Weaponry and armor crafted in the proud Githyanki tradition of metallurgy. Our experts carefully select the listed prices, but we may consider bartering based on the quality of the goods offered for trade.

Weaponry and armor crafted in the proud Githyanki tradition of metallurgy. Our experts carefully select the listed prices, but we may consider bartering based on the quality of the goods offered for trade.

Inventory

Majalan Plate

4,800

Armor (plate), Uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Majalan Plate

4,800

Armor (plate), Uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Majalan Plate

4,800

Armor (plate), Uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Quickling Blade

5,000

Shortsword, Very Rare

You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.

Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Quickling Blade

5,000

Shortsword, Very Rare

You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.

Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Quickling Blade

5,000

Shortsword, Very Rare

You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.

Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Dwarven Half-Plate

3,600

Armor (half-plate), Very Rare, AC 15 + Dex modifier (max 2)

While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Dwarven Half-Plate

3,600

Armor (half-plate), Very Rare, AC 15 + Dex modifier (max 2)

While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Dwarven Half-Plate

3,600

Armor (half-plate), Very Rare, AC 15 + Dex modifier (max 2)

While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Elven Chain

2,800

Armor (chain mail), Rare, AC 17

You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows.

Elven Chain

2,800

Armor (chain mail), Rare, AC 17

You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows.

Elven Chain

2,800

Armor (chain mail), Rare, AC 17

You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows.

Spellguard Shield

3,200

Armor (shield), Very Rare (requires attunement)

While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.

Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.

Spellguard Shield

3,200

Armor (shield), Very Rare (requires attunement)

While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.

Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.

Spellguard Shield

3,200

Armor (shield), Very Rare (requires attunement)

While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.

Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.

Enspelled Weapon

6,200*

Weapon (greatsword), varies (requires attunement)

Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.

The level of the spell bound into the weapon determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown on this table.

Enspelled Weapon

6,200*

Weapon and Rarity varies, requires attunement

Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.

The level of the spell bound into the weapon determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown on this table.

Enspelled Weapon

6,200*

Weapon (greatsword), varies (requires attunement)

Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.

The level of the spell bound into the weapon determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown on this table.

*Enspelled weaponry requires a minimum fee of 6,200 gp, with additional costs based on the weapon, spell, and other specific circumstances.

Made with 🤍 by Ryan Saunders