Copper: 0,
Silver: 0,
Electrum: 500,
Gold: 0,
Platinum: 0
Dawnbringer
Amulet of Health
Boots of Speed
x3 Yserthrax's Corruption Poison Recipe
x2 Wyvern Poison
x3 Malice
x2 Pale Tincture
Dead Air
Wonderous Item, Mask
Alien Item - Attunement
A cracked breathing mask of impossible design, said to have fallen from the heavens with the ruin of stars. Neither metal nor glass, it shifts its inner workings like a puzzle that resists understanding, sealing seamlessly to any face as though it has waited for you. Once worn by the Inverse—beings who fed not on air but on stardust and radiation—it filters more than breath, muting even the voice of the Sun itself. Each inhalation carries both sustenance and dread, for what you truly breathe is silence, and silence is not always merciful.
Gerdûn: As a Magic action while wearing this mask, you kickstart the main function of Dead Air; Gerdûn. It is the operating system of Dead Air and allows you to temporarily become that of the Cosmic Stitched, however the system is damaged and not fully functional. You may deactivate Gerdûn as a bonus action.
While the Gerdûn is active, roll a 1d6 at the start of each of your turns. On a 6, you may choose which feature is selected, otherwise you gain the feature that is rolled:
Xorê: From your back erupts a cloak of burning radiation, trailing flares like capes of fire. The flames shed bright light in a 40-foot radius and dim light for another 40 feet. Allies within this light gain +20 feet of movement speed, a +1d4 bonus to skill checks, saving throws and damage rolls, and immunity to fire damage. Enemies that begin their turn in the light must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 3d12 radiant damage and be blinded until the start of their next turn.
Hîvron: You inhale starlit dust and exhale a shroud of the dark side of the moon. At the start of your turn, a 20-foot radius of magical darkness spreads from you. Special senses(such as True Sight, Tremorsense, etc) cannot pierce it, and nonmagical light cannot illuminate it. Allies within the darkness gain +2 AC, 2d8 temporary hit points, and are considered under the effects of Greater Invisibility. The area is lightly obscured, imposing disadvantage on Wisdom (Perception) checks made to see into or out of it.
Komstêrka Gewr: As you move, the mask fractures the veil of space behind you. For every 5 feet you travel, you leave behind a cosmic tear, appearing as a faint constellation etched in starlight. These rifts last until the start of your next turn.
Whenever a creature enters one of these rifts for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 3d8 cold damage as the void steals the warmth from their body.
While this effect is active, you are considered to be immune to difficult terrain, grapple, restrain, stunned and paralyzed, as the distortions of space subtly shift to ease your movement while hindering others.
Stêrka Xwedê-Perçiqîne: With each breath, you inhale rubble and debris from the far reaches of the void, your lungs becoming engines of cosmic ruin. For the next minute, you embody the Monarch of Meteors.
Your movement is locked into straight or diagonal lines—you cannot turn once you begin moving.
Your speed is tripled. While moving, you carry unstoppable momentum, able to pass through the space of other creatures without provoking opportunity attacks.
All weapon damage you deal becomes thunder damage.
For every 10 feet you move, you store momentum equal to 1d12 thunder damage. This momentum accumulates until expended or 1 minute has passed, afterwards the momentum fades.
As a Dash action, you may unleash your stored momentum by moving through the spaces of any creatures within your maximum movement. Each creature in your path must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failure, they take thunder damage equal to the total accumulated dice and are stunned until the end of their next turn. On a success, they take half damage and are not stunned. After releasing your momentum, your stored dice reset to 0.
You leave behind a wake of shattered stone and stardust where you pass, as if meteors had scoured the battlefield.
Hema Stêrk Gûleberdan Zîha: The remnants of draconic quasar-flesh pulse within the machine, its stellar marrow injected into your veins and heart. Your body becomes a conduit for a dying star’s last scream. Once per turn, you may replace one of your attack actions with a Supernova Quasar Exposure: You unleash a beam of collapsing starlight, a 10-foot wide, 60-foot long line that scorches all in its path. Each creature in the line must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 12d12 radiant damage. On a failure, the creature is also seared with stellar vulnerability—choose one damage type; they are vulnerable to that damage until the end of their next turn. You are not immune to the radiation you channel. After releasing this attack, you gain vulnerability to all damage until the end of your next turn, your flesh shimmering with fissures of light as if your body itself might collapse.