ANVIL - upgrades
THESE UPGRADES ARE TO YOUR WEAPONS OR ARMOR
UPGRADES COST ARE BASED ON THE POWER
SINGLE ELEMENT UPGRADES
1 PYREXIUM - MINOR UPGRADE
2 PYREXIUM - MINOR UPGRADE PLUS
4 PYREXIUM - MEDIUM UPGRADE
10 PYREXIUM - STRONG UPGRADE
MULTIELEMENT UPGRADES
2 PYREXIUM - MINOR UPGRADE
4 PYREXIUM - MINOR UPGRADE PLUS
8 PYREXIUM - MEDIUM UPGRADE
20 PYREXIUM - STRONG UPGRADE
SPECIAL ELEMENT UPGRADES
3 PYREXIUM - MINOR UPGRADE
6 PYREXIUM - MINOR UPGRADE PLUS
10 PYREXIUM - MEDIUM UPGRADE
30 PYREXIUM - STRONG UPGRADE
Elements
- Fire – Traditional elemental flame; destructive and consuming.
- Water – Flowing, shaping, and healing; can also be crushing and cold.
- Earth – Stone, soil, and minerals; represents durability and force.
- Air – Wind, storms, and the unseen; tied to speed and freedom.
- Lightning – Raw, sudden energy; fast and chaotic.
- Ice – Frozen stillness; slows, preserves, and impales.
- Poison – Corruption and rot; spreads and weakens over time.
- Acid – Dissolves barriers; burns through armor and flesh alike.
- Light – Radiance, revelation, and purification.
- Darkness – Obscurity, fear, and shadowy influence.
- Sound – Vibration, echo, and sonic force.
- Gravity – Pressure, weight, and pull; warps motion and control.
- Void – Emptiness and erasure; anti-energy that consumes.
- Memory – Thought, recall, and psychic resonance.
- Time – Delay, acceleration, and temporal control.
- Blood – Life essence; tied to vitality, sacrifice, and bonding.
- Metal – Hardened constructs; blades, armor, and control of alloys.
- Crystal – Growth and reflection; channels or distorts magic.
- Smoke – Obscuring, choking, and evasive; ephemeral disruption.
- Storm – Fusion of wind, rain, and lightning in volatile fury.
- Aether – The purest form of arcane energy; binds the planes together.
- Ley – Raw leyline energy; volatile, unstable, but deeply empowering.
- Rot – Decay given purpose; consumes both matter and memory.
- Glass – Fragile yet sharp; reflective, refractive, and unnatural.
- Ash – The remnant of consumed matter; smothers and hides.
- Oil – Slick and unnatural; ignites, chokes, and fuels darker machines.
- Bone – Echo of life’s structure; defensive and necromantic in theme.
- Emotion – Magic fueled by intense feeling; unstable and powerful.
- Ink – Symbolic force; controls knowledge, runes, or illusions.
- Steam – Pressure and heat in tandem; obscures and erupts.
- Mirage – Bends perception and light; creates false images and truths.
- Frostfire – Dual-element of fire and ice; burns and freezes simultaneously.
- Dust – Age and erosion embodied; withers both object and spirit.
- Plasma – Superheated matter; lightning and flame entwined.
- Salt – Purifying and preserving; strong against corruption and spirits.
- Magnetism – Attraction and repulsion; pulls metal and disrupts energy.
- Thought – Mental force; enables psionic control or psychic assault.
- Echo – Residual spiritual energy; bound to place, sound, or memory.
- Chain – Symbol of control, bond, and suppression; binds magic or movement.
- Emberglass – Rare fiery-glass hybrid element; both heat and cutting force.
- Sanctum – Sacred space solidified into force; wards and shelters.
- Radiance – Blinding divine light; burns the unholy.
- Grace – Invisible flow of divine will; guides actions and restores.
- Judgment – Absolute divine force that punishes based on truth or law.
- Mercy – Healing and forgiveness embodied; nullifies lingering harm.
- Faith – Spiritual resilience; strengthens allies through conviction.
- Chorus – Harmonic divine sound; cleanses, compels, and blesses.
- Divine Fire – Holy flame that cleanses corruption; cannot be extinguished by natural means.
- Blessing – Instilled fortune and divine favor; shields or strengthens.
- Anima – Sacred life-energy; ties spirit to flesh and soul.
- Heavenstone – Solidified divine will; an anchor for holy magic.
- Dawn – Power of rising light and rebirth; dispels darkness and illusions.
- Command – Divine authority; influences behavior and compels obedience.
- Sacrifice – Energy born of willing loss; amplifies protective and healing effects.
- Requiem – Divine silence for the dead; anchors souls, banishes undeath.
- Penance – Element of divine retribution; burns the guilty from within.
- Seraphic Wind – Ethereal breeze from upper planes; lifts, shields, and heals.
- Halo – Crown of divine force; protects and marks the chosen.
- Ascendance – Element of transcendence; allows temporary escape from mortal limits.
- Oath – Binding divine contract; empowers or curses based on truth upheld.
- Glamour – Enchantment and beauty so intense it distorts perception.
- Thorn – Nature’s hidden bite; defensive, piercing, and entangling.
- Whimsy – Randomness made manifest; unpredictable magical effects.
- Verdance – Pure, overgrown vitality; rapid plant growth and natural armor.
- Trickling Time – Warped perception of moments; slows or speeds time whimsically.
- Charmroot – Deep fey compulsion; affects will and mood.
- Lilt – Faye sound-based force; manipulates emotion and flow of battle.
- Hollowbark – Fey wood essence; conceals, shields, and masks presence.
- Twilight – Neither day nor night; enhances stealth, charm, and illusion.
- Pixendust – Illusory motes that confuse senses or mimic magical effects.
- Feyglass – Reflective shimmer that disorients or deflects magical vision.
- Spindlethread – Element of fey weaving; binds, guides, or links distant things.
- Moonshade – Dappled silver-dark energy; empowers illusion and phase magic.
- Bloomrot – Faye paradox of life and decay; heals allies while wilting foes.
- Winkstep – Teleportation through small cracks, leaves, or reflections.
- Wanderlust – Compulsion to move or shift path; disrupts formations or navigation.
- Whistlebark – Audible plant-magic; sends signals or disturbs enemy focus.
- Glimmerkin – Manifested sparks of fey will; animate objects or trick shadows.
- Lanternmoss – Soft glowing flora; wards against fear and guides the lost.
- Reverie – Dream-wrought haze; traps targets in a temporary vision or trance.
- Scorchfrost – A fusion of fire and ice; burns while freezing, bypasses standard resistances.
- Stormglass – Lightning bound within crystal; explodes on impact and refracts energy.
- Ashvine – Fire and plant life entwined; creates flaming roots or burning blossoms.
- Voidflame – Fire from the void; cold, black, and consuming both flesh and spirit.
- Miststeel – Air and metal combined; sharp vapor that cuts and corrodes.
- Tideflame – Water and fire mixture; creates boiling waves or scalding steam.
- Dustshard – Earth and wind; hardened fragments carried in razor gales.
- Gloomlight – Light and darkness coexisting; reveals and conceals in the same instant.
- Thunderfrost – Sound and ice; creates concussive ice bursts that freeze on impact.
- Rotiron – Decay-infused metal; armor or weapons that weaken over time but spread rot.
- Bloodspark – Blood and lightning fused; chaotic, pulsing energy that feeds off pain.
- Flameglass – Fire refined into molten transparency; cuts and cauterizes instantly.
- Oilstorm – Oil and wind; creates toxic clouds that ignite with a spark.
- Echofire – Sound and flame; roaring blasts that disorient and burn.
- Stonevine – Earth and plant merged; creates explosive, coiling terrain.
- Quakefrost – Ice and earth; freezes ground then shatters it violently.
- Leyshard – Raw ley energy trapped in crystal form; unstable and overcharges magic.
- Hollowsteam – Smoke and water; choking vapor that saps strength and vision.
- Glassrot – Crystal and decay; brittle but spreads a blight on contact.
- Windreach – Wind and gravity; pulls enemies off balance or sends them soaring.
Armor Upgrades
- Spineweave Layering
Effect: Grants resistance to piercing damage. Spikes subtly protrude when struck in melee, dealing 1d4 damage to attackers.
Cost: 3 Pyrexium - Ashborn Plating
Effect: Once per day, when reduced below half HP, emit a cloud of ash that blinds enemies within 10 ft. for 1 round.
Cost: 4 Pyrexium - Runebound Casing
Effect: Allows the armor to hold 1 ley-rune, even if not normally rune-compatible.
Cost: 6 Pyrexium - Breathcatch Veil
Effect: Grants immunity to gas, poison clouds, and suffocation effects for 10 minutes once per day.
Cost: 2 Pyrexium - Mirrorleaf Sheen
Effect: Reflects the first targeted spell cast at you each day. Visual shimmer reveals this defense when charged.
Cost: 5 Pyrexium - Soulthread Anchoring
Effect: Cannot be forcibly teleported, banished, or plane-shifted while wearing this armor.
Cost: 4 Pyrexium - Steelroot Underguard
Effect: You cannot be knocked prone, pushed, or grappled while standing on solid ground.
Cost: 3 Pyrexium - Quakeplate Enforcements
Effect: When you fall 10 ft. or more, enemies within 5 ft. of where you land take 2d6 force damage.
Cost: 2 Pyrexium - Twilight Hooding
Effect: While in dim light or darkness, gain +2 AC and advantage on Stealth checks.
Cost: 4 Pyrexium - Ley-Hardened Core
Effect: Gain +1 to AC and resistance to magic-based damage while inside a ley fracture.
Cost: 5 Pyrexium - Galeflow Weaving
Effect: Increases your movement speed by 10 ft. and allows movement across non-solid surfaces (mud, shallow water, leaves) as normal terrain.
Cost: 3 Pyrexium - Phase-Step Lining
Effect: Once per short rest, teleport up to 15 ft. as a bonus action. Cannot pass through walls.
Cost: 4 Pyrexium - Wallstride Grips
Effect: Gain a climb speed equal to walking speed and the ability to move across vertical surfaces
Cost: 3 Pyrexium - Tumbleguard Anklets
Effect: Gain advantage on checks to avoid being knocked prone, and falling damage is halved.
Cost: 2 Pyrexium - Mistbound Veil
Effect: Once per long rest, you may disengage as a free action and turn transparent for 1 round (enemies have disadvantage to hit).
Cost: 5 Pyrexium - Ghosttread Padding
Effect: You make no sound when moving, and ignore pressure-based traps or terrain effects that activate on step.
Cost: 4 Pyrexium - Flickerplate Overlay
Effect: Once per short rest, immediately move 5 ft. in any direction when you are targeted by an attack. Movement happens before attack lands.
Cost: 5 Pyrexium - Windcut Mantle
Effect: Gain the ability to Dash as a bonus action once per short rest, and your movement is unaffected by difficult terrain during that dash.
Cost: 1 Pyrexium - Snapstep Calipers
Effect: Gain +2 to initiative rolls and cannot be surprised while wearing this armor.
Cost: 2 Pyrexium - Skyhook Tether Lines
Effect: Allows a 30 ft. grapple/launch once per short rest, pulling you to a visible surface or anchor point.
Cost: 4 Pyrexium - Spiteplate Core
Effect: When you are hit by a melee attack, the attacker takes 1d6 force damage. Triggers once per turn.
Cost: 4 Pyrexium - Spelllash Conduit
Effect: The first time you're targeted by a spell each day, the caster must make a Constitution save or be silenced for 1 round.
Cost: 4 Pyrexium - Frostspike Veins
Effect: When you take cold damage, you emit frozen shards in a 5 ft. radius. Enemies take 2d4 cold damage.
Cost: 3 Pyrexium - Burnback Mesh
Effect: When burned or set on fire, your armor radiates heat. Melee attackers take 1d6 fire damage for 1 minute.
Cost: 2 Pyrexium - Hexmirror Lattice
Effect: Once per long rest, when afflicted by a curse or debuff, you may redirect the same effect to the caster.
Cost: 8 Pyrexium - Graveplate Pulse
Effect: If reduced below 25% HP, unleash a necrotic burst (10 ft. radius, 3d6 necrotic, Dex save).
Cost: 4 Pyrexium - Sparkshock Sheath
Effect: When struck with lightning or force damage, you may discharge the same energy as a ranged bolt (30 ft., 2d8). Usable once per short rest.
Cost: 5 Pyrexium - Blinkcoil Frame
Effect: Once per day, when hit by an attack, you may instantly teleport 10 feet away as a reaction, negating the damage.
Cost: 6 Pyrexium - Painbind Straps
Effect: When taking damage from a critical hit, the attacker suffers disadvantage on their next attack roll.
Cost: 3 Pyrexium - Runebreak Lacing
Effect: Once per short rest, when hit by a spell, you may shatter part of the spell’s runic structure, ending its duration early if concentration is required.
Cost: 5 Pyrexium - Stillheart Inlay
Effect: You are immune to magical fear effects.
Cost: 2 Pyrexium - Mindlace Threading
Effect: Grants advantage on saving throws against charm and confusion effects.
Cost: 3 Pyrexium - Pulsebind Lattice
Effect: You cannot be paralyzed or stunned while your HP is above 50%.
Cost: 4 Pyrexium - Veilmelt Coating
Effect: When blinded or deafened, the condition is automatically removed at the start of your next turn.
Cost: 3 Pyrexium - Ironwill Core
Effect: Once per long rest, you may automatically succeed on a Wisdom saving throw to resist a mental effect.
Cost: 5 Pyrexium - Gravetether Anchor
Effect: You are immune to effects that would put you to sleep or render you unconscious via magic.
Cost: 4 Pyrexium - Unfettered Joints
Effect: Prevents all magical or nonmagical effects that would restrain or entangle your movement.
Cost: 5 Pyrexium - Hexskin Binding
Effect: Gain resistance to curse effects that alter your form, thoughts, or ability scores.
Cost: 3 Pyrexium - Lucidglow Circuit
Effect: While stunned or dazed, gain a +2 bonus to AC and saves until the condition ends.
Cost: 2 Pyrexium - Soulflare Warding
Effect: If you are targeted by possession, domination, or soul magic, the caster must succeed on a Charisma save or fail outright.
Cost: 5 Pyrexium - Pulsewoven Banding
Effect: You regain +2 extra HP whenever healed by a spell or potion.
Cost: 2 Pyrexium - Wellspring Channels
Effect: Once per long rest, automatically heal 10 HP when reduced below half health.
Cost: 3 Pyrexium - Regenlace Underskin
Effect: Regain 1 HP at the start of each turn while below 50% HP. Effect ends if you reach full HP or are unconscious.
Cost: 4 Pyrexium - Animaforge Lattice
Effect: All healing you receive from magical effects is increased by 25%.
Cost: 5 Pyrexium - Leydrip Sinks
Effect: While standing inside a ley fracture, you heal 1d4 HP at the start of each round.
Cost: 5 Pyrexium - Secondflare Inscript
Effect: Once per long rest, you may heal 3d8 HP as a bonus action. Requires line of sight to the sky or an open flame.
Cost: 4 Pyrexium - Bloodbrace Padding
Effect: When you kill a creature, you regain HP equal to half your level (minimum 1).
Cost: 3 Pyrexium - Sanctumwire Layering
Effect: You gain advantage on death saving throws and are stabilized automatically at 1 HP once per month.
Cost: 5 Pyrexium - Resonant Mesh
Effect: When adjacent allies are healed, you also receive 50% of the healing as radiant transfer.
Cost: 4 Pyrexium - Heartcoil Vines
Effect: Once per long rest, when you are reduced to 0 HP, vines burst outward and heal you for 2d10 HP after 1 round.
Cost: 5 Pyrexium - Silentstep Lining
Effect: Your footsteps make no sound. You gain advantage on Stealth checks when moving at half speed.
Cost: 2 Pyrexium - Shadeweave Panels
Effect: While in dim light or darkness, you are considered lightly obscured even when in the open.
Cost: 3 Pyrexium - Glimmerbreak Fabric
Effect: You cannot be targeted by divination spells (like detect magic, locate creature) unless you choose to be.
Cost: 5 Pyrexium - Mossgait Padding
Effect: Moving through natural terrain leaves no trace—no footprints, bent grass, or disturbed dust.
Cost: 2 Pyrexium - Fogkiss Mesh
Effect: Once per short rest, activate a thin shroud of fog around yourself. Gain +10 to Stealth for 1 minute.
Cost: 4 Pyrexium - Fadecoil Cloaking
Effect: If you succeed on a Stealth check, you become invisible until you move more than 10 feet or make an action.
Cost: 5 Pyrexium - Shadowmelt Channels
Effect: While not moving, you can’t be seen by non-magical means in dim light or darker conditions.
Cost: 4 Pyrexium - Echo-Ward Shroud
Effect: Illusory sounds mask your movements, allowing you to whisper or speak without revealing your location.
Cost: 3 Pyrexium - Hollowstep Wiring
Effect: Once per long rest, ignore difficult terrain and traps for 1 minute while moving silently.
Cost: 3 Pyrexium - Ghostskin Overlay
Effect: When you take damage while hidden, you may remain hidden if the source cannot see you directly.
Cost: 4 Pyrexium - Emberplate Coating
Effect: Gain resistance to fire damage. You also ignore environmental heat hazards.
Cost: 3 Pyrexium - Frostline Bracing
Effect: Gain resistance to cold damage. Your speed cannot be reduced by ice-based effects.
Cost: 3 Pyrexium - Stormbuckle Inlay
Effect: Gain resistance to lightning damage. Once per day, absorb a lightning spell and regain 1d8 HP.
Cost: 4 Pyrexium - Tideforged Seals
Effect: Gain resistance to acid damage and immunity to natural corrosion or rusting.
Cost: 3 Pyrexium - Gravetide Coils
Effect: Gain resistance to necrotic damage. Undead have disadvantage on melee attacks against you.
Cost: 4 Pyrexium - Leyfold Threading
Effect: Gain resistance to force damage and +1 to saves against spells from ley fractures.
Cost: 5 Pyrexium - Poisonbark Lining
Effect: Gain resistance to poison damage and advantage on saves vs. being poisoned.
Cost: 2 Pyrexium - Runeburn Dampers
Effect: Gain resistance to radiant damage. Once per day, reduce a radiant spell’s damage by half before applying resistance.
Cost: 4 Pyrexium - Umbrashield Weave
Effect: Gain resistance to psychic damage. Immune to effects that cause magical nightmares.
Cost: 5 Pyrexium - Cragroot Plating
Effect: Gain resistance to thunder damage. You cannot be deafened by magical effects.
Cost: 3 Pyrexium - Bondmark Etching
Effect: Your summoned creature gains +10 HP while within 30 ft. of you.
Cost: 3 Pyrexium - Twinthread Anchors
Effect: You and your summoned companion share resistance to one damage type of your choice while linked.
Cost: 4 Pyrexium - Leycall Resonators
Effect: Once per long rest, reduce the casting time of a summon spell to 1 bonus action.
Cost: 5 Pyrexium - Echobind Armorweft
Effect: If your summoned creature is reduced to 0 HP, it explodes in a 10-ft. radius for 3d6 force damage.
Cost: 4 Pyrexium - Hollowcord Mantle
Effect: While a summon is active, you gain +1 AC. If the summon dies, you lose this benefit until resummoned.
Cost: 3 Pyrexium - Leybeast Brand
Effect: Your summon can take reactions even if it normally can’t.
Cost: 2 Pyrexium - Spirittrace Wraps
Effect: Gain the ability to see through your summon’s eyes at will (no action required).
Cost: 2 Pyrexium - Tetherguard Mesh
Effect: When you take damage, your summon may teleport to you and intercept the blow, taking the damage instead (once per short rest).
Cost: 5 Pyrexium - Glimmervine Lacing
Effect: Your summoned creature is always under the effects of pass without trace while within 60 ft. of you.
Cost: 4 Pyrexium - Ritualcore Binding
Effect: You may maintain one additional active summon beyond your usual limit.
Cost: 5 Pyrexium - Feralplate Core
Effect: When reduced below 30% HP, your armor sprouts hardened claw-like growths. You gain +1 AC and deal 1d6 piercing damage to melee attackers for 1 minute.
Cost: 4 Pyrexium - Quasistone Overgrowth
Effect: When hit by a critical strike, your armor temporarily gains a rocky exoshell. You take half damage from the next two attacks (once per long rest).
Cost: 3 Pyrexium - Blightbloom Mantling
Effect: When exposed to poison or necrotic energy, your armor exudes fey spores. Enemies within 5 ft. must succeed a CON save or become poisoned for 1 round.
Cost: 5 Pyrexium - Heatlash Carapace
Effect: When hit with fire or lightning damage, your armor glows red-hot. You gain resistance to that damage type and deal 1d4 retaliatory energy damage for 1 minute.
Cost: 4 Pyrexium - Skybreaker Coilplates
Effect: When falling 20+ feet, your armor generates an anti-impact pulse—negating all fall damage and blasting enemies within 10 ft. for 2d6 force.
Cost: 3 Pyrexium - Hollowvein Exhalation
Effect: If you begin your turn surrounded by 3 or more enemies, your armor emits a ley pulse. You teleport 10 ft. in any direction and gain +2 AC until end of turn.
Cost: 5 Pyrexium - Runeburst Warding
Effect: When hit by a spell while standing on ley-infused ground, your armor releases arcane feedback, disrupting nearby spellcasters ( CON save or lose concentration).
Cost: 5 Pyrexium - Stonebloom Spines
Effect: When grappled, restrained, or knocked prone, your armor sprouts sharp stone thorns, forcing a STR save or forcing the attacker to release you.
Cost: 4 Pyrexium - Grimsteel Awakening
Effect: When an ally drops to 0 HP within 10 ft., your armor pulses with dark energy. You gain +2 Strength and temporary hit points equal to your level for 1 minute.
Cost: 5 Pyrexium - Phantomphase Overlay
Effect: If you take force, psychic, or radiant damage in a single turn, your armor briefly phases ethereal, giving you immunity to all damage types until the start of your next turn.
Cost: 6 Pyrexium
LEGEND ROLLS, WHEN PURCHASING ANY UPGRADES YOU HAVE A CHANCE TO EARN ONE OF THESE FOR FREE
- Soulseal Frame
Effect: Once per day, when reduced to 0 HP, remain standing at 1 HP instead. For the next minute, you cannot be reduced below 1 HP. Afterward, fall unconscious until woken. - Living Aegis Protocol
Effect: You can choose to absorb the damage of a single target spell cast on an ally within 60 ft., teleporting instantly to their side and becoming the new target. This can be done once per long rest as a reaction. - Worldroot Armor
Effect: While standing on natural terrain, you are immune to forced movement, petrification, and being stunned. Once per long rest, you can cause all terrain in a 20 ft. radius to become entangling and difficult for 1 minute. - Echoforge Casing
Effect: Each time you use your reaction, gain +2 AC and resistance to all damage until the start of your next turn. Once per long rest, you may take two reactions in one round. - Phase-Rebound Shell
Effect: Once per day, after being hit by a melee or ranged weapon attack, you become untargetable until the start of your next turn, phasing out of reality. During this state, you may teleport to any visible location within 100 feet. - Starborn Plating
Effect: You no longer need to breathe, sleep, or eat. Additionally, while in total darkness or starlight, you regain 5 HP at the start of each turn. - Ancestral Echo Frame
Effect: Once per long rest, call upon the spirits of past wearers. For 1 minute, gain +2 to all saving throws, and spectral armor parries all critical hits into normal ones. - Runeward Overmantle
Effect: You may hold 3 active ley-runes in your armor instead of 1. Once per long rest, you may activate all socketed runes simultaneously as a bonus action without failure. - Dragonscale Conversion Matrix
Effect: Choose an element each day (fire, cold, lightning, acid, or poison). You are immune to that damage type and may absorb the first 50 damage you would take from it, converting it into temporary HP. - Final Guardian’s Girding
Effect: While wearing this armor, allies within 15 feet cannot be reduced below 1 HP as long as you are above half health. Once per day, sacrifice all your HP to fully restore HP and remove conditions for up to 3 allies in range.
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