Fraktionsshop

Anders als in anderen Geschäften sind Rufpunkte die Währung der Fraktionsshops

## Öffentliche Shops der Fraktionen

### Infos & Erklärungen

> All Spell Scrolls use a DC of 10 + Proficiency Modifier. These spell scrolls do not require material components and are especially easy: they can be cast by anyone and do not require arcana checks. You need to hold concentration on any spell cast by such a scroll.
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> Costs marked with an asterisk ( \* ) are doubled for each time you buy an option of this category (regardless of faction). This means regardless where you get something marked with an asterisk, the next one costs twice as much even if it's from a different factions' shop.
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> All weapons with a specific damage type can deal this type a number of times equal to your proficiency modifier per **long** rest . These weapons draw their energy from you, therefore multiple weapons will not circumvent this limit.
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> Attunement is as usual if not noted otherwise.
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### Öffentlicher Masterwork / Weapon Shop der Fraktionen

Für alle Fraktionen zugänglich

The factions of SoFS provide adventurers with a wide array of different magical weapons, enchantements and masterwork crafts.

## Interne Shops der Fraktionen

### Infos & Erklärungen

Jedes Item aus dem internen Shop schaltet einzigartige Fähigkeiten frei. Die Startitems verfügen über jeweils drei Erweiterungen, die mit Einstimmung der anderen Items des Shops freigeschalten werden. Unter den jeweiligen Items ist zu sehen, welcher der Slots mit diesem Item aktiviert werden kann. Jeder Gegenstand kann nur eine Fähigkeit aktivieren. Mit Einstimmung auf das große Item, wird ein zusätzliches potentielles Set freigeschaltet. Ein Gegenstand der zum Beispiel “Perk 1” freischaltet, ermöglicht die Nutzung des unter 1 aufgelisteten Perks bei einem mit Set Bonus Perks markierten Item solange das freischaltende Item attuned ist. Alle Gegenstände, die Expertise geben erfordern eine vorherige Proficiency in dem entsprechenden Skill.

Fraktionsinterne Gegenstände können nur von Charakteren attuned sein, die auch Mitglied dieser Fraktion sind.

Zur Umstellung: Alle Charaktere bekommen alle Rufpunkte aus ihren Items zurückerstattet, und können sie jetzt im Shop neu ausgeben.

### Der Orden des strahlenden Herzens

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**Weapon of Righteousness**
* The weapon  allows you to cast the Light Cantrip
* Up to a number of times equal to your proficiency bonus per long rest, you can deal radiant damage instead of the weapon’s normal damage type.

**Set Bonus Perks:**
**PERK 1** 1d4 extra damage to fiends or undead using this weapon.
**PERK 2** You learn the celestial language.
**PERK 3** You can imbue any one weapon as Weapon of Righteousness.

**Talisman of the Order**
*Using the Talisman, you can cast “Detect Evil and Good”*
*once per day, without need of components, without expending a spell slot and without needing to hold concentration on the spell.*
**Perks: 1 or 2**

**Angelic Earrings**
*These earrings feature platinum loops from which hang bronzed claws from an angelic being. While wearing these earrings, you have advantage on Wisdom (Insight) checks to determine if a creature is lying or if it has an evil alignment. If you cast detect evil and good while wearing these earrings, the range increases to 60 feet and the spell lasts 10 minutes.*
**Perks: 1 or 2**

**Shield of Radiance**
This is a Shield +1. *As a bonus action, the shield can radiate 30 feet of bright light and an additional 30 feet of dim light. The light can also be turned off as a bonus action.*
**Perks: 2 or 3**

**Chalice of Refreshment**
*Anybody can drink from the chalice once per day to recover 2d4 hit points. (up to 10 times per long rest). You can also use an action to administer a drink to any creature within a range of touch, as long as that creature is not incapacitated.*
Additionally, you can use the chalice once per day to cast lesser restoration. Once you do so, no one can drink from the chalice until the next dawn. This is a holy symbol.
**Perks: 1 or 3**

 **Ring of Perseverance**
*While you wear this charged signet ring, it grants a +1 bonus to all attack rolls. It recharges on a long rest. You can use the charge to regain a spell slot of up to third level.*
**Set Bonus Perks:**
**PERK 1** Spell save DC for divination and abjuration spells +1.
**PERK 2** to hit bonus of +1 against undead, fiends and aberrations.
**PERK 3** On three successful death saves, you can get up with 5 hp.

**Cloak of the Templar**
*This white cloak has the Radiant Heart’s symbol on it.* *It grants resistance to necrotic damage, and it allows you to cast “Motivational Speech” or “Remove Curse” once per day.*
**Perks: One of Choice**

**Banner of fortitude**
*While holding this banner aloft with one hand, you can use an action to inspire creatures nearby. Each creature of your choice within 60 feet of you that can see the banner has advantage on its next attack roll, gaining x temp hp (x=5\*prof. bonus of the user) for one minute. While the temp hp remain, the target has advantage on saving throws against frightening spells and effects. The banner can’t be used this way again until you finish a long rest.*
**Perks: One of Choice**

**Scrolls of the Enlightened**
*Religion or Insight Expertise*
**Perks: One of Choice**

**Amulet of the Oracle**
*While holding the amulet, you can cast the Mass Cure Wounds Spell once per Adventure.*
Change Fate: When you fail an attack roll, an ability check, or a saving throw while wearing the amulet, you can reroll the die and must use the new roll. X Times used, this property can’t be used again until the next adventure (x = prof. bonus / 2 rounded down).

**Perks: One of Choice**

### Der Geheimbund der Harfner

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**Ring of the Promise**
* The ring allows you to cast the Message Cantrip.
* When you create a magical illusion, you can mark it as such using this ring. Anyone wearing a ring of the promise will instantly see through the illusion.

**Set Bonus Perks:**
**PERK 1** Allows you to cast the Encode Thoughts Cantrip.
**PERK 2** You learn thieves’ cant or a folk language of choice.
**PERK 3** You can cast “Disguise Self” once per long rest.

**Quill of Secrecy**
Using this quill, one can write on any surface and it will remember the content with or without actually writing anything. It can then reproduce the writing later once.
It can also cast the “Illusory Script” spell once per day.
**Perks: 1 or 2**

**Glamour Rings**
These rings are made from twisted loops of gold and onyx and are always found in pairs. The rings’ magic works only while you and another harper each wear and attune to one ring and are on the same plane of existence. While wearing a ring, you or the other humanoid can use an action to illusory swap your appearances and voices, if both of you are willing. While under this effect you gain expertise in the deception skill and can mentaly speak to the bound humanoid. The effect lasts for one hour, or until one of you uses this property again or until one of you removes the ring. You can’t use this feature again until the next dawn.
**Perks: 1 or 2**

**Cloak of the Owl**
Confers a +1 bonus to all mental saving throws.  As a bonus action, the cloak can be made to resemble any other type of cloak or clothing. A ring of promise will reveal it to be a blue cloak with the harper’s crest.
**Perks: 2 or 3**

**Harper’s Call**
*This simple flute creates a fair and gentle tone.*
A character attuned to the flute can cast “Major Image” once per long rest. A harper though, attuned or not, can use the Flute to cast the “Revivify” spell once, requiring no material components.
After Revivify is cast in this way, the flute needs to be replenished by the high harpers for the cost of 3 reputation points before it can cast revivify again. This is a bardic focus.
**Perks: 1 or 3**

**Elvensilver Belt**
*This belt is woven from silver.*
 Choose two Schools of Magic except evocation when acquiring the Belt. You gain advantage on saving throws against spells of these specific schools.
**Set Bonus Perks:**
**PERK 1** Spell DC for illusion and divination spells +1
**PERK 2** You can cast “Arcane Aura” once per long rest (self or object)
**PERK 3** You can change one school (not evocation) on a short rest.

**Golden Unicorn String**
The String confers +1 to hit and damage on a ranged weapon, or an additional bardic inspiration die on a bardic focus, or it causes a melee weapon’s damage to count as magical.
**Perks: One of Choice**

**Amulet of Memory**
Made of gold or silver, this spherical locket is engraved with two cresting waves facing away from each other while bound in a twisted loop. It preserves a memory to be reexperienced later. While wearing this amulet, you can use an action to speak the command word and open the locket. The open locket stores what you see and experience for up to 10 minutes. You can shut the locket at any time (no action required), stopping the memory recording. Opening the locket with the command word again overwrites the contained memory. While a memory is stored, you or another creature can touch the locket to experience the memory from the beginning. Breaking contact ends the memory early. In addition, you have advantage on any skill check related to details or knowledge of the stored memory. If you die while wearing the amulet, it preserves you. At the start of an adventure the death ward spell is cast by the amulet on you. In addition, at the moment of your death, you can store any memory into the amulet. A creature touching the amulet perceives the memory stored there even after your death. Attuning to an amulet of memory removes any prior memories stored in it.

**Perks: One of Choice**

**Circlet of Quick Thoughts**
*History or Deception Expertise*
**Perks: One of Choice**

**Glamorous Boutonniere**
*This colorful boutonniere of flowers enthralls creatures around you. While wearing this you gain advantage on Charisma (Performance) and Charisma (Persuasion) Checks. As a bonus action once per adventure the flowers start emitting a fascinating scent. For 10 minutes creatures within 10 feet of you have disadvantage on attack rolls against you and disadvantage on saving throws against your spells.*
**Perks: One of Choice**

### Sternenfall Kompanie

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**Belt of the Company**
* The Belt allows you to cast the Mending cantrip.
* Once per long rest, you can bind up to 3 items to your belt; As a Bonus Action you can take the Use an Object Action (+Potions) with a bound item once per item.

**Set Bonus Perks:**
**PERK 1** Powerful build once per long rest for 10 minutes.
**PERK 2** A stolen bound item casts “Suggestion” to give it back. (DC 15)
**PERK 3** You can cast “Longstrider” on yourself once per long rest.

**Ring of Trade**
You have advantage on checks to estimate an object’s value.
You can spend 5 minutes to bind yourself to another player character. Once per long rest, as a reaction both characters can swap places within 30 ft. when one of them is attacked.
**Perks: 1 or 2**

**Mender's Mark**
This slender brooch is fashioned of silver and shaped in the image of the guild's crest. You can use an action to attach this brooch to a creature, pinning it to clothing or otherwise affixing it to their person. When you cast a spell that restores hit points on the creature wearing the brooch, the spell has a range of 30 feet if its range is normally touch. When you cast a healing spell of first level or higher to heal another guild member in this way, you heal additional HP equal to your prof. bonus.
**Perks: 1 or 2**

**Shield of Protection**
This is a Shield +1
At the end of a short rest, you can decide to give up the shield’s +1 bonus to gain the “Protection” Fighting style instead, or you can change back to the +1 bonus to AC.
**Perks: 2 or 3**

**Spyglass of Location**
This beautifully adorned and enchanted Spyglass helps you see into the distance. The item grants advantage on Perception Checks that rely on sight, and you gain a +2 bonus to your passive perception and passive investigation.
 Once per day, it can be used to cast either the “Locate Object” or “Locate Creature” spell. If successful, you can see the target (but only the target) through the spyglass for 1 minute
**Perks: 1 or 3**

**Chromatic Dragonhide Cloak**
This item confers resistance to one specific damage type. You can swap between the following resistances on a short rest: acid, cold, fire, lightning,, poison, or thunder.
**Set Bonus Perks:**
1. You can use dodge as bonus action twice per short rest
2. Your resistance confers the effect of “Absorb Elements”
3. Your position can not be determined by divination spells.

**Wolfbite Ring**
This heavy iron ring is adorned with the stylized head of a snarling wolf. The ring has 3 charges and regains the expended charges at the start of the adventure. When you make a weapon attack while wearing this ring, you can use a bonus action to expend 1 of the ring’s charges to deal an extra 2d6 piercing damage to the target. Then, the target must succeed on a DC 15 Strength saving throw or be knocked prone.

**Perks: One of Choice**

**Guild Bag of Holding**
This can be a new item or an enhancement for your Bag of the Merchant. The item is similar to a Bag of Holding in every way, but it is physically impossible to be turned inside out.
**Perks: One of Choice**

**Amulet of Details**
Persuasion or Perception Expertise
**Perks: One of Choice**

**Fallen Stars Garbe**
This garment is sewn from the finest silks and adorned with gold, platin and mythril threads highlighting your rank within the guild. While wearing the robe:
• If you aren’t wearing armor or a shield, your base Armor Class is 14 + your Prof Bonus.
• You have resistance to psychic damage, and your thoughts can’t be read by magical means.
• Wisdom (Insight) and Intelligence (Investigation) checks against you are made with disadvantage.

**Perks: One of Choice**

### Die drei Schwarzfedern

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**Cloak of Trickery**
* The cloak always has a set of thieves’ tools.
* You can use the cloak as an action to turn invisible once per long rest. The invisibility lasts for one minute or until you break it as specified in the invisibility spell.

**Set Bonus Perks:**
**PERK 1** Allows you to cast the Mage Hand Cantrip
**PERK 2** The cloak can summon a simple dagger once per day.
**PERK 3** Allows you to cast the Shape Water Cantrip

**Rope of Snares**
This Rope is 50 feet long and weighs next to nothing. It has 20 hit points and an armor class of 20.
Using the rope, you can cast the “Snare” spell once per short rest without any material components (it is not consumed).
**Perks: 1 or 2**

**Rod of the mariner**
This elegantly crafted wooden rod is topped with the carved figurine of an albatross in flight. The rod has 1 charge and regains the expended charge after a long rest.
You can use an action to expend the charge and point the rod at one creature you can see within 30 feet of you. The target must succeed on a DC 15 Wisdom saving throw or be cursed for 1 minute. A cursed creature can reroll the saving throw at the end of each of its turns.
A cursed creature has disadvantage on attack rolls and saving throws while. A creature that succeeds on the saving throw is immune to this effect for the next 24 hours.

**Perks: 1 or 2**

**Duelist Boots**
Confers a +1 bonus to all physical saving throws.
Using these pirate style boots, you have advantage on checks and saving throws against either being knocked prone, being pushed or losing your balance altogether.
**Perks: 2 or 3**

**Stone of Dark Waters**
This black stone can be used to evoke multiple effects.
 Using a charge, you can confer the effect of the spells “Darkvision”, “Pass without Trace”, “Water Breathing” and “Water Walking” to any one creature you touch. All effects last for up to 1 hour.

 The stone has three charges and regains all charges at the end of a long rest. It can also be charged by anyone expending a second level spell slot per charge. This is a holy symbol.
**Perks: 1 or 3**

**Bracers of the Twin Sisters**
 On a short rest, choose one of two: Sneak Attack (+1d6) or 5 ft pushback (medium or smaller, no interaction with booming blade) on a hit once per round. Both apply to spell attacks too.
**Set Bonus Perks:**
1. You have advantage on Saving throws against traps.
2. Bonus to AC of +1 when taking the dodge action
3. Action to roll on wild magic surge table once per long rest.

**Mask of the Displacer Beast**
As a bonus action you can put on this mask to cast the “blur” spell for up to ten rounds per long rest. You can take off the mask as a bonus action to conserve remaining time.
**Perks: One of Choice**

**Umbral Band**
This blackened steel ring is cold to the touch. While attuned to this ring, you have darkvision out to a range of 60 feet, and you have advantage on Dexterity (Stealth) checks while in an area of dim light or darkness.
**Perks: One of Choice**

**Ring of Mind Mastery**
Intimidation or Sleight of Hand Expertise
**Perks: One of Choice**

**Talisman of the Family**
This simple Talisman reminds you of those that would willingly die for you. While wearing it, your family is always close to your heart. As an action once per adventure you can emit an aura of encouraging energy. This aura needs concentration and lasts for one minute. While active each creature of your choice within 30 feet of you gains a +2 Bonus to their attack rolls.
Once per Short Rest, when you hit a creature with an attack roll, you can curse the creature and mark it for your allies. The next attack roll of each of your allies gains advantage, until the end of your next turn.
**Perks: One of Choice**

### Die Akademie der purpurnen Flamme

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**Scholar´s Garment**
* The Robe allows you to cast the Thaumaturgy Cantrip
* Attached to the robe is an Amulet that allows you to cast the “Absorb Elements” or “Shield” spell once per long rest without the need for any components

**Set Bonus Perks:**
1. The garment can turn any color as an action.
2. When casting shield with the robe, you gain +6 AC
3. You learn the abyssal or infernal language.

**Wand of Thoughts**
This Arcane Focus allows you to cast the “Encode Thoughts” cantrip.
The wand also grants the Ability to Cast “Command” or “Detect Thoughts” once per day. The DC for both is 13 or your Spell Save DC.
**Perks: 1 or 2**

**Gloves of Exerzise**
These gloves contain magically charged crystals that assist you in performing a specific physical task. They contain three charges per adventure. While performing a strength or dexterity based saving throw or ability check, you can expend one charge to skip rolling the d20 and assume its result to be a 10.
**Perks: 1 or 2**

**Spellhunter Gloves**
Confers a +1 bonus to saving throws against Magic.
The wearer of these gloves can cast the “Detect Magic” and “Magic Circle” spells once per long rest without expending a spell slot or material components.
**Perks: 2 or 3**

**Crystal of Nightmares**
Inside the crystal, dark clouds swirl around relentlessly. With the Crystal in Hand, you can cast one of the following spells once per day at its lowest level using either 13 or your Spell Save DC: Mind Spike, Fear, Phantasmal Killer
 Additionally, while attuned (you don’t need to hold the crystal in hand) weapon crits cause the frightened condition on your target until the start of your next turn.

**Perks: 1 or 3**

**Insignia of the Eight**
This insignia represents the eight schools of magic in Thay. Choose one magic school. Your spell save DC for that school is raised by 1. You can change the school on a long or short rest.
**Set Bonus Perks:**
**PERK 1** With focus, you ignore material component costs up to 50gp
**PERK 2** Once per long rest, ignore V and S components on a spell.
**PERK 3** Your hit point maximum increases by 5 points.

**Amulet of the Efreeti**
The amulet allows you to use the “fire bolt” cantrip at will, and to cast “Aganazzar's Scorcher” and the “Fireball” spell once per long rest. (DC 15 / +7 to hit or your Spellcasting Modifier)
**Perks: One of Choice**

**Hat of Mental Acuity**
This well-crafted cap appears to be standard wear for academics. Embroidered on the edge of the inside lining in green thread are sigils. If you cast comprehend languages on them, they read, “They that are guided go not astray.” While wearing the hat, you have advantage on all Intelligence and Wisdom checks. This hat magically produces an elixir of clear mind at the start of each adventure.
**Perks: One of Choice**

**Pendant of Understanding**
*Arcana or Investigation Expertise*
**Perks: One of Choice**

**Loom of Fate**
*At the start of an adventure and if you spend a short rest weaving afterwards on this portable loom, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll.*
You must choose to do so before the roll. The loom can’t be used this way until you spend another hour weaving. Once you have used the loom 3 times within an adventure, the fabric is complete, and the loom is no longer magical, until the start of the next adventure. The fabric becomes a shifting tapestry that represents the events where you used the loom’s power to alter fate.
**Perks: One of Choice**

## Frequently Asked Questions

**Q: What types of shield can be bought as shield of radiance or shield of protection?**

**A:** These can be bucklers, shields or tower shields - you choose this once when you buy the item.

**Q: What languages are “folk languages” or “planar languages”?**

**A:** Languages in Sea of Fallen Stars

> **Folk Languages:** Common (Chondathan, Calishite, Illuskan, Mulhorandi, Rashemi, Thayan, Kara-Turan), Dwarvish, Elvish, Giant, Goblin, Halfling, Orc, Draconic, Undercommon, Grung, Loxodon, Leonin, Minotaur
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> **Planar Languages:** Abyssal, Celestial, Infernal, Draconic, Deep Speech, Primordial (Auran, Ignan, Terran, Aquan), Sylvan.
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> **Non-Existant:** All others (If you see one missing that should be available, please consider writing a ticket)
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>  *Common and Primordial are understood by all that speak specific dialects of it (unless a creature's stat block says otherwise), yet dialects can be used to identify with a certain group.*
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>  *Dialects are not always understood by all speakers of the parent language, but the rough meaning of an utterance in a dialect will be, unless a creature’s stat block says otherwise.*
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**Q: What is “Arcane Aura”?**

**A:** This is “Nystul's Magic Aura” - in the SRD, it is called Arcane Aura.

**Q: If I have an item that unlocks perk 1 or 2, can I choose which one to use per set bonus item?**

**A:** No, If you choose perk 1, you gain perk 1 for all set items.

**Q: Can I change perks when unattuning and reattuning an item?**

**A:** Currently no, but we are working on a way to do so and will clarify that way here.