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JNAProductions
2017-10-02, 06:40 PM
Manasteel

Armor

Manasteel armor comes in four discrete pieces, for any armor that can be made of metal. These pieces are the chestplate, leggings, boots, and helm. If only one piece is found, it can either be worn with or worked into existing armor in a relatively simple process. All Manasteel armor requires attunement, however, once one piece is attuned, each new piece only takes up that single attunement slot, until you complete the set, whereupon it now requires two slots. In other words:

1 Piece-1 Attunement Slot
2 Pieces-1 Attunement Slot
3 Pieces-1 Attunement Slot
4 Pieces-2 Attunement Slots

The armor does the following:

Helm
A Manasteel helm allows for seeing in brightest day and blackest night. You have advantage on saves against the blinded condition, gain Darkvision 60' (or increase your existing Darkvision by 60') and, within 60', can even see in magical darkness.

Chestplate
A Manasteel chestplate enhances the vitality of the wearer, granting them 5 THP at the start of each of their turns so long as they have at least 1 HP.

Leggings
Manasteel leggings make the resist movement, almost rooting them into the earth. Whenever an effect forces you to move, reduce the distance moved by 2d6 feet, and you have advantage on any roll made to avoid falling prone.

Boots
Manasteel boots give the wearer increased jumping distance. The wearer of them is under a constant effect of a Jump spell.

The Complete Set
Manasteel armor is at its most powerful when the complete suit is worn. While all pieces are worn, you or anyone else may infuse it with magical power to increase its defensive powers. As an action, expend a spell slot into the armor. Its AC increases by half the level of the slot used (rounding up) for one hour. Alternatively, you may use the magic to increase any of the individual effects.
Each slot level spent on the Helm increases the Darkvision range by 10'.
Each slot level spent on the Chestplate increases the THP by 1.
Each slot level spent on the Leggings adds a +1 bonus to the 2d6 roll.
Each slot level spent on the Boots increases your Jump multiplier by 1.
Only one slot may be empower the suit at any given moment, but its levels may be divided up. For instance, a 9th level slot could add 2 to AC (3 levels), add 3 to the Leggings 2d6 roll (3 levels), increase Darkvision by 10' (1 level), and increase THP gained by 2 to 7 (2 levels).
All effects last one hour. Once determined, they are set until the slot expires. Mystic Arcanum MAY BE USED for this.

Weapons And Tools

All weapons and tools require attunement. In addition, you may spend a spell slot as an action into the weapon or tool to give it a +1 bonus to attack, damage, and other appropriate rolls (such as forging rolls, for a hammer) per three levels spent, rounding up, for one hour.

Blades
Manasteel blades can cut through enchantments and magical protections with ease. Whenever you strike someone who has active magical protections on them with a Manasteel blade, roll an extra d20 against the spell save DC. Add your proficiency bonus and Charisma modifier to this roll. If you equal or beat the spell save DC, you unbind the spell, leaving it to dissipate harmlessly into the air. On a critical hit, you gain advantage on this roll.

Axes
Manasteel axes, as well as being great for chopping down trees, are able to unbind spells more explosively than blades are, but less consistently. When taking the attack action with a Manasteel axe, you may replace any number of attacks against a usual target with an attack against a spell. Spells have HP equal to their level squared (1 has 1, 3 has 9, 9 has 81) and suffer no ill effects until all HP are depleted. Once a spell is "killed", it explodes, harming everyone nearby with the exception of the axe wielder. It explodes with a radius equal to 5' times the spell level, dealing 1d10 force damage per spell level to everyone affected. A successful Dexterity save (equal to the caster's spell DC) halves the damage.

Hammers
Manasteel hammers are a more constructive tool than their sharp counterparts. They are able to absorb and diffuse offensive magical energies directed at their wielders, and discharge them with later blows. Whenever you are subject to a spell or magical effect that does damage, you make the saving throw against it with advantage (or, if it's an attack roll, the attack roll is made with disadvantage). In addition, you take no damage and suffer no ill effects on a successful save, regardless of whether or not you normally would. Finally, when a save is made or an attack roll is missed, you are able to store the magical energy. As a bonus action, you may release it, making your hammer deal extra damage equal to the spell level on every attack made until the start of your next turn.

For all three types, some magical effects may not have save DCs or spell levels. In which case, find the closest comparable spell, and adjudicate based on that. Work with your DM to determine what's appropriate.

khadgar567
2017-10-03, 10:41 AM
when you drop orb dust and ingot of mana steel in the ground roll for initiatice no one move beyond 80 feat in any direction