a light crossbow and 20 bolts
an arcane focus
a scholar's pack
Statue of gold from delamore: 120 gold
Rune of Health-Armor
Whenever you restore hit points you gain an additional 2 HP
2 Health Potions
Leather armor, spear, and two daggers
For Pity's Sake - Origin Artfact, Wonderous (Butterfly Pendent) - Arcane Focus, Conjurer
This butterfly pendent seems to be made of silver, and a solidified blood; somewhat reminiscent of ruby. It flutters like a real butterfly whenever you cast a spell or use its features.
This pendent seems to be connected to your patron directly since its basically a fingernail, as such it becomes stronger with you as you are chosen. At level 3, 6, 10, you gain a +1, +2, +3 bonus to spell attacks and to the saving throw DCs of your spells.
Armament of The Blood-Flow
Whenever you would cast a spell or cantrip, you can choose to conjure an armament from the blood-flow to aid you. You can choose to make one additional range spell attack, the short/long range and damage of the attack is determined by the chosen weapon you choose;
Glaive - d12 necrotic - 10/20
Javelin - d10 necrotic - 30/60
Shortbow - d8 necrotic - 80/320
Longbow - d6 necrotic - 150/600
You can use this a number of times equal to your highest modifier before needing a short or long rest.
Blood Transfusion
As a bonus action, you can target one creature within 60ft of you. If the target is unwilling they must make a constitution saving throw against your spell save DC. On a failure the creature must use its reaction to make one attack against a creature of your choice. If there are no targets within range the target makes an attack against itself beating its unarmoured AC (AC 10 + DEX).
Once you use this feature, you cannot choose to do so again until a short rest or at the cost of 3 maximum hit points that restore on a long rest or lesser restoration.
Draining Spell
Once per turn, whenever you would deal damage to a creature with a spell, cantrip or Armament of The Blood-Flow, you can choose to augment the attack and cause the target of the attack to gain one stack of Wounding using your spell save dc for any saves.
At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Next feature is unlocked at level 3; REMIND THE DM
Circlet of Blasting
Wondrous item, uncommon
Major tier
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
MAP OF EVERFOREST
If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it.
2 greater healing potions
1 tabbys boonTabby's Boon: You gain an unarmed strike bite (if you dont already have one) that deals unarmed damage and an extra 2d6 poison damage for 10 minutes. advantage on Stealth checks for 1 hour.
Equipment
Copper: 0,
Silver: 0,
Electrum: ,
Gold: 482,
Platinum: 0
Money