Player specific items:
·
Rapier of Severance:
o Once every 3 turns you can use this
Rapier’s special ability as an action and summon 1dX spectral rapiers behind
you, each dealing 1d6. (Where X is your Mystic Level)
o Throw an attack roll for each of
these.
o (Rolling a 1 for any of these just
causes them to disappear)
o (Rolling a 20 summons another one,
and you must do another attack roll for it)
o You can hit different enemies within
range.
o This weapon deals 1d6 + STR / DEX
modifier + 2 spectral + 1 piercing
o Using this ability costs 2 PSI
points.
o This ability can be used 3 times before
requiring a long rest.
·
Shield of Prospectia:
o Throwing this shield returns it back
to you in an arc. Hitting with this shield deals a 1d8 + STR modifier, your
shield can hit multiple enemies if thrown the right way. Special ability:
Once every 5 turns, you can ram this shield into the ground, granting you and your
Party-members +3 AC for 2 turns by unleashing a wall of light around you.
o + 3 to hit.
·
Bow of the Blessed Daewa:
o
This
weapon deals 1d8 + DEX + 2. (+2 to hit)
o
Arrows
are created magically but can be dispelled.
o
Once,
before rolling initiative, you may choose an elemental type. Your attacks deal
that damage type and ignore resistance.
o
Special ability (once in a long rest): You may shoot at the floor beneath a creature.
This magically causes 1dX arrows to shoot up from the ground in a 10m radius
towards any creatures you decide within that circle.
o
(Where
X is: (INT/WIS + DEX + Level) * 3) Do an attack roll for half of those.
o
Each
of these Arrows deal 1 damage upon hit of that same elemental type.
o This attack fails if the floor is
indestructible
·
Artificer’s Die:
o A large blue glowing cube hovers
above your hand, granting you the ability to cast a second spell during your
turn. For this, roll a d20. This ability fails should you roll a 1. You cannot
equip any other weapons while using this.
o This Artifact levels with you, granting
a spell for your turn for every Level your character has, divided by 4.
·
Dagger of Multitude:
o 1d6 damage die. +2 additionally to
hit.
Special ability: Throwing this dagger results in (2
+ 1dX) clones appearing and launching into the same direction. (Where X is
your INT/WIS modifier + Level)
Roll attack rolls for
all. Each dagger deals 1d6 piercing with no additional modifiers. This ability
can only be used once per combat. The Dagger must be picked up again. The
clones disappear immediately upon dropping.
You may spend a turn to
retrieve this dagger by calling to it. It will fly back into your hands.
The initial dagger ALWAYS hits its
mark in a combat scenario if it was thrown.
Good Merchant’s Items/Divine Intervention:
Ring of
Pelor:
Should you
fail a saving throw of any kind (including a death save) you can choose to succeed
instead once per long-rest. Special ability: Should the wearer die
completely, he may instead be teleported to the closest friendly town. Using
this ability destroys the ring and you lose 20 health permanently.
Ring of
the Fighter:
Once, after
a long rest, you can use Action Surge. This stacks on top of any additional
Action Surge skill you might have.
Ring of
the Mage:
Your spells
deal +2 on top of their final damage calculation
Scroll
of Duplication:
Roll a d20.
Upon success, you may duplicate an object no larger than a 5 feet cube.
Ring of
Luck:
Pay 2 Gold.
Re-Roll any one die (once per Long-Rest)
Staff of
Wind:
You slam
this Staff into the floor and roll a d20. Roll a 10 or below and you create a
gust of wind, able to push medium-sized creatures around. Roll above a 10 and
you create a minor-tornado, capable of transporting even larger creatures
around. This ability has a range of 40 feet and counts as an action.
This spell
deals either (2d6 + 5) or (3d20) respectively. This staff breaks should you
roll a 1.
Staff of
Light:
Deals
critical damage to shadow-based Creatures. Create a cone of light to banish
those of sin near you. Deals 3d6 + 2 divine damage. This action is considered a
spell.
Scimitar
of Lunge:
When you
attack with this weapon you may choose to add additional movement to your
attack, lunging forward to a maximum of 5 meters. Deals 1d8 + 1d(for each meter
travelled).
Stunning
Ring:
While
stunned or otherwise incapacitated, heal 3 per round.
Ring of Greatness:
Before you
roll initiative, choose one damage type. You now take 2 damage less from this
source for this combat scenario.
Ring of
the Stone:
You take 1
less damage from all sources. If you wear more than one, you instead gain X
less damage from all sources, where X is your CON modifier.
Whip of
Inferno:
Deals 1d8 +
DEX/STR. Range of 8 meters. +2 to hit.
Special
ability (once per
combat): Burn the target, adding + INT/WIS modifier on top of the damage you
would deal on a damage throw. You create a line of fire towards the hit
creature which builds into a ring around its feet in a 2m radius, burning
anything on it for 1d4 + INT. This ability has no effect on a creature with
fire immunity.
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