Narine the Artificer

  • Stock Points added per month: 5
  • Current Stock Points: 1

Past Purchases

  • Total Stock Points Spent: 4
  • 2 x Sentinel (Total 4 Points)

Weapon Enchantments

  • Each weapon can only have one enchantment at a time; applying a new enchantment replaces the old one without refunding stock points.
Name Description Stock Points Required
Certain Death On a hit, the target can’t regain hit points until the start of your next turn. 6
Corpse Slayer Against undead, deals +1d8 extra weapon damage and they have disadvantage on saves vs effects that turn undead (even if normally immune, they roll with advantage instead). 5
Dancing Weapon As a bonus action, send the weapon to hover, move up to 30 ft, and attack using your attack and damage bonus, up to 4 attacks before it returns or falls. 4
Defender Each turn when you first attack, you can shift some or all of the weapon’s magic bonus from attack and damage rolls to your AC until your next turn. 5
Dragon Slayer When you hit a dragon, it takes an extra 3d6 damage (affects any creature with the dragon type, such as dragon turtles and wyverns). 5
Flame Tongue As a bonus action, ignite the weapon to shed bright/dim light and deal an extra 2d6 fire damage on hits until you dismiss the flames or sheathe/drop it. 6
Frost Brand On a hit, deals +1d6 cold damage and you gain resistance to fire damage; sheds light in freezing temperatures and can extinguish nonmagical flames within 30 ft (1/hour). 6
Giant Slayer Against giants or “giant” beasts, deals +2d6 extra damage and the target must succeed on a DC 15 Strength save or fall prone. 5
Holy Avenger +3 to attack and damage rolls; hits vs fiends or undead deal +2d10 radiant damage and you project an aura granting advantage on saves vs spells/magic 20
Life Stealing On a 20 vs a non-construct, non-undead creature, deals +3d6 necrotic damage and you gain temporary hit points equal to the extra damage. 3
Lucky While carried and attuned, you gain +1 to saving throws and can reroll one attack, check, or save per dawn (must use the second roll). 5
Moon-Touched In darkness, the unsheathed weapon sheds bright light in a 15-ft radius and dim light for another 15 ft. 1
Riptide While attacking in water or underwater, attacks with this weapon do not suffer disadvantage (other underwater combat rules still apply). 1
Terror 3 charges; as an action, expend 1 to force creatures of your choice in a 30-ft radius to make a DC 15 Wisdom save or become frightened of you for up to 1 minute, fleeing and unable to take reactions (save ends each turn); regains 1 charge at dawn. 7
Venom As an action, coat the weapon in poison for 1 minute; the next creature hit must succeed on DC 15 Con save or take 2d10 poison damage and be poisoned for 1 minute; usable once per dawn. 3
Vicious Weapon When you score a natural 20 on an attack, the target takes an extra 2d6 damage in addition to normal critical damage. 2
Vorpal Ignores resistance to slashing damage; on a 20 vs a creature with a head, you decapitate and instantly kill it (if possible), or else it takes an extra 6d8 slashing damage. 12
Warning While carried and attuned, you have advantage on initiative rolls, you and allies within 30 ft can’t be surprised (except by nonmagical sleep), and the weapon awakens sleeping allies when combat begins. 15

Armour Enchantments

  • Each piece of armour or shield can only have one enchantment at a time; applying a new enchantment replaces the old one without refunding stock points.
Name Description Stock Points Required
Cast-Off The armour can be doffed as a single action instead of the usual time. 1
Etherealness While wearing the armour, you can use an action to gain the effects of the etherealness spell for up to 10 minutes, once per dawn. 16
Mariner While worn, you gain a swimming speed equal to your walking speed; if you start your turn underwater at 0 HP, you rise 60 ft toward the surface. 1
Resistance While worn, you gain resistance to one chosen damage type 5

Shield Enchantments

  • Each shield can only have one enchantment at a time; applying a new enchantment replaces the old one without refunding stock points.
Name Description Stock Points Required
Animate As a bonus action, speak the command word to cause the shield to hover and protect you as if wielded, leaving your hands free for up to 1 minute or until you end the effect or are incapacitated. 4
Arrow-Catcher While wielding the shield, you gain +2 AC vs ranged attacks and can use your reaction to redirect a ranged attack targeting a creature within 5 ft of you to target you instead. 4
Battering Ram Grants +1 AC while held and has 3 charges; when you successfully push a creature at least 5 ft, you can expend 1 charge to push it an extra 10 ft, knock it prone, or both (regains 1d3 charges at dawn). 3
Sentinel While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. 2
Spellguard While holding the shield, you have advantage on saving throws against spells and other magical effects, and spell attacks against you have disadvantage. 16
Stalwart While wielding this shield, you gain +1 AC for each ally within 5 ft (max +3); as a reaction, you can take damage in place of a nearby ally, changing the damage type to force. 6