Special Equipment

## Sarrek Bashaa

1. Assassin's Gloves
	* Requires Attunement
	* Gives Advantages on any combat roles on creatures that have not yet acted in combat
	* Any hit that lands on a creature that is surprised is automatically a critical hit
	* Black Calfskin Gloves
	* Made Using blood metal
	* Received (Broken) Episode 26
	* Repaired Episode 27
2. Ion Stone
	* Requires Attunement
	* Wearer is able re-roll hit dice for free when taking a short rest, the same way as if they had used rations
	* Received Episode 16
3. Poison resist ring

* Requires Attunement

## Aya

1. Wand of counterspell
	* Requires Attunement
2. Mantle of the White Raven
	* Requires Attunement
	* Has 3 charges which recharge under the light of the moon or after benefiting from a long rest.
	* For 1 charges
		+ in place of your movement you can teleport to a location up to 30 feet that you can see
		+ All creatures in the path must succeed on a DC 14 Dexterity saving throw Taking 1 D10+3 damage on a failed save or half on a successful save
		+ You may still take an action on a turn you used this ability
	* For 2 charge, As a reaction to being struck by a melee or ranged attack veer into the form of the white raven causing the attack to miss and teleport to any square with in 15 feet of you
	* Received (Broken) Episode 26
	* Repaired Episode 27

## Enkara

1. Staff of the Adder
	* Requires Attunement
	* Can use a bonus action to speak the staffs command word to transform the staff into a animate snake for 1 minute
		+ While animate the staff can be attacked
		+ Has an armor class of 15 and 20 hit points, if it drops to 0 the staff is destroyed
		+ If it takes damage and is not destroyed, any lost hitpoints are restored when it returns to its inanimate form
	* Can be used as a melee attack with a reach of 5 feet
		+ Proficiency bonus applies to the attack roll
		+ On a successful hit the target takes 1D6 piercing damage and must succeed on a DC 15 constitution saving throw or take 3D6 poison damage
	* Received Episode 16
	* Usable by Cleric, Druid, or Warlock
2. Torc's of the Shifter
	* During the transformation action you may make a free attack using either the old or new form
	* When you expend a spell slot to heal yourself during wild shape you may use your wisdom modifier to the healing you receive
	* Received (Broken) Episode 26
	* Repaired Episode 27
	* Two bronze Torc's capped with the bronze and ruby heads of a bear, a wolf, a serpent and an Eagle

## Armaros

1. Sanctified Flail
	* 1D8 Piercing damage
	* +1 weapon
	* Received Episode 16
2. Sunblade (Broken)
3. Moonblade
	* Requires Attunement
	* +2 attack and Damage rolls made with this weapon
	* Causes 1D8 Cold damage, and an additional 1D8 cold damage to solar demons
	* The Luminous blade emits light for 15 feet and dim light for an additional 15 feet
		+ You can use an action to extend or reduce this light by 5 feet, for a maximum of 30 feet and minimum of 10 feet
	* Repaired using the broken Sunblade and Armaros's family blade
	* Repaired Episode 30

## Kairos

1. Legion Standard of the 44th Company
	* First Seen Episode 28
	* From the 44th company of the Legion
	* Can expend charges to help other party members do actions
2. Javelin of Lightning
	* First Seen Episode 28
3. Ring of Resistance
	* Provides half damage to Necrotic attacks
	* Received Episode 31