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#Post#: 2191--------------------------------------------------
Cloak of Billowing
By: Rognvaldr Date: November 3, 2016, 10:11 pm
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Cloak of Billowing
This cloak will always billow dramatically behind the wearer, it
has no other effects.
#Post#: 2192--------------------------------------------------
Duergar Hammer
By: Rognvaldr Date: November 3, 2016, 10:13 pm
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Duergar Hammer
Any hammer, Uncommon
A hammer made by Duergar. As an action this weapon enlarges for
one minute, doubling the weapon's damage dice, but creatures who
are not at least Large have disadvantage when wielding this
weapon when enlarged.
#Post#: 2193--------------------------------------------------
Lantern of Darknesss
By: Rognvaldr Date: November 3, 2016, 10:14 pm
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While lit, this hooded lantern burns for 6 hours on 1 pint of
oil, shedding bright light in a 30-foot radius and dim light for
an additional 30 feet. You can take an action to lower the hood
reducing the light to dim light in a 5 foot area. As an action,
you can cast the Darkness spell; this feature recharges at dawn.
#Post#: 2194--------------------------------------------------
Tentacle Rod
By: Rognvaldr Date: November 3, 2016, 10:15 pm
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Tentacle Rod
Made by the drow, this rod is a magic weapon that ends in three
rubbery tentacles. This item has 3 charges and regains 1d3
expended charges daily at dawn. If you expend the last charge,
roll a d20. On a 1, the tentacles dissolve into a slime and the
weapon becomes a regular rod. While holding the rod, you can use
an action to expend a charge and direct each tentacle to attack
a creature can see within 15 feet of you. Each tentacle makes a
melee attack roll with a +9 bonus. On a hit, the tentacle deals
1d6 bludgeoning damage. If you hit a target with all three
tentacles, it must make a DC 15 Constitution saving throw. on a
failure, the creature's speed is halved, it has disadvantage on
Dexterity saving throws, and it can't use reactions for 1
minute. Moreover, on each of its turns, it can take either an
action or a bonus action, but not both. At the end of each of
its turns, it can repeat the saving throw, ending the effect on
itself on a success.
#Post#: 2195--------------------------------------------------
Shield of Shield
By: Rognvaldr Date: November 3, 2016, 10:18 pm
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Shield of Shield
This shield is made out of arcane glass, it has 4 charges and
regains 1d4 expended charges daily at dawn.
The shield can be wielded as a shield, but confers no AC bonus.
You can expend one charge to summon up a shimmering arcane
field, casting Shield. As per the Shield spell, you may use your
reaction to expend a charge when hit by a melee attack. Until
the start of your next turn, you have a +5 bonus to AC,
including against the triggering attack, and you take no damage
from magic missile.
#Post#: 2196--------------------------------------------------
Re: Magic Items
By: Rognvaldr Date: November 3, 2016, 10:19 pm
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Phoenix Down
Wonderous Item (requires attunement)
This down feather of a phoeix requires attunement to use. While
attuned, when you die, the feather will activate and cast
Revivify on you. You may also use your action to cast Revivify
on a creature that has died within the last 1 minute. After
casting Revivify in either way, the feather ignites and is
destroyed.
#Post#: 2197--------------------------------------------------
Glodbalac
By: Rognvaldr Date: November 3, 2016, 10:35 pm
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Glodbalac
+3 Longsword, Legendary
This sword is inscribed with "Take me up" on one side and "Cast
me away" on the other. The sword shines bright like for X' and
dim light for Y'.
This sword has 10 charges, you may expend a charge to make a
ranged attack with this sword instead of a weapon attack. This
attack deals 1d10+Str mod radiant damage and has a range of
15'.You gain 1d8+2 charges once per day when making a prayer to
the goddess Morwel for 10 minutes.
You may also expend 5 charges to cast Sunbeam once, shot from
the sword's tip.
CURSE: Anyone attuned to this weapon believes he is "the king"
and have advantage on checks to convince creatures you are "the
king",
#Post#: 2198--------------------------------------------------
Aetherblade
By: Rognvaldr Date: November 3, 2016, 10:38 pm
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Aetherblade
Longsword, Legendary (requires attunement)
This sword appears like a worn and weathered mundane longsword
in the material realm, even when scrutinized by abilities like
Detect Magic. In the ethereal realm, it appears to be a
spectacular blade, burning with radiant flame, clearly magical.
This weapon has a +3 bonus to attack and damage rolls. Damage
from this weapon dealt to undead creatures counts as radiant
damage and it deals an extra 1d8 radiant damage.
If you roll a critical hit against an undead with this weapon
with less than 100hp, it must take a DC 15 wisdom saving throw.
If it fails, the undead is slain outright.
The wielder can see invisible creatures as if they were visible
and can see into the Ethereal plane up to 120ft. Ethereal
creatures and objects appear ghostly and translucent.
CURSE: This blade will not allow the user to attack living
creatures.
#Post#: 2199--------------------------------------------------
Bladestorm Pike
By: Rognvaldr Date: November 3, 2016, 10:39 pm
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Bladestorm Pike
Halberd, Legendary
You gain a +3 bonus to attack and damage throws using this magic
weapon. In addition you can make one attack with it on each of
your turns using a bonus action.
Bladestorm: Once per day as an attack action, you may use
Bladestorm. In a flurry of thrusts and slashes, you hit every
enemy within reach. Make a melee attack roll against every
enemy.
#Post#: 2200--------------------------------------------------
Gungnir
By: Rognvaldr Date: November 3, 2016, 10:40 pm
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Gungnir
Spear, Legendary (requires attunement)
This weapon has a +3 to attack and damage rolls. This weapon is
indestructible by mundane means. The wielder may ignore other
calculations for attack and damage and use +14 to his attack
roll and + 8 to damage rolls.
Once per day, you may change a miss from this weapon into a hit.
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