“Goblins. Am I right?” Valcav gives a hearty chuckle. “They do have persistence, I’ll give them that much. No matter how many you defeat, there’s always a few more out of sight somewhere.” He nods his head, gesturing at the display case to your left. “Crafty as all get out too. Just look at some of this stuff they’ve made?”
Goblins have a legendary hatred for writing in all its forms. Some goblins turn this hatred into a fanaticism and take it upon themselves to hunt down and destroy any collected writings they can get their hands on.
This pocket sized book is burned and battered beyond almost all recognition. It has been impaled with a loop of iron chain to fit around a neck
Aura moderate abjuration Price 23,500 gp; Slot neck; CL 7th; Weight —;
When wearing this amulet the user gains a +3 resistance bonus to saves against explosive runes, a glyph of warding, a sepia snake sigil, or a symbol spell. This bonus also applies against spells that are cast from scrolls.
The wear of the amulet is also able to detect writing with uncanny efficiency. They gain the scent ability, but can only detect words, runes or glyphs. This ability even allows the user to detect written symbols that have been rendered invisible. It is possible to focus on the word ward in order to pick out a specific word, rune, or glyph, but this requires a full round action and a DC 20 Perception check. When in an area with an overabundance of writing in close proximity, such as a library, the wearer must succeed on a DC 15 Will save or become Fascinated for 2d6 rounds. The fascinated condition persists even if the word ward is removed.
Wondrous item, rare (requires attunement)
This small book has been torn to pieces, and nearly burnt to a crisp. An iron chain has been fitted through a hole in its center to act as a necklace. While wearing the word ward you have advantage on your saves against all spells cast from scrolls. You also add double your proficiency bonus on saves against the symbol spell.
Wearing a word ward also gives you the supernatural ability to detect words, runes, or glyphs. You automatically become aware of any writing within 30 feet. By focusing on the word ward you can pick out a specific word, rune of glyph by succeeding on a DC 15 Wisdom (Perception) check. If you find yourself in a library or other place with a large collection of writing while wearing a word ward you risk becoming overwhelmed. You must succeed on a DC 15 Wisdom saving throw or become stunned for 2d6 rounds. The stunned condition persists even if you take off the word ward.
Goblin Fire Stick
It is truth universally acknowledged that a goblin in possession of fire must be in want of something to burn. Goblin shamans make these weapons by syphoning off unstable energies from the the Elemental Plane of Fire.
This thin, two foot long stick remains intact despite the flames dancing along its tip.
Aura moderate evocation; Price 18,500 gp; Slot — ; CL 10th; Weight 1 lb. ;
A goblin fire stick functions as a small sized flaming club. The weapon has the fragile weapon feature despite being magical. If a goblin fire stick ever gains the broken condition it explodes dealing 3d6 points of fire damage to everything within a 30 feet radius. Succeeding on a DC 15 Reflex save negates the damage.
Additionally the wielder of a goblin fire stick can unleash its fiery power at a range. Once per day they can summon a flaming sphere as per the spell within 100 feet. Unlike the spell, this sphere is wild and harder to control. The wielder must spend a move action every round to direct it. Otherwise the sphere moves in a randomly determined direction, including possibly towards the wielder. The sphere will continue to move about randomly if its wielder drops the weapon or is disarmed.
Once summoned the sphere remains for 10 rounds and then winks out of existence. While the flaming sphere is active, the goblin fire stick loses its flaming magical ability. This returns once all 10 rounds have been exhausted for the day.
Weapon (club), rare
The head of this small wooded club is engulfed in magical flames. You deal an extra 2d6 fire damage to any target you hit with it. Additionally the flames shed bright light in a 20-foot radius and dim light for an additional 20 feet. You can also temporarily extinguish these flames once per day to duplicate the effects of the flaming sphere spell. While the flaming sphere is active you do not deal the extra fire damage. Any creature struck by your sphere takes 2d6 fire damage. This damage can be reduced by half if they succeed on a DC 15 Dexterity saving throw. Once the flaming sphere has been summoned you must spend an action to direct its movement every round. Otherwise the sphere moves in a randomly determined direction, including towards you or your allies. The sphere last for 10 rounds before quenching itself.
Chiefs of goblin tribes like to claim these crowns are forged from the blades of their fallen enemies. While in reality they are primarily constructed out of pieces of junk left lying around.
This iron circlet is festooned with rows of broken blades and other irregularly shaped pieces of jagged metal.
While wearing a big-boss crown, the wear is able to assert their dominance over others. They gain a +2 competence bonus on Intimidate checks. This bonus is doubled when the wearer is attempting to intimidate any creature physically smaller than themselves.
The crown also grants its wearer some small level of eloquence. The wearer is able to speak and understand the goblin tongue. They also gain +2 competence bonus on Diplomacy checks to make deals with or forge alliances with traditional goblin allies such as worgs. Your GM may adjust when this bonus applies depending on the details of the campaign.
Wondrous item, uncommon
When wearing this crown you are filled with an angry self-assuredness. You have advantage on all Charisma (Intimidation) checks. You also gain the ability to speak and understand both the goblin and worg languages. This additionally gives you advantage on Charisma (Persuasion) to make agreements with historical goblin allies such as worgs and other goblinoids. The DM has final say on when this bonus applies depending on the background of the campaign.