Class-Specific Deals

Now, so far, I know what you've been thinking. "Crazy Jarl, these items are great and all, but I haven't seen anything that speaks to me as an individual." Well worry no more, sugarlump. No matter your class, the Jarl has something that'll make you stand out without emptying your wallet.

Cleaver of Wild Swings

Weapon (greataxe), rare (requires attunement by a Barbarian)

This monstrous axe is hideously unbalanced. With all its weight concentrated in its head, it seems built to swing once and pray to whatever gods may listen that it doesn't miss.

When you use your Reckless Attack feature while wielding this weapon, its damage die becomes a d20.

Pick of Inspiration

Wondrous item, uncommon (requires attunement by a Bard)

This jade-green plectrum has a face carved into it of fair features, with a small halo above it. While you carry it or use it to strum a stringed instrument, your music sounds just a bit more stirring and energetic.

Whenever a creature rolls a Bardic Inspiration die they received from you, add +1 to the roll.

Censer of Soothing Scents

Wondrous item, uncommon (requires attunement by a Cleric)

Forged of gold and gleaming electrum, this thurible constantly emits a pleasant-smelling mist. You may use the Censer as a holy symbol.

The Censer has 5 charges and regains 1d4 + 1 expended charges each day at dawn. You may expend a charge from the Censer to cast Cure Wounds as a ritual.

Oaken Cudgel

Weapon (club), uncommon (requires attunement by a Druid)

This gnarled tangle of roots has bound together tightly enough to function as a decent bludgeon. It seems very receptive to natural magic.

While under the effect of the Shillelagh spell, the Cudgel swells to the size of a large tree limb, becoming a Greatclub with a damage die of 1d12.

Stylish Gear

Weapon or armor, rare (requires attunement by a Fighter)

No single item defines this category of gear. While you are wielding or wearing this impeccably-made equipment, it imparts knowledge of how to use it most effectively.

Attunement to this item grants you a specific Fighting Style if you did not already have it. What style the item gives you depends on what type of item it is.

Category Fighting Style Ranged Weapon Archery Armor Defense One-Handed or Versatile Weapon Dueling Two-Handed Weapon Great Weapon Fighting Shield Protection Twin Light Weapons Two-Weapon Fighting

Home-Run Bat

Weapon (club), uncommon (requires attunement by a Monk)

This club is made of exceptionally light ash wood, making it ideal for swinging at small, fast-moving targets.

When you use your Deflect Missiles feature, you may spend a ki point to swing the Bat with both hands at the incoming projectile. The damage reduced by Deflect Missiles is increased to 2d10+your Dexterity modifier+your Monk level.

If you successfully negate the attack's damage, you automatically redirect the projectile and can make a ranged attack for no ki point cost.

Gauntlets of Healing Hands

Wondrous item, rare (requires attunement by a Paladin)

These steel gauntlets are trimmed with burnished copper. Their palms are set with two engraved icons that can function as holy symbols.

When you use your Lay On Hands feature while wearing these gauntlets, for every 3 hit points you restore to a creature, the gauntlets restore an additional hit point to that creature without drawing from your healing pool.

Bow of Grudges

Weapon (longbow), rare (requires attunement by a Ranger)

This bow is formed of unusually tensile steel, and features a variety of oaths and curses carved up and down its limbs.

The Bow of Grudges has six charges, each related to one of the curses engraved on it. It regains 1d6 charges each dawn.

Whenever you make an attack against one of your Favored Enemies with this bow, you may expend a charge and speak one of these curses before rolling to hit. If you do, that attack deals an additional 1d8 Psychic damage.

Combination Attack Knife

Weapon (dagger), rare (requires attunement by a Rogue)

This switchblade's handle conceals a complex mechanism for storing kinetic energy. A simple switch releases this energy, causing the blade to unlock and spring forth for extra puncturing force.

This knife can hold up to 5 charges and starts with 0. It gains a charge at the end of a turn on which you make a Sneak Attack. Before you make a Sneak Attack, you may expend any number of charges and declare you are adding that many d6's to the attack's damage.

Mage Siphon Amulet

Wondrous item, rare (requires attunement by a Sorcerer)

This amulet consists of a golden disc set with a brilliant star ruby. It seems to draw in ambient magic and glows in the presence of extremely powerful magical auras.

While wearing this amulet, whenever you critically hit a creature with a spell attack, that creature must make a Wisdom saving throw against your spell save DC. On a failure, you gain a single sorcery point.

Tome of Advanced Spell Research

Wondrous item, rare (requires attunement by a Wizard)

This tome contains a vast array of intricate knowledge on a specific school of spells, such as how to maximize the yield of a Fireball or weave the perfect Shield. You can use this book as a spellbook and an arcane focus.

While you are attuned to this spellbook, the save DC for spells you cast of its school are increased by 1.