gem of InsightYou can attach this gem to a weapon, allowing you to use your Instinct when making an attack with that weapon.
57Gem of AudacityYou can attach this gem to a weapon, allowing you to use your Presence when making an attack with that weapon.
58Gem of SagacityYou can attach this gem to a weapon, allowing you to use your Knowledge when making an attack with that weapon.
59Ring of Unbreakable ResolveOnce per session, when the GM spends a Fear, you can spend 4 Hope to cancel the effects of that spent Fear.
60Belt of UnityOnce per session, you can spend 5 Hope to lead a Tag Team Roll with three PCs instead of two.

Additional

RollNameEffect
1CaltropsYou can spread these caltrops in a Very Close area around you. A creature hastening through that area must mark a Stress.
2GrapnelYou gain advantage on action rolls to climb sheer surfaces.
3Ball BearingsThis pouch contains perfectly smooth metal spheres.
4Box of Dragon DustThis snuffbox is filled with combustible powder.
5Nighthawker's RingSpend a Hope to activate the gemstone in this ring until the end of the scene. While active, the gemstone changes color to indicate the wearer's proximity to hidden treasure: warm colors for near, cool colors for far.
6Elven SpyglassYou can use this spyglass to magnify your vision a hundredfold.
7Gourmet GranulesThis savory powder makes any food it's sprinkled on delicious and healthy, no matter how bland or rotten it is.
8Collapsible PoleYou can break down this 18-foot pole into six interlinked 3-foot segments.
9Blackwing QuillThis writing quill never runs out of ink or needs to be sharpened.
10Silee's Folding KnifeThis 3-inch blade has an edge that easily cuts through anything except the handle it's stored in.
11Windup ToyThis small mechanical device is shaped like a strixwolf pup and can be programmed to perform simple tricks.
12Loaded DiceYou can choose what result this set of weighted dice rolls with a successful Finesse Roll (14). If you roll with Fear, anyone watching knows the dice are loaded.
13Hollowbark HornYou can blow this horn to summon a small woodland creature to perform a simple task.
14Self-Tying RopeYou can command this rope to tie or untie itself.
15Thief's CompassThis compass points the way toward the nearest exit while indoors and the closest entrance while outdoors.
16Traveler's BellOnce per long rest, you can ring this bell to magically open the shortest safe path through rough terrain for 1 hour.
17Mandragorian TorchThis torch gives off light only the bearer can see.
18Boots of Supple MystiqueWhile wearing these boots, you don't leave tracks or footprints.
19Zephyr's JarYou can open this empty jar during inclement weather to capture the storm and leave behind clear skies. The storm remains inside until unleashed by reopening the jar.
20Returning RingWhen you throw your primary weapon while wearing this ring, the weapon appears in your hand immediately after the attack.
21Kingfisher's NetOnce per long rest, you can use this net to scoop one live fish out of any amount of water, no matter how unlikely it is for that water to have fish in it.
22Titan's GirdleOnce per scene, you can activate this girdle to gain a +1 bonus to your Proficiency for your next attack.
23Iron VeilThis chain-link head covering renders the wearer invisible to fey creatures.
24Furball BagOnce per rest, you can produce 2d20 harmless, cat-sized fur creatures of indeterminate origin and species from this bag.
25Whisperstep AnkletThis anklet makes your steps silent as long as you don't move faster than walking speed.
26Enchanter's LoupeYou can use this loupe to see through illusions and enchantments.
27Escher's MirrorballOnce per long rest, you can command this fist-sized silver orb to capture an omnidirectional image of its surroundings on its surface. This image lasts until your next long rest.
28Cheater's CoinWhen you flip this coin, you can spend a Hope to determine which side it lands on.
29Gravewarden's BellThis bell rings when a ghost or undead creature moves within Far range of it.
30Reliquary of the Sightless SaintYou gain a +1 bonus to your Hope Die when you make the Risk It All death move.
31Map of RevelationYou can attune this map to one creature at a time. The map always shows the attuned creature's location.
32Dagginae's Obsidian SlateThis wafer-thin sheet of volcanic glass is used by archivists to keep notes. Any information etched onto its surface disappears but can be recalled via a command you set.
33Gadiman's BackpackOnce per rest, you can spend a Hope to conjure a mundane item up to a cubic foot in size inside this satchel.
34Eclipse CoinOnce per rest, flip a coin. On heads, you gain a +1 bonus to attack rolls until your next successful attack. On tails, you gain +1 to your Evasion until an attack fails against you.
35Sorcerer's HatThis conical blue hat is covered in silver stars. Once per rest, you can cast a spell from your vault with a Recall Cost equal to or less than your tier. This doesn't work for permanently vaulted cards.
36Ghoulskin GlovesWhen you attack with a physical weapon while wearing these gloves, the damage is considered both physical and magic.
37Gloves of AlacrityWhen you would mark a Stress to reload a weapon, you don't mark it.
38Insomniac's PeriaptWhen you take a rest without clearing Hit Points or Stress, you gain a +2 bonus to attack and damage rolls until your next rest.
39Wildrider's SaddleThis saddle grants any animal it's strapped onto the ability to understand their rider's commands.
40Soul-Twin CircletsTwo creatures can wear this pair of circlets. You can spend a Hope to switch places with whoever is wearing the other circlet.
41Namer's OracleOnce per session, you can roll this set of runic dice to reveal the full name of the last person you touched.
42Crucible FramesThese eyeglasses reveal weak points in objects and creatures. Three times per rest, you can spend a Hope to gain advantage on an attack roll.
43Two-Faced Aegis BroochOnce per rest, flip a coin. On heads, you become immune to the next physical damage you take. On tails, you become immune to the next magic damage you take.
44Knockback BraceletsOn a successful weapon attack, you can knock your target back up to Close range from their location.
45Force DiscThis shimmering two-dimensional disc of magical force has a 4-foot diameter and is magically tethered to a pebble. The disc always floats 3 feet north of, and at the same elevation as, the pebble. The pebble has a mass equal to one-hundredth of the total mass carried by the disc.
46Molepaw MittensSpend a Hope to swim through earth as if it were water for the next 10 minutes.
47Timekeeper's PendantYou can choose an additional downtime move each rest.
48Iron Dagger PendantOnce per long rest, you can spend a Hope to tell the pendant a creature's name. The pendant gently pulls you toward that creature's current location until your next long rest.
49Collar of AscendancyAn animal who wears this collar gains the ability to speak and understand common speech.
50Temporal SanctuaryA PC who takes a rest in the temporal sanctuary can choose an additional downtime move.
51Hero's HelmWhen you critically succeed on an attack, all allies within Close range gain a Hope.
52Rings of FriendshipTwo creatures can wear this pair of rings shaped like coiled snakes. You can spend the Hope of whoever is wearing the other ring (with their permission) as if it were your own.
53Rings of CamaraderieTwo creatures can wear this pair of wooden rings. You can mark the Stress of whoever is wearing the other ring (with their permission) as if it were your own.
54Rings of AllianceTwo creatures can wear this pair of rose gold rings. Once per session, you can initiate a Tag Team Roll with whoever is wearing the other ring without spending Hope or counting against your session limit for Tag Team Rolls.
55Phobophage's CircletWhen the GM spends a Fear, roll a d4. Once per scene on a result of 4, you clear a Stress.
56QuillshawlIf an adversary attacks you within Melee range, they must succeed on a Reaction Roll (12) or mark a Hit Point.
57Warp PendantOnce per rest, mark a Stress to teleport to a location you can clearly see.
58Portal FramesThis pair of small ornate frames, one red and one blue, are connected. Anything that passes into one exits from the other.
59Communion RelicOnce per rest, you can spend a Hope to use an ally's Experience as if it were your own. You can carry only one relic.
60Augur's RelicOnce per long rest, you can activate your Hope feature without spending Hope. You can carry only one relic.
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