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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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