Clehirbym Character in Rakvalinor | World Anvil

Clehirbym

Clehirbym is the gnome sorcerer who leads Clehirbym's Helpers, a gang of enterprising gnomes and others who have found Dawnport to be a source of opportunities aplenty. The overcrowded Dawnport stores and markets can't support all the refugees and foreigners, but Clehirbym's Helpers wander the streets, offering their services in finding and acquiring whatever their clients need.  

Silvered Weapons

You can have a metal melee weapon inlaid with silver for 100 gp 30 gold coins per lb of weight in the weapon, up to a maximum additional cost of 180 gold. You can have ten pieces of ammunition silvered for 100 gold coins. These costs represent not only the price of the silver, but the time and expertise needed to add silver to the weapon without weakening the iron.

Silvered Weapons

Weapon

Varies

Silvered weapons get +1 to attack and damage rolls, and ignore damage resistance, when used against the following types of creature:
  • Shapechangers
  • Oozes
  • Undead
  • Demons
  •   Silvered weapons are immune to corrosion.


     

    Walloping Ammunition +25 gold each

    Applicable ammunition: arrows, blowgun darts, crossbow bolts, sling bullets.

    5e D&D Xanathar's Guide

    Walloping Ammunition

    Ammunition

    Common

    This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.

    D&D Beyond


     

    Wind Fan 400 gold

    5e D&D Basic Rules

    Wind Fan

    Wondrous Item

    Uncommon

    While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.   From gust of wind:
    A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for 1 minute. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.   Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.   As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

    by WotC

    D&D Beyond


     

    Dust of Disappearance 600 gold

    Dust of Disappearance

    Wondrous Item

    Uncommon

    Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

    D&D Beyond


     

    SOLD Rope of Entangling 750 gold

    5e D&D Basic Rules

    Rope of Entanglement

    Wondrous Item

    Rare

    This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a Huge or smaller creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.   You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.   The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

    by WotC

    D&D Beyond


    Weight: 3 lb

     

    Horn of Blasting 750 gold

    Horn of Blasting

    Wondrous Item

    Rare

    You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.   Once the horn has been used 10 times, each further use of the horn's magic has a 1 in 10 chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

    by WotC

    D&D Beyond


     

    Dimensional Shackles 1250 gold

    Dimensional Shackles

    Wondrous Item

    Rare

    You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.   You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

    D&D Beyond


     

    Chime of Opening 1500 gold

    Chime of Opening

    Wondrous Item

    Rare

    This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.   The chime can be used ten times. After the tenth time, it cracks and becomes useless.

    D&D Beyond


    Weight: 1 lb

     

    Arrow of Slaying +1500 gold each

    Applicable ammunition: arrows, blowgun darts, crossbow bolts, sling bullets.

    5e D&D Basic Rules

    Arrow of Slaying

    Ammunition

    Very Rare

    An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.   Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.   Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.

    by WotC

    D&D Beyond


     

    Iron Bands of Bilarro 2500 gold

    Iron Bands of Bilarro

    Wondrous Item

    Rare

    This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.   Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.   A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.   Once the bands are used, they can't be used again until the next dawn.

    by WotC

    D&D Beyond


    Table of Contents
    The Order of the Moonbow is offering ten silver coins for any solid evidence tying Clehirbym's helpers to the recent spate of thefts and fraud affecting Dawnport.
    Children

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