Gastronomie
2016-01-21, 09:41 AM
Random-ish ideas.
Axe of the Spellslayer
Greataxe, very rare, requires attunement
-This axe has 12 charges. The axe regains 2d4+1 charges daily at dawn.
-While holding the axe, when you would take damage from a spell of Level 5 or lower, you can use your reaction and expand a number of charges equal to the level of the spell to negate the damage - the axe absorbs the magical energy, and the blade glows in a faint color reflecting the nature of the spell (you cannot use this ability while the axe already has magical energy absorbed within itself. Also, the magical energy is discharged on its own after 1 hour). While this axe is charged with magical energy, its attacks gains advantage, and on hit, inflicts additional 2d6 damage, its type being same as that of the negated damage. When the attack hits, the magical energy is discharged.
-While holding the axe, when you would make a saving throw against a magical effect, you can use your reaction and expend 3 charges to gain advantage on that saving throw.
-While holding the axe, when a spellcaster of evil alignment comes within a 100-feet radius of you, the axe warns you by vibrating and emitting a noise like metal scratching against metal that can be heard by only the attuned wielder. If the attuned wielder is asleep, this noise wakes him or her up.
Sword of the Lightning Lord
Greatsword, very rare, requires attunement
-While holding the sword, sparks of lightning sporadically flash across your body, blinding your enemies, as well as making you difficult to approach. You gain a +1 bonus to your AC.
-While holding the sword, you gain resistance to Lightning and Thunder damage. If you already have resistance to these types of damage from a different source, you gain immunity to those types of damage.
-The sword inflicts 1d6 additional lightning damage.
-When you score a critical with this sword’s attacks, after being inflicted the damage, the target must succeed on a DC 17 Constitution saving throw or become paralyzed. If the target’s CR is lower than half of your level (rounded down), the target has disadvantage on this saving throw. The target repeats the saving throw on the end of each of its turns, ending the effect on a success.
Comments and constructive criticism greatly appreciated.
Axe of the Spellslayer
Greataxe, very rare, requires attunement
-This axe has 12 charges. The axe regains 2d4+1 charges daily at dawn.
-While holding the axe, when you would take damage from a spell of Level 5 or lower, you can use your reaction and expand a number of charges equal to the level of the spell to negate the damage - the axe absorbs the magical energy, and the blade glows in a faint color reflecting the nature of the spell (you cannot use this ability while the axe already has magical energy absorbed within itself. Also, the magical energy is discharged on its own after 1 hour). While this axe is charged with magical energy, its attacks gains advantage, and on hit, inflicts additional 2d6 damage, its type being same as that of the negated damage. When the attack hits, the magical energy is discharged.
-While holding the axe, when you would make a saving throw against a magical effect, you can use your reaction and expend 3 charges to gain advantage on that saving throw.
-While holding the axe, when a spellcaster of evil alignment comes within a 100-feet radius of you, the axe warns you by vibrating and emitting a noise like metal scratching against metal that can be heard by only the attuned wielder. If the attuned wielder is asleep, this noise wakes him or her up.
Sword of the Lightning Lord
Greatsword, very rare, requires attunement
-While holding the sword, sparks of lightning sporadically flash across your body, blinding your enemies, as well as making you difficult to approach. You gain a +1 bonus to your AC.
-While holding the sword, you gain resistance to Lightning and Thunder damage. If you already have resistance to these types of damage from a different source, you gain immunity to those types of damage.
-The sword inflicts 1d6 additional lightning damage.
-When you score a critical with this sword’s attacks, after being inflicted the damage, the target must succeed on a DC 17 Constitution saving throw or become paralyzed. If the target’s CR is lower than half of your level (rounded down), the target has disadvantage on this saving throw. The target repeats the saving throw on the end of each of its turns, ending the effect on a success.
Comments and constructive criticism greatly appreciated.