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#Post#: 2201--------------------------------------------------
Caldera Forgehammer
By: Rognvaldr Date: November 3, 2016, 10:42 pm
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Caldera Forgehammer
+3 Light Hammer, Legendary
This hammer is forged from arcane ores in the great caldera. It
is immovable as described in the Immovable Rod, except weighs
the same as a normal light hanmer by a weilder who is attuned.
Attuning to this weapon confers +2 to Spell Attacks and Spell
Save DC.
Magic Bomb: As an action you begin channeling the arcane energy
in your hammer. Choose a point you can see within 120', you can
leap to that point dealing force damage to all creatures an
area. You may charge this ability up to three turns, while
charging you are immune to spell effects as in the "Sphere of
Invulnerability" spell. The size and strength of the explosion
increases at the start of each turn as according to this table.
Creatures within the 5' epicenter take 10d10 force damage. Other
creatures must take a DC 17 Dexterity Saving throw. On a fail
save they take the damage as written on the table, on a success
they take half. If you lose concentration, the effect goes off
at the level you had it charged to.
1 Turn: 20' radius, 4d10
2 Turn: 20' radius - 6d10, 30' radius - 4d10
3rd turn: 20' radius - 8d10, 30' radius - 6d10, 40' radius -
4d10
#Post#: 2202--------------------------------------------------
Longinus
By: Rognvaldr Date: November 3, 2016, 10:59 pm
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Longinus
+3 Lance, Legendary
This lance does not confer disadvantage on attacks made against
targets within 5' of you. When you are attuned to this weapon,
you are permanently blinded, but gain truesight. This lance
counts as a holy symbol for spell casting.
Curse: If you lose the lance, you die outright.
#Post#: 2203--------------------------------------------------
Duskblade
By: Rognvaldr Date: November 3, 2016, 10:59 pm
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Duskblade
Longsword, Lengendary (requires attunement)
This magic weapon has a blade formed from steel from the
ethereal realm. This magic weapons deals an extra 1d8 necrotic.
It emanates an aura of magical darkness, appearing purple-black
with a gleaming silver outline of the blade. This weapon deals
no damage to undead.
If you critically strike a living creature with this weapon, it
must take a DC 15 constitution saving throw, if the creature has
100hp or less, its soul is stripped from its body, and it dies
outright. The creature becomes a Zombie, and a Specter spawns
from the creature's corpse 1d4 hours later, and the creature
cannot be resurrected by any means while the Specter remains,
except by the True Resurrection spell. If it has more than
100hp, it takes 4d8 necrotic damage and it's HP total is reduce
by the same amount.
#Post#: 2204--------------------------------------------------
Armor of Pest Warding
By: Rognvaldr Date: November 3, 2016, 11:00 pm
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Armor of Pest Warding
Hide Armor, Rare
Swarms cannot occupy the same space as the wearer. You gain
resistance to attacks by swarms.
#Post#: 2205--------------------------------------------------
Dartgun of Annihilation
By: Rognvaldr Date: November 3, 2016, 11:03 pm
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Dartgun of Annihilation
Blowgun, Legendary
You gain a +3 bonus to attack and damage rolls made with this
magic weapon. In addition, the weapon ignores resistance to
piercing damage.
When you attack with this weapon and roll a 20 against a
creature under 100 hp, it must make a DC17 saving throw or die.
#Post#: 2206--------------------------------------------------
Avarice Weapon
By: Rognvaldr Date: November 4, 2016, 12:13 am
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Weapon of Avarice
Any Weapon, Rare (Requires Attunement)
This weapon houses a spirit of great avarice. The spirit gains
strength based on the amount of coin the wielder's person. Once
per day, when you hit with a weapon attack, you may use spend
coins to deal extra damage. These coins are etherealised and are
lost from your inventory. You may spend coins to deal up to 12
damage:
Copper: Deal an extra 1 necrotic damage per 100 coins
Silver: 1 necrotic damage per 10 coins
Gold: 1 necrotic damage per 1 coin
Platinum: 10 necrotic damage per coin
#Post#: 2207--------------------------------------------------
Piercing Arrow
By: Rognvaldr Date: November 4, 2016, 12:16 am
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Piercing Arrow
Ammunition (Arrow)
+1,2,3
This ammunition deals it's bonus to an creature behind a
creature you hit with it.
#Post#: 2208--------------------------------------------------
Ol'Lopper
By: Rognvaldr Date: November 4, 2016, 12:40 am
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Ol' Lopper
Greataxe
When you hit with a melee weapon attack against a creature under
30hp with this weapon, you deal an extra 2d12 necrotic damage.
#Post#: 2209--------------------------------------------------
Adapting Armor
By: Rognvaldr Date: November 4, 2016, 12:45 am
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Adapting Armor
When you one type of damage twice in one turn, you can use your
reaction to gain resistance to that damage type until the end of
your next turn.
#Post#: 2210--------------------------------------------------
Slaad Ovipositer
By: Rognvaldr Date: November 4, 2016, 12:52 am
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Slaad Ovipositer
Staff
Once per day, as an action, you may make a special melee weapon
attack with this weapon, this attack deals 1d8 piercing damage.
If you hit a humanoid with this attack, your target must take a
DC 14 constitution saving throw or become infected with a
disease - a minuscule slaad egg.
A humanoid host can carry only one slaad egg to term at a time.
Over three months, the egg moves to the chest cavity, gestates,
and forms a slaad tadpole. In the 24-hour period before giving
birth, the host starts to feel unwell, its speed is halved, and
it has disadvantage on attack rolls, ability checks, and saving
throws. At birth, the tadpole chews its way through the vital
organs and out the host's chest in 1 round, killing the host in
the process.
If the disease is cured before the tadpole's emergence, the
unborn slaad is disintegrated.
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