Esoteric Ebb - Weapons
The equippable weapons of Esoteric Ebb. Nothing here is a damage stat: weapons occupy the Cleric's weapon slot and work as ability modifiers, shifting Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma so that a build can pass the skill checks its dialogue options demand. Several a...
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of 11 entries
· updated 2026-09-15
| Name | Type | Description | Stats | Source |
|---|---|---|---|---|
| Staff of Strings | Weapon | A staff strung like an instrument. While equipped it raises both Constitution and Intelligence by 2, making it the strongest single-item Intelligence bump in the weapon slot and a natural pick for builds that lean on Chime checks about lore and history. | Slot: Weapon Constitution: +2 Intelligence: +2 | Weapon-slot loot found during the campaign |
| Tol's Sword | Weapon | A sword tied to Tol, the brother of Urth and the founder of the Tolstad district. | Slot: Weapon Strength: +4 | Obtained by drawing from the Deck of Many Things |
| Unluck Blade | Weapon | A blade that trades a little Constitution for Dexterity and gives advantage on checks against Lawful creatures, an unusual special effect that matters when the Cleric is dealing with the city's magistrates and their enforcers. | Slot: Weapon Dexterity: +3 Constitution: -1 Special Effect: Advantage against Lawful creatures | Weapon-slot loot found during the campaign |
| Caretaker | Weapon | A modest weapon that spreads its bonus across four abilities, +1 each to Strength, Constitution, Wisdom and Charisma, and carries advantage against Chaotic creatures. | Slot: Weapon Strength: +1 Constitution: +1 Wisdom: +1 Charisma: +1 Special Effect: Advantage against Chaotic creatures | Weapon-slot loot found during the campaign |
| Simple Hammer | Weapon | A plain working hammer that grants +1 Constitution and gives advantage on hammer-related checks, which makes it a cheap way to pass the physical, hands-on options that a Strength or Constitution build is expected to take. | Slot: Weapon Constitution: +1 Special Effect: Advantage on hammer-related checks | Found on the floor outside Visken's Lair |
| Broken Sword | Weapon | Described in game as a slightly broken standard issue Urthguard blade. | Slot: Weapon Strength: +1 Wisdom: -1 | Urthguard standard-issue gear found during the campaign |
| Kattegatt | Weapon | A three-way weapon giving +1 each to Strength, Dexterity and Wisdom, one of the few items that supports both the physical and the perceptive sides of a Cleric without a penalty. | Slot: Weapon Strength: +1 Dexterity: +1 Wisdom: +1 | Weapon-slot loot found during the campaign |
| Wooden Spoon | Weapon | A joke weapon that is flagged as rare in game. | Slot: Weapon Constitution: +1 Wisdom: +1 Special Effect: Advantage in cooking-related situations Rarity: Rare | Weapon-slot loot found during the campaign |
| Light Crossbow | Weapon | A ranged weapon-slot item that adds +1 Dexterity and +1 Wisdom, a combination that fits the Cleric's investigative role better than it fits a damage build. | Slot: Weapon Dexterity: +1 Wisdom: +1 | Weapon-slot loot found during the campaign |
| Mace of Terror | Weapon | An intimidating mace whose in-game description is simply a puzzled A mace? It is one of the few weapons with a penalty, taking 2 Strength, but it adds +2 Constitution and +1 Wisdom. | Slot: Weapon Strength: -2 Constitution: +2 Wisdom: +1 | Weapon-slot loot found during the campaign |
| Adamantine Warhammer | Weapon | A warhammer that, unusually for its class, boosts the social and nimble side of the Cleric: +1 Dexterity and +1 Charisma. | Slot: Weapon Dexterity: +1 Charisma: +1 | Weapon-slot loot found during the campaign |
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