Table of Contents
Empowered Items
Empowered Items
Rarity | Name | Base | Materials | Cost | Properties |
---|---|---|---|---|---|
U. | +1 Weapon | Any Weapon | Titan Steel | 500 | You have a +1 bonus to attack and damage rolls made with this weapon |
U. | Poison Sheath | Sheath | Scorpion Lizard Venom Sac | 225 | This weapons sheath is filled with poison which coats the blade of the weapon. The first time this weapon hits a creature with an attack after being unsheathed, it applies the poison |
U. | Paralysis Sheath | Sheath | Platypus Wasp Venom Sac | 275 | This weapons sheath is filled with paralyzing venom which coats the blade of the weapon. The first time this weapon hits a creature with an attack after being unsheathed, it applies the poison |
U. | Sharp Blade | Slashing, Piercing | Hardened Steel | 300 | You gain an additional 1d6 slashing damage while this blade is sharp. This blade has 6 sharp points. Each attack you land removes 1 sharp point. You can also lose sharp points when you miss attacks, as determined by the GM. You can restore sharp points by sharpening the weapon. |
U. | Charge Attack | Any Weapon | Electric Eel Dragon Scale | 475 | As a bonus action you can charge this weapon with energy, the next attack made with this weapon deals an additional 2d6 damage if it hits |
U. | Focus | Any Weapon | Focus Stone | 150 | This weapon can be used as a bending focus |
U. | Powerful Draw | Bludgeoning | Rhino Boar Tusk | 325 | Draw attacks with this weapon deal an additional 1d6 damage |
U. | Quick Draw | Sheath | Magnet | 375 | Draw attacks with this weapon only require a bonus action |
U. | Ammo Capacity | Loading | Hardwood, Springs | 150 | This weapon has a magazine that holds six pieces of ammunition |
U. | Stinging | Bludgeoning | Nettle Tree Wood | 200 | When you hit a creature with this weapon, that creature has disadvantage on any Constitution save it makes to maintain concentration |
R. | +2 Weapon | Any Weapon | Titan Steel | 2,500 | You have a +2 bonus to attack and damage rolls made with this weapon |
R. | Amplify Flow | Any Weapon | Amplifying Stone, Energy Gem | 3,000 | You can go into one (or one more) Offensive or Defensive Flow per day |
R. | Elemental Damage | Any Weapon | Elemental Gemstone | 1,500 | This weapon deals additional 2d6 elemental damage of the same type as the gem if the wielder is a bender (fire, air, earth, water) |
R. | Critical Claw | Any Weapon | Horned Owl Cat Claw | 750 | Attacks with this weapon score a critical hit on a roll of 19 or 20 |
R. | Sharp Talon | Any Weapon | Lion Eagle Talon | 4,000 | This weapon deals an additional 1d12 damage of the weapons type on a roll of 19 or 20 |
R. | Critical Draw | Any Weapon | Viper Mantis Fang | 2,750 | When you hit a creature with a draw attack, roll a d100. If you roll above 85 you score a critical hit. |
R. | Punishing Draw | Bludgeoning | Elephant Ox Tusk or Horn | 5,000 | If you have this weapon sheathed and a creature misses you with a melee attack, you can make a draw attack as a reaction. If the attack hits, you deal an additional 1d8 damage, and the creature must succeed on a DC 14 Constitution saving throw or be stunned until the start of your next turn. |
R. | Parry | Any Weapon | Reflective Metal, Crane Ape Feathers | 2,000 | You can use the parry technique with this weapon, without expending any chi points |
VR. | +3 Weapon | Any Weapon | Titan Steel | 10,000 | You have a +3 bonus to attack and damage rolls made with this weapon |
VR. | Agitator | Any Weapon | Jackal Dragon Hide | 15,000 | You gain a +1 bonus on damage rolls for each successive blow you land on a creature; meaning, you gain +1 on the first attack, +2 on the second attack, etc. This bonus resets each time you attack a different creature or miss an attack. |
VR. | Artillery | Ammunition | Gunpowder | 10,000 | Attacks with this ammunition deal an extra 1d10 damage |
VR. | Critical Eye | Any Weapon | Eagle Dragon Scales | 45,000 | You attacks score a critical hit on a roll of 18-20 |
VR. | Energy Damage | Any Weapon | Energy Gem, Mind Gem, Spirit Gem | 7,500 | This damage deals additional 2d6 energy damage of the same type as the gem if the wielder is a bender (chi, mind, spirit) |
VR. | Full Speed | Finesse or Ranged Weapons | Titan Steel, Antelope Fly Horns and Wings, Energy Gem | 20,000 | You gain a +3 bonus on attack rolls with Dexterity-based attacks when your HP and CP are full. When one of them is not full, you gain a +2 bonus, and when neither is full, you gain a +1 bonus. |
VR. | Full Strength | Melee Weapons | Titan Steel, Bear Ox Horn, Energy Gem | 20,000 | You gain a +6 bonus on damage rolls with Strength-based attacks when your HP and CP are full. When one of them is not full, you gain a bonus of +4, and when neither is full, you gain a bonus of +2. |
VR. | Ever-edge | Slashing | Hardened Steel, Self-Healing Metal | 25,000 | This blade deals an additional 2d6 slashing damage and never goes dull. |
VR. | Razor Sharp | Slashing, Piercing | Sharp Steel, Titan Steel, Pure Metal | 40,000 | Sharp (10): When you hit a creature with this weapon, roll a d10 (0-9). If you have more sharp points than the number rolled on the die, you maximize your weapon damage dice. Each attack you land removes 1 sharp point. You can also lose sharp points when you miss attacks, as determined by the GM. You can restore sharp points by sharpening the weapon. |
VR. | Slugger | Bludgeoning | Titan Steel, Percussion stone | 30,000 | When you hit a creature with this weapon, roll a d100. If you roll above 85, the creature is stunned until the start of its next turn |
L. | Masters Touch | Any Weapon | Titan Steel, Pure Metal | 50,000 | You have a +3 bonus to attack and damage rolls made with this weapon, and it cannot be broken or damaged by normal weapons or objects. Attacks with this weapon ignore resistances and treat immunities as resistances. |
L. | Elemental Ruler | Melee Weapon | Pure Metal, Elemental Stone, Gem of Power | 75,000 | You have a +2 bonus to attack rolls made with this weapon. This weapon deals 2d6 additional damage of the type of the weapon and 2d6 additional damage of the same type as the elemental stone if the wielder is a bender. Sharp (1): If your weapon is sharp when you hit a creature that is vulnerable to one of this weapons damage types, maximize your weapon damage dice. This weapon only loses sharpness when it collides with another empowered weapon or empowered armor. |
L. | Weapon of Destruction | Slashing, Piercing | Pure Metal, Chaos Stone | 80,000 | You have a +2 bonus to attack rolls made with this weapon. Sharp (5): If you hit a creature with armor, you damage their armor, giving them a -2 penalty to AC until their armor is repaired. If you hit a creature without armor, you cut off part of their body, as determined by the GM. If the GM determines you cannot cut a creature without armors body parts off, the creature takes an additional 6d6 slashing damage. |
L. | Soul Collector | Any Weapon | Pure Metal, Gem of Life | 120,000 | You have a +3 bonus to attack rolls made with this weapon. Damage dealt by this weapon cannot be healed by bending techniques unless they are performed as a meditation. |
Rarity | Name | Base | Special Materials | Cost | Properties |
---|---|---|---|---|---|
U. | Speed Boost | Light Armor | Kangaroo Hare Fur, Power Metal | 250 | Your speed increases by 10 |
U. | Resistance | Any Armor | Spring Steel (bludgeoning), Hardened Steel (slashing), High Density Steel (piercing), Reflective Metal | 250 | You gain resistance to one standard damage type of your choice (bludgeoning, slashing, piercing) |
U. | Mounter | Light or Hide Armor | Wolf Bat Leather | 200 | Advantage on Athletics (Strength) and Animal Handling (Wisdom) to mount a creature |
U. | Focus | Any Armor | Focus Stone | 150 | Advantage on Constitution saves to maintain concentration |
U. | Burrowing | Any Armor | Badger Mole Claws | 300 | Burrowing speed 10 ft. |
U. | Swimming | Light Armor | Marlin Sail | 450 | Swimming speed 30 ft. |
U. | Cliffhanger | Light or Medium Armor | Rock Lizard Hide | 250 | Climbing speed 30 ft. |
U. | Crawling | Any Armor | Tiger Beetles | 200 | Crawling speed 30 ft. |
U. | Heavy | Heavy Armor | High Density Steel | 150 | You have resistance against effects that would move you or take you out of your stance |
U. | Heat Resistance | Any Armor | Camel Dragon Scales | 350 | Resistance to damage and exhaustion from heat and cold |
U. | Cold Resistance | Any Armor | Walrus Sheep Wool | 350 | Resistance to damage and exhaustion from heat and cold |
U. | Survivor | Any Armor | Honeybee Bear Hide | 400 | Advantage on Wisdom (Survival) checks to forage, fish or hunt |
U. | Detector | Any Armor | Conductive Metal, Power Metal, Animal Part (fur, scale, etc) | 200 | You get a sense when a creature of the same species as the creature built into the armor is near |
U. | Lantern Shield | Shield | Small Lantern | 100 | You gain a +1 bonus to AC, in additional to the shield's normal bonus to AC. Additionally, this shield has a small lantern with a shutter built into it. As a bonus action, you can open the shutter, shedding bright light for 30 feet in front of you, and dim light for an additional 30 feet. |
R. | +1 Armor | Any Armor | Titan Steel | 2,500 | You gain a +1 bonus to AC |
R. | Elemental Resistance | Medium or Heavy Armor | Reflective Metal, Power Metal, Elemental Gemstone | 1,500 | You gain resistance to the elemental damage type of the gem (fire, air, earth, water) |
R. | Health Boost | Any Armor | Gem of Health | 3,000 | You gain +1 maximum HP per level |
R. | Energy Boost | Any Armor | Energy Gem | 3,000 | You gain +1/2 maximum CP |
R. | Stance Boost | Medium or Heavy Armor | Spring Steel, Stone of Stability | 1,800 | Your gain a +2 bonus to AC when you are in your stance |
R. | Fortify | Any Armor | Gem of Protection | 2,000 | You gain a +2 bonus to AC when you are below half HP |
R. | Sense | Any Armor | Animal Hide, Amplification Stone | 750 | You gain one sense that the beast built into the armor had |
R. | Stealth | Light or Medium Armor | Panther Owl Hide | 4,500 | You gain advantage on Dexterity (Stealth) checks. If the base armor normally imposes disadvantage on Dexterity (Stealth) checks, this upgrade cancels it out. |
R. | Soft Landing | Light or Hide Armor | Sloth Squirrel Hide | 1,300 | You do not take damage from falls of 30 feet or less and take half damage from falls up to 100 feet |
R. | Endurance | Medium or Heavy Armor | Stone of Endurance | 1,000 | The first time each day you would be reduced to 0 hit points, you drop to 1 hit point instead |
R. | Arrow Catcher | Shield | Self-Healing Wood | 1,200 | You gain a +2 bonus to AC against ranged attacks while wielding this shield, in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged weapon attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead |
VR. | +2 Armor | Any Armor | Titan Steel | 10,000 | You gain a +2 bonus to AC |
VR. | Adrenaline | Any Armor | Gem of Protection, Stone of Endurance, Energy Gem | 6,000 | You gain a +1 bonus to AC and attack rolls, and your speed increases by 10 when you fall below half HP |
VR. | Energy Resistance | Medium or Heavy Armor | Reflective Metal, Energy Gem, Mind Stone, or Spirit Gem | 7,500 | You gain resistance to the energy damage type of the energy gem imbued in this weapon (chi, mind, spirit) |
VR. | Evasion | Light or Medium Armor | Dragon Fly Wings | 15,000 | When you make a Dexterity saving throw to take half damage from an effect, you instead take no damage if you succeed, and half damage if you fail |
VR. | Full Speed | Light or Medium Armor | Titan Steel, Antelope Fly Horns and Wings, Energy Gem | 20,000 | You gain a +3 bonus to AC when your HP and CP are full. When one of them is not full, you gain a +2 bonus, and when neither is full, you gain a +1 bonus. |
VR. | Full Strength | Medium or Heavy Armor | Titan Steel, Bear Ox Hide, Energy Gem | 20,000 | The damage of incoming attacks is reduced by 6 when your HP and CP are full. When one of them is not full, incoming damage is reduced by 4, and when neither is full, incoming damage is reduced by 2. |
VR. | Heroics | Any Armor | Spirit Stone, Energy Gem | 18,000 | You gain a +2 bonus to attack rolls and 10 temporary hit points any time you fall below half HP |
VR. | Iron Skin | Metal Armor | Hardened Steel, Self-Healing Metal | 20,000 | You gain a +1 bonus to AC, and your AC cannot be reduced |
VR. | Recovery | Any Armor | Gem of Health, Amplification Stone, Pearl of Power | 40,000 | You regain an additional 5 hit points any time you are healed |
VR. | Resuscitate | Any Armor | Self-Healing Leather, Power Metal, Energy Gem | 35,000 | Once per day, when you are unconscious at the beginning of a turn, you are restored to 1 hit point. Once used, this feature is restored when you finish a long rest. |
L. | +3 Armor | Any Armor | Titan Steel | 50,000 | You gain a +3 bonus to AC |
L. | Latent Power | Any Armor | Gem of Power, Spirit Stone, Energy Gem, Stone of Protection, Amplifying Stone, Dragon Talon | 80,000 | You gain a +2 bonus to each of your ability scores |
L. | Rebound | Metal Armor | Gem of Pure Light, Reflective Metal | 40,000 | When you take energy damage of any type, the attacking creature also takes half the damage dealt to you |
L. | Self-Regeneration | Light or Hide Armor | Self-Healing Leather, Healing Salve, Gem of Health, Pearl of Power | 65,000 | You regain 1d4 + 1 hit points at the start of each of your turns in combat as long as you have at least 1 hit point |
L. | Divine Blessing | Medium or Heavy Armor | Pure Metal, Gem of Radiance | 100,000 | You have resistance to all types of physical and elemental damage |
L. | Rejuvenate | Any Armor | Gem of Health, Stone of Endurance, Life Stone | 120,000 | You may remove one condition, status, or effect that is afflicting you at the start of each of your turns in combat |
Rarity | Name | Base | Materials | Cost | Properties |
---|---|---|---|---|---|
U. | Boots of Sneaking | Boots | Weasel Rat Fur | 200 | Your steps make no sound and you have advantage on Dexterity (Stealth) checks that rely on moving silently |
U. | Boots of Bouncing | Boots | Kangaroo Hare Fur, Snow Birch | 450 | You jump distance is doubled and your speed increases by 10 |
U. | Boots of Winter | Boots | Walrus Sheep Wool | 300 | You have resistance to cold damage and ignore difficult terrain created by ice or snow. |
U. | Bracers of Archery | Bracers | Dragon Bat Wing Leather | 450 | You have proficiency with bows, and you gain a +2 bonus to damage rolls on attacks made with bows |
U. | Bracers of the Clawed Beast | Bracers | Lion Tiger Bear Claws | 400 | These bracers have a switch on them. When the switched is pushed forward, claws extend from the back of the hand. With the claws out, your unarmed strikes deal 1d6 slashing damage. You cannot be disarmed of this item. |
U. | Cloak of Color Changing | Cloak | Octopus Chameleon Hide | 300 | Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide when you wear this cloak with the hood up |
U. | Cloak of Protection | Cloak | Armadillo Bear Hide | 200 | You gain a +1 bonus to saving throws |
U. | Eyes of Charming | Glasses | Reflective Metal, Ruby | 350 | Once per day, while wearing these glasses you can expend 1 chi point to use the charm person technique (save DC 13) |
U. | Eyes of Eagle Sight | Glasses | Eagle Lion Feather | 200 | While wearing these glasses, you have advantage on Wisdom (Perception) checks that rely on sight |
U. | Gloves of Fly Catching | Gloves | Giant Fly Trap | 150 | When a ranged attack hits you, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold it in your hand |
U. | Gloves of the Gecko Spider | Gloves | Gecko Spider Web | 225 | You gain a +5 bonus to Strength (Athletics) checks made to climb and you have advantage on saving throws made against effects that would disarm you |
U. | Gloves of the Raccoon Fox | Gloves | Racon Fox Fur | 175 | You gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks |
U. | Good Luck Charm | Charm | Luck Stone | 101 | You gain a +1 bonus to ability checks and saving throws |
R. | Boots of Speed | Boots | CheetahLope Leather | 1,000 | You can use a bonus action to Dash. When you do, opportunity attacks made against you have disadvantage |
R. | Bracers of Defense | Bracers | Tortoise Stone | 2,000 | You gain a +2 bonus to AC if you are not wearing armor or using a shield |
R. | Circlet of Diplomacy | Circlet | Reflective Metal, Opal | 1,800 | You have advantage on Charisma (Persuasion) rolls |
R. | Cloak of Free-Flowing Fabric | Cloak | Velvet, Autumn Silk | 3,000 | You have advantage on saving throws to avoid or escape being grappled or restrained |
R. | Cloak of Dancing Silk | Cloak | Spring Silk, Silverback Horse Hair | 3,500 | The movement of this cloak makes it hard see your exact location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property is suppressed until the start of your next turn, and is also suppressed if you are incapacitated, restrained, or otherwise unable to move |
R. | Helm of Calm Mind | Helmet | High Density Metal, Soothing Stone | 850 | You cannot be frightened |
R. | Helm of Iron Will | Helmet | Deep Mountain Iron | 900 | You cannot be charmed |
R. | Helm of the Dominant | Helmet | Gorilla Ram Horns | 3,750 | You have advantage on Charisma (Intimidation) rolls |
R. | Horn of Haunting | Horn | Sheep Bat Horn | 1,300 | You can use an action to blow this horn. Each creature within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute. A creature can only be affected by this item once per day. |
R. | Mantle of Resistance | Cloak | Bison Badger Fur, linen, hemp thread, birch bark, mulberries, queen anne's lace | 2,000 | You have advantage on saving throws against bending techniques while wearing this item |
R. | Necklet of Truth Telling | Necklace | Gem of Truth, Reflective Metal | 5,000 | A creature who wears this item who is not attuned to it cannot tell a lie |
VR. | Chain of Confidence | Shirt | Titan Steel, Ancient Ash | 15,000 | You gain a +1 bonus to AC and saves against being frightened |
VR. | Circlet of Mindsight | Circlet | Amplifying Metal, Mind Gem | 7,500 | You can use the sense thoughts technique without expending energy |
VR. | Cloak of Chaos | Cloak | Crow Dragon Scales and Feathers | 22,500 | When you are hit by an attack or fail on a saving throw against a bending technique, you can use your reaction to reroll the save or make the attacker reroll the attack |
VR. | Cloak of Shadows | Cloak | Black Heron Dragon Scales and Feathers | 35,000 | When you have the hood up in this cloak and are in complete darkness you become invisible. If you are in dim light, you gain a +10 bonus to Dexterity (Stealth) checks |
VR. | Horn of Heroes | Horn | Ram Buck Antler Horn | 17,500 | You can use an action to blow this horn. Each friendly creature within 30 feet of you gains 5 temporary hit points and a +1 bonus on attack rolls for 1 minute. A creature can only be affected by this item once per day. |
VR. | Horn of Spirit | Horn | Tortoise Snail Shell | 10,000 | Once per day on your turn, you can use an action to blow this horn. When you do, spirits within 120 feet of you of the same alignment as you will come to your aid in battle |
VR. | Ring of Regeneration | Ring | Self-Healing Metal | 20,000 | You regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point |
VR. | Ring of Surging | Ring | Conductive Metal, Flash Stone | 12,500 | Once per day on your turn, you can activate this ring. When you do, you can take one additional action and your speed is doubled for the duration of your turn |
VR. | Robe of Constellations | Cloak | Silver Dragon Fish Scales, Velvet | 50,000 | You have advantage on Wisdom (Insight) checks and any creature who attempts to lie to you must succeed on a DC 20 Charisma saving throw. On a failed save, you get to see their thoughts. |
L. | Cloak of the Spirit Form | Cloak | Spirit Worm Silk | 150,000 | You can use an action to shift into spirit form. While in spirit form you are invulnerable to physical (bludgeoning, piercing, slashing) damage from normal weapons |
L. | Mirror of Reflecting | Mirror | Reflective Metal, Volcano Ash Glass | 90,000 | When you succeed on a saving throw against a chibending, spiritbending, or bestowal technique, you can use your reaction reflect the effect of the technique back on the user |
L. | Helm of Radiant Light | Helmet | Pure Metal, Gem of Radiance | 100,000 | When a creature targets you with a ranged attack, it must succeed on a Constitution saving throw (DC 17) or be blinded until the end of its turn |
L. | Robe of the Master | Cloak | Cashmere, Purple Lotus Root | 120,000 | You gain a +2 bonus to technique save DC and technique attack bonus. If you arent wearing armor, your Armor Class equals 15 + your Dexterity modifier. You have advantage on saving throws against energybending techniques. |