gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Dec 6, 2019 18:36:48 GMT
Voodoo Hexblade
Requires attunement by a warlock.
This +1 magical silver dagger can be used to make a ranged spell attack against a target within 60ft and in sight. The dagger deals 1d4+1 psychic damage, and the wielder's charisma bonus is also added to damage.
Once per day, the dagger can be used to make a hex attack against a target within sight. On a hit, the dagger deals double damage and subsequent attacks on the same target have advantage and also do double damage.
Wand of Hadar
Requires attunement by a warlock.
This wand can be used to cast the Chill Touch cantrip at will.
It has 5 charges for the following functions, and regains 1d4+1 used charges daily, at dawn. Armour of Agathys (1 charge) Arms of Hadar (1 charge) Hunger of Hadar (3 charges) Using any of these functions requires the user to make a DC 10 constitution save or suffer one level of exhaustion.
Flask of Spirit
This small flask continuously appears to have a small amount of liquid within it. You can take a sip from the flask as a move action. If anyone other than the bearer of the flask attempts to drink from it, the flask will appear empty. Each sip from the flask grants 1 temporary hit point. You can take any number of sips from the flask, but each sip after the first requires you to make a constitution save DC 8 + number of sips or become intoxicated (see below).
In addition to temporary hit points, sipping from the flask grants the following benefits: 2 sips: advantage on saves vs fear (DC 10) 3 sips: advantage on persuasion checks (DC 11) 4 sips: immunity to fear (DC 12) 5 sips: ? (DC 13)
If intoxicated, the you have disadvantage on dexterity and wisdom based skills and saving throws. You still gain the advantages, but can take no more sips.
The effects of the flask last while you have the temporary hit points, or until you finish a long rest.
Bloodaxe
Requires attunement.
This ancient, tarnished axe becomes newer-looking and sharper if it is used to kill enemies. Each kill made with the axe adds 1 to the blood total. If attuned to the axe, you are reluctant to use any other weapon, and must make a DC 10 wisdom save to do so. If damaged in battle, you must make the same saving throw or go berserk and attack the nearest creature you can see until no creatures remain.
If the blood total is at least 5, you can spend 2 of these points to enter a 'Blood Frenzy' (see below). This property cannot be used again until the next dawn.
As the blood total increases, so does the power of the axe and the DC of the saving throw: 10 +1 weapon DC 10 Frenzy 1d10 20 +1 HP/die DC 12 Frenzy 2d10 30 +2 weapon DC 14 Frenzy 3d10
Blood Frenzy: You gain 1d10 temporary hit points (this increases as the blood total rises) and you are immune to fear. If you kill a creature with the axe, you can make a bonus attack on another creature within 10 feet of you. This frenzy lasts for one minute.
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Post by pericles on Dec 7, 2019 10:03:23 GMT
Exhaustion is one of the most severe debilitating conditions in 5th ed which can only be removed by 1) A long rest. One per level of exhaustion 2) A fifth level Greater Restoration spell. One level per casting. 3) A rare potion of vitality.
At the moment Rimir has not experianced the exhaustion caused by the Wand of Hadar. After he has been struck down by exhaustion (an exhalted form of Hex) too many times he will forego using the wand except in dire emergency. The feat Resilience is probably the best long term solution but Rimir will not be in a position to get Resilience for a long time (11th level in the planned progression).
It has been noted on the forums that exhaustion is an odd condition. Death is far less severe.
Exhaustion
Some Special Abilities and environmental Hazards, such as starvation and the long-term Effects of freezing or scorching temperatures, can lead to a Special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description. Exhaustion Effects Level Effect 1 Disadvantage on Ability Checks 2 Speed halved 3 Disadvantage on Attack rolls and Saving Throws 4 Hit point maximum halved 5 Speed reduced to 0 6 Death
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on Ability Checks.
An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion Effects ending if a creature’s exhaustion level is reduced below 1.
Finishing a Long Rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Dec 7, 2019 12:14:20 GMT
I agree that exhaustion is too severe.
It doesn't make any sense that you can be dead, then after a couple of cure wounds you are totally fine, but exhaustion is much worse.
I am ruling that you can remove one level of exhaustion with a short rest or by receiving any healing. A long rest removes all levels of exhaustion.
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Dec 20, 2019 0:08:25 GMT
Staff of Thorns
Requires attunement by a druid.
This +1 magical quarterstaff can be used to cast the thorn whip cantrip at will. If the wielder of the staff has multiple attacks, thorn whip can replace one of those attacks.
The staff also has the following properties, which cause damage to the wielder when activated. The wielder takes an amount of piercing damage from the staff. If the wielder has resistance or immunity to the damage, the property will not function.
1hp Thorn Whip 5th level version, 2d6 damage 1d6hp Ensnaring Strike 2d6hp Spike Growth 4d6hp Conjure 8 Needle Blights 6d6hp Wall of Thorns
Thorn Bow
This +1 magical shortbow does not require ammunition, it magically creates an arrow each time it is drawn. It can be used to cast hail of thorns on one such arrow. This property cannot be used again until the next dawn.
Horned Helmet
Wearing this helmet grants +1 to armour class.
You have the ability to charge into battle: the helmet grants you an extra 10 feet of movement in the first round of combat. If you move at least 10 feet during this first round, you gain advantage on the attack roll and do an additional 1d8 damage.
Magic Beans
When consumed, each bean grants the effects of the equivalent potion of heroism, invulnerability, growth and storm giant strength.
Alternatively, a bean can be planted, with unknown effects.
Staff of the Iron Brotherhood
Requires attunement by a monk.
This +1 quarterstaff, when used by a monk, can magically take the form of any monk weapon, as a bonus action.
Furthermore, when a command word is spoken, it can fix in place like an immovable rod.
Boomerang of the Swift Wind
If you hit a creature with this +1 magical boomerang, you can use your reaction to make another attack on the same creature, or a different creature within range. Regardless of whether it hits or misses, it returns to the user’s hand.
Silvertongue Leaf
When licked, this silvery leaf allows the user to cast the friends cantrip at will.
Ring of the Iron Brotherhood
This magical ring of protection adds +1 to armour class and saving throws. Furthermore, it allows the wearer to cast the blade ward cantrip at will.
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Post by brumguvnor on Dec 20, 2019 16:25:14 GMT
SWEET!!!
Seeing as the bow magically creates arrows - that means I could still dip an arrow in poison before shooting it, yes?
And: can Gragga still wear that helmet and get the benefit of barbarian unarmoured defence?
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Dec 20, 2019 21:13:41 GMT
SWEET!!!Seeing as the bow magically creates arrows - that means I could still dip an arrow in poison before shooting it, yes? And: can Gragga still wear that helmet and get the benefit of barbarian unarmoured defence? Yes and yes.
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Jan 10, 2020 0:21:53 GMT
Pendant of the Moon
Requires attunement by a druid.
This pearl necklace allows the wearer one additional use of wild shape per rest.
It also grants an additional property while in wild shape form, dependant on the phase of the moon:
New Moon You can heal 1d8 damage without spending a spell slot Crescent You can use Hunter’s Mark once whilst in wild shape Gibbous You gain the benefits of Barkskin, or +1 AC Half Moon You can Pass Without Trace whilst in wild shape Full Moon You are treated as four levels higher when determining your wild shape ability
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Post by brumguvnor on Jan 10, 2020 8:39:14 GMT
yowza!! - nice!
So - based on the fact that I got a nifty +1 to AC last night, I assume we are in gibbous phase?
And did it also have the once only ability to communicate with the elf-lady?
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Post by Karrgos on Jan 10, 2020 9:43:02 GMT
I know what I'm doing this evening That's awesome!!!
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Jan 10, 2020 20:17:42 GMT
yowza!! - nice! So - based on the fact that I got a nifty +1 to AC last night, I assume we are in gibbous phase? And did it also have the once only ability to communicate with the elf-lady? Yes and yes.
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Jan 31, 2020 18:51:55 GMT
Scarlet Star Shield
This +1 shield is emblazoned with the symbol of a red star. It grants the bearer resistance to fire damage.
Furthermore, it enables you to use a warding flare. You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Feb 10, 2020 23:52:56 GMT
Amulet of the Scarlet Star
Requires attunement by a paladin.
This red crystal in the shape of a star functions as an amulet of health, i.e. it grants the wearer a constitution of 19.
Furthermore, it enables the bearer to cast the sacred flame cantrip, at will.
Insignia of the Scarlet Star
Requires attunement by a paladin.
This intricately carved crystal symbol must be placed into a specially prepared suit of armour before it will function. It grants the wearer of the armour the following benefits: +1 to all saving throws Any critical hit against the wearer becomes a normal hit You can use an action and speak a Command Word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. The weapon counts as magical for the purposes of damage resistance. When you hit with an Attack using the blazing weapon, the target takes an extra 1d6 radiant damage. If you hit a fiend or an Undead that creature instead takes an extra 2d6 radiant damage. If the fiend or Undead has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. The flames last until you use a Bonus Action to speak the Command Word again or until you drop or stow the weapon.
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Feb 25, 2020 22:16:20 GMT
Bracers of the Iron Brotherhood
Requires attunement.
These magical arm-protectors grant the wearer a +1 bonus to armour class, if no armour is worn.
When the bracers are struck together, they allow the wearer to use the Thunderclap cantrip as an action.
Furthermore, the bracers can be used to cast Thunderwave. Once used, this property cannot be used again until the next dawn.
Bracelet of the Brotherhood
Requires attunement.
This iron bracelet grants the wearer a +1 bonus to armour class.
It also acts as a Ring of Spell Storing, and can store up to five levels of spells.
Sword of Thunder
This +1 magical longsword allows the wielder to cast Thunderous Smite as a bonus action. Once used, this property cannot be used again until the next dawn.
Dwarf Band of Honour
Wearing this metal band signifies that you have performed a great deed and gained the favour of the dwarves. When fighting a giant, your first attack is made with advantage.
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Post by brumguvnor on Feb 27, 2020 8:36:12 GMT
I think I know the answer to this... - but do I get the +1 to AC whilst in wildshape?
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Feb 27, 2020 12:21:33 GMT
I think I know the answer to this... - but do I get the +1 to AC whilst in wildshape? You can choose to 'wear' the bracelet in wild shape, in which case it would function (although you still can't cast spells from it). The form you choose would determine if you could wear it: wolf ok, snake probably not.
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