Health Rolls: 10, 10, 10, 7, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5
Weapon #1: +2 Longbow of Judgment’s Venom. You can use a bonus action to cause your bow to sine a bright green light. The bow sheds a shimmering light out to 20ft and dim light out to 40ft. While alight, you deal +1d6 Poison damage, +1d6 Radiant damage. The light persists until you use a bonus action to speak the command word again or until your drop or sheathe the bow. Requires attunement. This item was crafted by Dwarves. Every time it releases an arrow, a fragment of an ancient song plays. This item was used in religious ceremonies dedicated to a particular deity. It has holy symbol worked into it. The god’s followers might try to persuade its owner to donate it to a temple, steal the item for themselves, or celebrate its use by a cleric or paladin of the same deity. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and harmless creatures might frolic in the item’s presence.
Weapon #2: +1 Rapier Bane of the Otherworldly. When you attack and hit a creature with the Aberration, Fey, or Fiend type, you deal an extra 1d6 piercing damage, and you gain advantage on saves against their spells and spell-like abilities. Requires attunement.
Armor: +1 Studded Leather. Requires attunement.
Item #1: Bear-skin Cloak. You are under constant effect of Enhance Ability (Bull’s Strength). If you use the shove action, you can knock your opponent away 10ft instead of 5ft, or prone. Requires atunement.
Item #2: Quiver of Ehlonna. Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. you can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Item #3: Ring of Climbing. You gain a climb speed of 20ft.
Item #4: Saddle of the Cavalier. While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage.
Handcrafted Item: The Great Elk’s Skull.
- This item allows Maple to transport through a large or larger sized tree to his sacred grove, no matter where he is, no matter what plane of existence he is on. Maple's body remains inside the tree, but his spirit continues on to the grove. While there, Maple may deposit anything natural in the grove from his inventory or collect anything from the grove that is natural. Upon returning from the grove, Maple has those items in his possession. Maple may perform this travel once a week, but the duration is limited to the equivalent of a long rest (or roughly eight hours). While Maple is in the grove, he recovers double the normal amount of HP from hit die and he recovers twice as fast from exhaustion.
- You can use your Nature's Wrath Channel Divinity option at a distance of 30 feet instead of 10 feet.
- Requires attunement.
Boon: Bonus skill proficiency.
Trinkets: A glass jar containing lard with a label that reads, “Griffon Grease”. A tiny silver bell without a clapper.
Other: 2,000gp. You may purchase any item below 100gp without cost or consulting me. DO NOT GO OVERBOARD.