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Post by Maelthras on Oct 7, 2024 20:05:55 GMT -8
Ambergris Candle
There is a sweet Vanilla scent that rises in the air for 20' from the candle and 50' on the winds. For about 1 hr, the perfume attracts nearby human/oids and beasts. Each human/oid and beast within 60' of the perfume and that can smell the perfume must succeed on a DC 20 Wisdom saving throw or be charmed by the perfume until the perfume fades orthe candle is snuffed out. While charmed, a creature is incapacitated, and, if the creature is more than 5' away from the candle, it must move on its turn toward it by the most direct route, trying to get within 5'. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
After the hour of burning the Candle is gone. The wax is made from what the Hominapium race makes during harvest seasons between Summer and Fall. ================================================ Ancient Priest-ess Diadem
Special Abilities Aura of Light: Divine light washes out from the individual wearing the Mask and coalesces in a soft radiance in a 30' radius around them. Creatures of the wearer's choice in that radius have advantage on all saving throws,& the other creatures have disadvantage on attack rolls against them until the wearer puts it down or after 5 minutes of use. When the wearer wants to, they can shed dim light in a 5' radius. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw of 15 or be blinded until the light is taken down or the five minutes are up.
Oppressive Heat: Wisps of radiant energy encompasses your arm and coalesce in your hand, quickly arching along a curved path towards a creature you can see within range. Make a ranged attack against the target. On a hit, the target takes 5d10 radiant damage immediately and an additional 1d10 radiant damage at the start of each of its turns for a number of turns equal to your spellcasting ability modifier.
Heal: Choose a creature that you can see within 60' range. A surge of positive energy washes through the creature, causing it to regain between 20 hp to 100 hp dependent on your level. Examples: 1st lvl = 20 hp; 5th lvl = 60 hp; 9th lvl = 100 hp etc... The spell also ends blindness, deafness, and any diseases affecting the target.
================================================ Azure Crystal Lantern
The lantern sheds light in a 120' radius; the closest 60' is bright light, and the farthest 60' is dim light. The lantern can be covered or hidden but not smothered or quenched and it creates no heat as well as no oxygen is needed.
================================================ Banner of Honor
You inspire others through stirring words (Human/oids affected will be lvl X your Bonus Proficiency Bonus) x. Within 60' of you who can hear you. Those creatures gain one Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. You can use this feature a number of times equal to your Charisma modifier (a minimum of one). You regain any expended uses when you finish a long rest. Your Inspiration die changes when you reach certain levels. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
================================================ Blood Crown
The wearer kisses a creature charmed by it or a willing creature. The target must make a DC 20 Constitution saving throw against this, taking 5d10+5 psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. IF the wearer is hurt (HP) then the damage the victim takes is the HP the wearer is given but not over what it's original HP is.
IF the one being drained is killed, dependent on the 1d100 roll, they become a Zombie (50+) under the control of the wearer or a Vampire Throwl (50-) loyal to the wearer. ================================================ Bronze Ware
Earthquake: You stab the 3' long bronze piece of metal into the ground and it begins to quake with a surge of energy that will knock buildings or humanoids down or even bury them underground, within a 50' radius. Humanoids make a Dex Saving Throw of 15, failed roll takes bludgeoning damage 1d10 and they are knocked prone but take half damage on a save. Up to 1d8 fissures can appear in the ground and are 10×10 feet deep, 10 feet wide, and extends from one edge of the area to the opposite side. Creatures on a fissure must make a Dex saving throw of 15 or fall into it, taking 1d10x10 bludgeoning damage. A building will collapse immediately.
================================================ Cicada Wing Snow Crystal
Who ever has this crystal you willingly take a vow to complete a task or carry out a service for them. If you break this vow you will take 10d10 psychic damage. The duration of this vow will be till you have completed it successfully or the one you gave the vow to, sets you free.
================================================ Deserter's Shield
Cursed: You will never be killed from the front as the item has the Shield spell upon it and will deflect thrown weaponry and spells that can be targeted at you. From behind, though, your perception is at disadvantage and area affect spells WILL harm you at their max damage capacity, even if you are immune or resistant to certain things.
================================================ Dragon Palace
This half foot long, one third wide piece of Azure gem is placed onto the ground and you say 'home'. It will then change into a small cave entrance of 20' wide by 50' tall. When you go within the entrance, though, you will be in a 500' radius place where there are as many rooms of whatever you want... whatever furniture/decorations you prefer, within. Once you are inside you are able to touch the greater invisibility rune, on the door frame, and the entrance will disappear. This will last for as long as you need it to do so.
================================================ Evershifting Device
Timeless Soul: You do not age, and you cannot be aged magically, while you have this device in your possession. Foresight and time stop spells are yours to control at will. You gain the ability to jump back in time to turn failure into success. When you miss an attack or fail an ability check or saving throw, you can use your reaction to reroll the d20, replacing the previous roll with the result. You can use this feature for half as many Proficiency Bonus points you have.
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Post by Maelthras on Oct 9, 2024 13:40:12 GMT -8
Evil in Bottle
A captured Djinni lives within this bottle and only the most careless individual would open it up.
Djinni Large elemental, Chaotic Good
Armor Class 17 (Natural Armor) Hit Points 161 (14d10+84) Speed 30 ft., fly 90 ft.
STR: 21 (+5) DEX: 15 (+2) CON: 22 (+6) INT: 15 (+2) WIS: 16 (+3) CHA: 20 (+5)
Saving Throws Dex +6, Wis +7, Cha +9 Damage Immunities Lightning, Thunder Senses Darkvision 120 Ft., passive Perception 13 Languages Auran Challenge 11 (7,200 XP)
Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. Innate Spellcasting. The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: detect evil and good, detect magic, thunderwave • 3/day each: create food and water (can create wine instead of water), tongues, wind walk • 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift
Actions Multiattack. The djinni makes three scimitar attacks. Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage plus (1d6)lightning or thunder damage. (djinni's choice) Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
================================================ Fiesta Foots Collar
Summon Greater Demon/Devil
Depending on what kind of Demon/Devil you want to summon will depend on how many lives you will take. For example: one life is enough for a CR 5 or below, it seems reasonable for two sacrifices for CR 6, four for 7, eight for 8, and 16 for a CR 9, Either way they must have this little trinket around their wrists/ankles.
4th-level conjuration
Casting Time: 1 action Range: 60 feet Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours) Duration: Concentration, up to 1 hour
You utter foul words, summoning one demon/devil from the chaos of the Abyss/Hells. You choose the demon/devil’s type, which must be one of challenge rating 5 or lower, such as a shadow demon/devil or a barlgura. The demon/devil appears in an unoccupied space you can see within range, and the demon/devil disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon/devil, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.
At the end of each of the demon/devil’s turns, it makes a Charisma saving throw. The demon/devil has disadvantage on this saving throw if you say its true name. On a failed save, the demon/devil continues to obey you. On a successful save, your control of the demon/devil ends for the rest of the duration, and the demon/devil spends its turns pursuing and attacking the nearest non-demon/devils to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon/devil doesn’t disappear for 1d6 rounds if it still has hit points.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon/devil can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.
================================================ Fluttering Lantern
After lighting the wick, patterns of floating petals are projected onto the lampshade as the flame flickers. Also when lit you have certain spells that can be used...
Thorn Whip, Entangle, Goodberry, Lessor Restoration, Spike Growth, Speak with Plants, Plant Growth, Aura of Life, Grasping Vine, Wrath of Nature
Once on each of your turns, when you cast one of your spells of 1st or higher level, you regain HP = Char Mod and you gain resistance to necrotic damage until the end of your next turn.
================================================ Forgotten Time
You gain advantage on initiative checks per 1/2 Proficiency Bonus/day. Once per day as an action, you can distort time in a 30-foot radius centered on yourself. This distortion renders your time sped up, and everyone else’s time slowed down. You are considered under the effects of the spell haste, and everyone else within the 30 foot radius (including allies) are affected by the spell slow.
================================================ Glass Shield
While holding this glass shield, you gain a +3 to AC, above and beyond what your armor gives you. As long as the shield is infront of you, you will be resistant to petrifying gazes. While holding it, when a melee attack hits you, you can use your reaction to have a burst of glass shards hit the attacking creature. The target must make a DC 17 Dex ST. On a failed save, the target takes 8d8 slashing damage and is blinded until the start of your next turn. On a successful save, it take only half damage.
================================================ Glyph of Misfortune
It is like the Misfortune spell: You cast a pall of bad luck over all creatures in a 15-foot radius centered on a point within range. Each creature in that area must succeed on a Wis DC 17 saving throw or be cursed with bad luck for the duration of the spell. A creature under the effect of this spell has disadvantage on all ability checks, saving throws, and attack rolls. This will last for 24 hrs.
Special. If a targeted creature is carrying a stone of good luck, the creature is unaffected by the spell, but the item ceases to function for 24 hours. Likewise, if a targeted creature is carrying a luck blade, the creature is unaffected by the spell, but the sword’s Luck ability and saving throw bonuses cease to function for 24 hours.
================================================ Glyph of Triumph
You have advantage on attacks, saving throws and initiatives while holding onto this orangy red gem. Your proficiency bonus for use/day (Example: 2X/day) for up to 5 rnds during a fight.
================================================ Grim Connection
You are able to call forth a restless spirit from beyond the grave. The spirit manifests physically in an unoccupied space that you can see within range. You are able to ask it 10 questions and then it leaves. The spirit does not actually have to answer these questions or it can answer them in such a way as to it's own characteristics.
Cursed: Those who have this totem like item are usually prone to having terrible nightmares, that may or may not come true.
================================================ Guise of Masquerade
Charisma +15 and Dexterity for dance is +10. However, it must be removed before the stroke of midnight, or the wearer will dance to their very bitter end... death by exhaustion.
================================================ Helmet of the Daredevil
The bravest warrior that ever was is within this helmet. They spout tales of great heroism from all who are deemed heroic by the helmet, inspiring bravery to whoever wears this helm.
While you wear this helmet, you gain the benefits of the heroism spell. If you don't have a spellcasting ability, you can use Constitution as the spellcasting ability for this spell. Also you have advantage on Dex Acrobatic throws.
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Post by Maelthras on Oct 9, 2024 21:33:28 GMT -8
Jade Radiance Pendant
Radiates light on command for up to 60' and will even shine through Magical Darkness up to 30' Any attacker who comes from the sides or infront of you must make a Con 15 ST or be blinded for 1 rnd. Giving a disadvantage to their attacks and saving throws.
================================================ Madman's Book (Necronomicon)
This monstrous-looking tome bound in humanoid skin has an almost palpable aura of dread. A grotesque and ghoulish face is stretched across its loathsome cover.
The Necronomicon is replete with fantastic legends of elder magic and abhorrent secrets from beyond. Its author, a mad poet-philosopher, is said to have been seized by an invisible monster in broad daylight and devoured in front of a large number of horrorstricken witnesses. Throughout unknown centuries, the Necronomicon was rigidly suppressed by civil authorities and by all branches of organized ecclesiasticism. Reading this dreaded tome always leads to terrible consequences.
Among its hideous contents, the Necronomicon details abstract formulae on the properties of space and the linkage of dimensions both known and unknown. It describes the presence of forbidden cults among human beings who serve elder, primordial races and who worship unseen entities with alien-tongued names such as Yog-Sothoth and Cthulhu.
Despite centuries of repression, a handful of copies of this horrible artifact still exist. Each one is a closely guarded secret of its owner, and not all the owners are human or even humanoid.
To reap the “benefits” of the Necronomicon, a creature must become attuned to it and then spend another 19 hours reading and studying its blasphemous text. The creature can then add to and copy the book’s contents, provided any additions advance the cause of chaos or evil and expand upon the lore already inside. (Because of this, no two copies of the Necronomicon are identical, and no one knows what has been added to or excised from the original text.)
When a non-evil creature becomes attuned to the Necronomicon, it must make a successful DC 18 Charisma saving throw, or its alignment changes to neutral evil.
Unseen forces of evil will pursue any owner of the book, hoping to steal it for themselves or for a more powerful master. Once every three days while a creature is attuned to the book, it has a 19 percent chance to encounter or be attacked by a mythos entity or occult adversary of the GM’s choosing. If a creature dies while attuned to the book, a Great Old One claims its soul, and it can’t be restored to life by any means.
Adjusted Ability Scores. After a creature spends the requisite amount of time reading and studying the book, its Intelligence score increases by 2, to a maximum of 24, and its Wisdom score decreases by 2, to a minimum of 3. The book can’t adjust the same creature’s ability scores more than once.
Abstract Formulae. The Necronomicon contains a multitude of mind-shattering evil magic, including all mythos spells and Void spells in this section, all standard necromancy spells, and any additional spells of the GM’s design or choosing.
Eldritch Magic. Once a creature has read and studied the book, any spell slot it expends to cast an arcane spell counts as a spell slot one level higher when determining the spell’s effect.
Eldritch Lore. The book’s bearer can reference the Necronomicon whenever it makes an Intelligence check to recall information about any aspect of evil or secrets of the multidimensional universe, such as lore about Great Old Ones or the properties of disquieting technology. When doing so, the proficiency bonus for that check is doubled.
Eldritch Guise. While a creature carries the Necronomicon and is attuned to it, the creature can speak, read, and write Void Speech, and it can cast semblance of dread (described above) as a bonus action.
Voidmarked. After a creature spends the requisite amount of time reading and studying the book, it acquires mental and physical disfigurements as hideous signs of its devotion to the Great Old Ones. The creature gains one flesh warp and one form of indefinite madness. The voidmark grants you advantage on Persuasion checks made to interact with aberrations and on Intimidation checks made to interact with non-aberrations.
Thought Control. A creature that is attuned to the book and holding it can use an action to cast dominate monster on a creature within range (save DC 18). This property can’t be used again for 19 hours.
Destroying the Book: Pages can be torn from the Necronomicon, but any eldritch lore contained on those pages finds its way back into the book eventually, usually when a new author or translator adds pages to the tome. It is rumored that the Necronomicon can’t be destroyed as long as a spawn of the Great Old One Azathoth exists in the multiverse. A short-term solution exists, however: casting the book into the fire of a dying star scorches all the writing and imagery from its pages and renders the book useless for 6d6 + 6 years.
================================================ Mask of Lies
The wearer can cast disguise self on himself at will and is continually under the effect of undetectable alignment. In addition, he or she gains advantage on deception rolls.
================================================ Monolith of Secrets
A piece from this Monolith: You see the presence of any trap within range that is within line of sight. A trap includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, you will be able to see an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap.
================================================ Mysterious Egg
The conjoined lineage of chromatic and metallic into a prime of the species capable of commanding parts of the bloodlines.
Black, blue, white, red, green. Copper, bronze, gold, silver, brass
Upon creation of this relic roll 2d10 one for chromatic and one for metallic. These rolls will give one blood line from each side. The blend of bloodlines will be the turning factor of what two bloodlines this creature will have control over by the Authority of this unborn creature. As this creature ages it will make another roll every 200 years to see what other bloodlines it will gain.
================================================ Mysterious Lady of the Nine Heavans
Alia 'The Chosen One' Blackheart: A child from Hexril and Tacita that has been told
================================================ No Man's Mirror
A strange silver mirror that usually reflects no one's image. IF you do see yourself in the mirror, it often means that your death is imminent.
================================================ Old Boomstick
An old-fashioned musket, worn by the ravages of time, but well maintained and still functional. A Boomstick is a muzzle-loading black-powder firearm. It can fire shot (a packet of small metal pellets), but can also be loaded with gravel, sand, or whatever else is at hand that can fit in the muzzle. When loaded with improvised ammunition in this way, the Boomstick deals 2d4 piercing or bludgeoning damage.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
================================================ Pandora's Box Note: This is a smaller version of the actual Pandora's Box
This box contains woes destined to punish humanity.
Using an action to open it and rolling a d6 will cause one of the effects described below. The calamity unleashed spreads for every minute the box is open by a distance equal to the radius of the initial effect. d6 Result 1-2 Sickness. All creatures within 50 miles must succeed on a DC 17 Constitution saving throw, or be poisoned. A poisoned creature has its maximum hit points reduced by 1d6 each day at dawn. 3-4 Deceptive Hope. All creatures within 50 miles must succeed on a DC 17 Wisdom saving throw. On a failure, the creature’s alignment changes from good to neutral or from neutral to evil. In addition, the creature has disadvantage on all Wisdom saving throws until the box is closed and the effect ends. 5-6 Death. All creatures within 10 miles must succeed on a DC 10 Constitution saving throw. On a failure, the creature dies and becomes a zombified version of itself; retaining no memories or intelligence.
================================================ Pendant of Misfortune
You need to make a Charisma ST DC 15 or be compelled to pick it up and wear it, due to the innate greed within your soul. Roll 3df of Fate every 13th day that you wear the necklace, at DM's discretion you could be faced with a Challenger who is wanting to take your life.
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Post by Maelthras on Oct 10, 2024 21:15:33 GMT -8
Pillars of Festival (2)
Two identical pillars of 30' tall and 15' wide, that represent the changing of the seasons and the festivals held at those times. Unfortunately, though, they have been taken from the Zholas City and no one knows where to begin looking for them. The Zholas City is feeling the effects of losing these two pillars and will give nearly ANYTHING for their return.
================================================ Prophecies of Doom
Your outstretched hand glows with sinister power that hastens the demise of a creature you see within a 30' line of sight. Make a melee spell attack against the creature. On a hit, the target takes 4d12 necrotic damage and must make a successful Constitution saving throw DC 15 or become poisoned until the end of your next turn. If the target was already poisoned when you hit it with the Prophecies of Doom scroll, it takes 4d12 more poison damage.
OR
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw DC 20. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.
================================================ Reliquary of Curiosities
A Reliquary is a chamber that holds a holy relic.
Leiland = Dolphin (Psionics); Pious = Turtle (Water); Maelthras = Eagle (Air); Liam = Hare (Adv Dex Acrobatics); Kron = Snake (Adv Dex Sneak); Cold Fire = Wolf (Ice); Zidonis = Otte (Adv Char Deception); Corinthia = Bear (Adv Str Althletic); Grylah = Dove (Fly 30'); Kala = Butterfly (Disguise 1/day); Nivolus = Deer (Dash); Dronen = Lizard (Spew poison 2d8 dmg); Tacita = Swan (Adv Char Performance).
All have a unique power to them BUT you MUST be their worshiper in order to gain that unique power.
================================================ Repose
With a shot from this weapon, you make a 1d5 roll to see what bullet of effect comes out towards your target. 1 Sleep 2 Ray of Sickness 3 Vampiric Touch 4 Blight 5 Cloudkill
The weapon does 1d12 damage. As you continually use this weapon, though, you will slowly get Tinnitus in your hands.
================================================ Ring of Dawn
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. If any of this light overlaps with an area of darkness created by a spell, the spell that created the darkness is dispelled.
================================================ Scarlet Nightmare
A highly effective red crystal ball, but after passing through the hands of many mediums, it only predicts disaster and misfortune. Now no one dare use it.
================================================ Singed Wall
With a piece of this wall, an individual is able to do a BW: 30-foot line that is 5 feet wide of Acidic/Fire; 4d10+ Con Modifier worth of damage. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus).
================================================ Square Dragon Egg Stone
A strange object excavated from the permafrost layer, with a surface texture resembling scales. Some believe it to be a fascinating geological phenomenon. However, among the other fragmented samples that have been excavated, structures resembling biological organisms have also been found.
Ice Mephit
Small Elemental, Neutral Evil Armor Class 11 Hit Points 21 (6d6) Speed 30 ft., fly 30 ft.
STR: 7 (-2); DEX: 13 (+1); CON: 10 (+0); INT: 9 (-1); WIS: 11 (+0); CHA: 12 (+1)
Skills Perception +2, Stealth +3 Damage Vulnerabilities Bludgeoning, Fire Damage Immunities Cold, Poison
Senses Darkvision 60 ft., Passive Perception 12 Languages Aquan, Auran Challenge 1/2 (100 XP) Proficiency Bonus +2
Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
Innate Spellcasting (1/Day). The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma. Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
Frost Breath (Recharge 6). The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.
Pack Mentality. The Ice Mephit has advantage on an attack roll against a creature if at least one of the Ice Mephit's allies is within 5 ft. of the creature and the ally isn't incapacitated. There are usually 50-100 of these cute little buggers in a pack. ================================================ Stein of Vows
An ancient king made vows to his God Pious with this stein and after many, many years of loyalty to his God, the stein itself was granted. The stein is able to imbue the wielder with the ability to never get drunk. You gain a +10 to any check related to acting the part of being drunk. While holding this stein to use in a rousing toast you grant all allies who can hear you +5 to their saves for 24hrs. ================================================ Sword of the Lake
+3 longsword doing 2d6+ Str or Dex modifier, depending which one is higher. Those who wield this blade will have the benefits of the following spells.
1st Create and Destroy Water, Purify Food and Drink 3rd Lesser Restoration, Alter Self 5th Tidal Wave, Water Breathing 7th Control Water, Watery Sphere 9th Maelstrom, Greater Restoration
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Post by Maelthras on Oct 11, 2024 21:19:18 GMT -8
Tears of an Angel
A small, crystal jade stone, which glistens like fire. While beautiful, one can't help but feel a bit sad, looking at it. When you take fire damage, you may make a reaction to reduce the fire damage dealt by 1d100 1/day. Another trait is the crystal will cry three tears up to 1/2 your proficiency bonus once per day and heal one creature to full unless they are already pas zero for HP. These tears can also reverse any curse, disease, poison, blindness, or deafness.
================================================ Tears of Lovesickness
It is said that a woman who played this lute once wept for her dead husband, and her sad melodies brought down a great wall around a huge city.
The area within 100 feet of the performer begins quaking and moaning as if the earth itself were in pain. The affected area is treated as per the spell earthquake. In addition, all creatures in the area except for the performer must make DC 20 Dex save, as individual earthen maws open beneath each. Those who fail fall into a 100-foot-deep pit that quickly grinds shut, trapping them as if they were in the bury zone of an avalanche and trapped without air.
================================================ The Final Suit
You have inexplicable luck that seems to kick in at just the right moment.
The following bonuses are just for YOU & YOU alone!
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
================================================ The Goddess Drizztren
A blessing from the Dark Goddess Drizztren. Your maximum hit points increases by 2d4 + 2; Your movement speed increases by 10 feet; Superior Darkvision: 120'; Shadow Step: 60'
================================================ The Nameless Crown
Long ago, the tales say, there lived a nameless king. His people knew not what to call him, nor what to make of his strange and silent guardians that marched out from his vast stone fortress. One day, however, the king and all his armies disappeared–some say their life force was sucked away and bound within the nameless king’s crown. Legends hold that should someone find and don the crown, his visage will peel away and he shall appear as the king in his last moments. Legends go on to say that the bearer of the crown will gain a +6 enhancement bonus to Charisma, +2 to the DC of any necromancy spell he casts, and the ability to control an additional 10 HD of undead through spells. Some even whisper that those with the ability to command undead as the feat can do so as a swift action while wearing the crown–but they are obviously madmen.
================================================ The Nameless Warrior (Archangel Razia)
The weapon you possess will be considered magical attacks. When you hit with this main wapon, the weapon will deel an extra 8d8 fire damage + it's own regular damage. You know when you are being lied to You have advantage on... Initiative rolls and do not provoke opportunity attacks when you leave a creature's reach. Wis (Perception) checks that rely on sight. Saving Throws vs magical spells and other magical effects.
================================================ The Night of Silence
Purple Worm poison: DC 19 CON save 12d6 poison damage Half damage if they make the CON save
================================================ The Retribution Girdle
Any creature in physical contact with the object takes 10d8 fire damage when you voice "Judgement', the Girdle will start to glow a fiery red and heat up.
================================================ Torn Fate
A crystal ball with a long history, once used by psychics to make accurate predictions. However, it lost its spiritual effectiveness after accidently being hit with a magical weapon in a fight. It is a 50 by50% chance that what a psychic can see will be accurate.
================================================ Unsanitary Hands
While you do any ability that a rogue can do, you will have disadvantage on the rolls.
================================================ Wither Blade
For every week that you have this weapon in your possession, it will age you five years.
BUT
This greatsword is utterly insane. Besides giving a +3 bonus to attack and damage rolls this sentient bad boy has numerous abilities. While holding it you are aware of any creature with a soul within 60 feet of you, you can’t be charmed, you can’t be frightened, you can cast haste once per day. Thought that was it? Think again! The craziest ability this weapon has is called Devour Soul and literally lets you devour the soul of any enemy (undead and constructs aside) you slay and convert it into temporary hit points equal to the slain creature’s maximum hit points. So, giving the last hit on a tarasque with this sword would give you 676 temporary hit points lasting 24 hours. Oh, did I mention that you have an advantage on all attack rolls, saving throws, and ability checks as long as you have any temporary hit points left?
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