====== Lost and Foundry Outlet Store ====== The Lost and Foundry is a chain of smithies established by Peridot Tinkerfingers and AMI the artificial intelligence. Weapons and armor made by them are all masterwork quality (+1 to damage or AC), but take six months from time of commission to time of completion due to their massive backlog of projects. The value of items created by Lost and Foundry are five times the normal value due to the quality and artistry that goes into each creation. The following crafts all account for material and quality bonuses. =====Weaponry===== ^ Weapon ^ Damage ^ Properties ^ AC ^ HP ^ Weight ^ Cost ^ | Steel Dagger | 1d4+1 piercing damage | Masterwork, finesse, light, thrown (20/60) | 20 | 8 | 1 lb | 10 gp | | Mithril Dagger | 1d4+2 piercing damage | Masterwork, finesse, light, thrown (20/60) | 22 | 8 | 0.5 lb | 30 gp | | Silver Dagger | 1d4 piercing damage | Masterwork, finesse, light, thrown (20/60) | 19 | 8 | 0.8 lb | 10 gp | | Aluminum Dagger | 1d4 piercing damage | Masterwork, finesse, light, thrown (20/60) | 19 | 8 | 0.25 lb | 1 gp | | Titanium Dagger | 1d4+4 piercing damage | Masterwork, finesse, light, thrown (20/60) | 24 | 8 | 1.2 lb | 100 gp | | Adamantine Dagger | 1d4+4 piercing damage | Masterwork, finesse, light, thrown (20/60) | 24 | 8 | 1.2 lb | 250 gp | | Steel Chain-Dagger | 2d4+1 piercing damage | Powered (1), armor piercing (2), finesse, light, thrown (20/60) | 20 | 8 | 2 lb | 150 gp | | Titanium Chain-Dagger | 2d4+4 piercing damage | Powered (1), armor piercing (2), finesse, light, thrown (20/60) | 24 | 8 | 2.4 lb | 1500 gp | =====Enchantments===== Enchantments add to the price of a custom weapon or armor. ====Weapon Enchantments==== ^ Enchantment ^ Price ^ Effects ^ | +1 | 300 gp | Adds +1 to hit and damage. | | +2 | 1500 gp | Adds +2 to hit and damage. | | +3 | 5000 gp | Adds +3 to hit and damage. | | Moon Touched | 250 gp | In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. | ====Armor Enchantments==== ^ Enchantment ^ Price ^ Effects ^ | +1 | 500 gp | Adds +1 to AC. | | +2 | 2000 gp | Adds +2 to AC. | | +3 | 8000 gp | Adds +3 to AC. | | Adamantine Reinforcement | 500 gp | Any critical hit against you becomes a normal hit. | | Mithril Joints | 400 gp | Mithril is a light, flexible metal. A mithril chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithril version of the armor doesn't. | | Resistance | 6000 gp | You have resistance to one type of damage while you wear this armor. | | Dragonguard | 2000 gp | This armor grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type. | | Mizzium Reinforcement | 2500 gp | This suit of armor is reinforced with a magically enhanced metal alloy called mizzium. While you’re wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. | | Invulnerability | 18000 gp | Plate armor. You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn. | | Etherealness | 48000 gp | While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn. | ====Shield Enchantments==== ^ Enchantment ^ Price ^ Effects ^ | +1 | 500 gp | Adds +1 to AC. | | +2 | 2000 gp | Adds +2 to AC. | | +3 | 8000 gp | Adds +3 to AC. | | Expression | 250 gp | The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression. | | Battering | 1500 gp | The shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both. | | Sentinel | 20000 gp | While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. | | Arrow-Catching | 4000 gp | Whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. | | Pariah's | 2500 gp | You gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force. | | Animated | 6000 gp | While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. | | Spellguard | 50000 gp | While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. |