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AvatarVecna
2018-03-07, 12:23 AM
Working on making more of these, but wanted to get this batch up for now. All Temporary HP granted by these items fade one minute after combat ends, assuming you still have any of them.

B.A.S.E. Jumper
Wondrous item, uncommon

This pack contains a well-constructed parachute designed to maximize your speed while falling while still preventing you from being damaged by the landing, and to repack itself upon impacting the ground. You can trigger the B.A.S.E. Jumper as a reaction, Bonus Action, or Action; when triggered, your fall slows to 150 ft/round, and you land on your feet every time.

Battalion's Backup
Wondrous item, Legendary, requires attunement

A battle isn't won by he who strikes first, but by he who strikes last. Defense is a vital part of any strategy, and should never be neglected, and the power of this trumpet will let you extend protection to your allies in times of need. When you attune this item, your maximum hit point total is increased by your level. You charge the trumpet's primary power by hurting your enemies; once you have dealt 6 times your HD in damage via weapon attacks, the trumpet is fully charged and cannot be charged further until the charge is used and finishes. You can expend the charge as an action, blowing your trumpet for all the world to hear. Until the end of your turn after your next turn, you and all allies within 30 ft of you have resistance to all damage.

Big Earner
Weapon (dagger), Rare, requires attunement

This blade enhances its wielder to embody the speed and finesse that knife-masters are known for. While wielding this +1 dagger, your land speed is increased by 10 ft. Additionally, up to once a round when you score a kill with this weapon, you may immediately move half your speed and make another attack.

Bonk! Atomic Punch
Potion, Legendary

When you ingest this potion, your perception of reality and your body speed up beyond anything a living creature should be capable of, affecting you as if you had cast Time Stop.

Buff Banner
Wondrous item, Legendary, requires attunement

The best defense is an overwhelming offense, and you empower your allies by putting yourself out there and proving it, inspiring them to follow your example. You charge the banner's power by hurting your enemies; once you have dealt 6 times your HD in damage via weapon attacks, the banner is fully charged and cannot be charged further until the charge is used and finishes. You can expend the charge as an action, blowing your bugle for all the world to hear. Until the end of your turn after your next turn, you and all allies within 30 ft of you have advantage on weapon attacks, deal +1d8 damage on weapon attacks (of the damage type their weapon normally deals), and score critical hits on an 18-20.

Concheror
Wondrous item, Legendary, requires attunement

ALL HAIL THE MAGIC CONCH. IT'S CLARION CALL SHALL SPUR US ONWARD. TO VICTORY. While you carry this conch and are below your maximum HP, if you start your turn without having taken any damage since the end of your previous turn, you gain a number of Temp HP equal to your HD. Additionally, when you carve through your enemies, the blood you draw charges the conch's true power; once you have dealt 6 times your HD in damage via weapon attacks, the conch is fully charged and cannot be charged further until the charge is used and finishes. You can expend the charge as an action, blowing the conch for all the world to hear. Until the end of your turn after your next turn, you and all allies within 30 ft of you increase their speed by 15 ft, and are healed for a quarter of the damage they deal while this effect is active.

Conniver's Kunai
Weapon (dagger), Very Rare, requires attunement

This infamous blade is the pride and joy of many an anime fanboy, and for good reason: it rewards success with a solid layer of defense to protect you from the inevitable backlash. When you reduce an enemy to 0 HP with this +2 dagger, you gain Temp HP equal to the damage you dealt them (to a maximum of how much damage it took to kill them at all). For example if a Rogue 11 wielding this dagger scores a critical sneak attack for 12d6+2d4 (or 47, on average) damage to an ogre with 45 HP left, the Rogue gains 45 Temp HP; if they scored that crit on a goblin with only 2 HP remaining, they only get 2 Temp HP.

Crit-a-Cola
Potion (cursed), Rare

When you ingest this cursed potion, your body becomes filled with energy that lets you land shots you couldn't make in a million years...and right where it hurts! For the next two turns, you have advantage on all weapon attack rolls you make, and any hit you land becomes a critical hit instead.

Curse: This curse does not affect you by merely possessing the cursed potion, it only affects you if you ingest the potion. And if you do that, you're a piece of ****, sweaty, tryharding, fun-hating, unlock-abusing, dog-kicking, baby-punching, Bambi's-mom-killing, double-parking, Game-Of-Thrones-spoiling, making-plans-and-backing-out-at-the-last-minute, lemon-stealing, talking-in-the-middle-of-Seinfeld, Mei-maining, ****posting little bastard, and everybody knows it. You have disadvantage on all Charisma checks and saves until you die, or until this curse is targeted by a Remove Curse effect of at least 5th level, a Break Enchantment effect, or a Wish effect.

Crusader's Crossbow
Weapon (any crossbow), Very Rare, requires attunement

Those who wield this crossbow have faith in their accuracy and their companions, but not in their weapon's ability to put down foes. When you target an ally with this +1 crossbow, instead of dealing damage, you grant them Temp HP equal to the damage you would've dealt plus your level plus your Wisdom (Medicine) bonus.

Disciplinary Action
Weapon (club), Very rare, requires attunement

This reinforced and oversized riding crop instills undeserved courage and valor in your allies, letting you lead the charge from behind! On top of serving as a +1 club, you have the option to spend a bonus action to whip an adjacent ally; your ally takes no damage, and both of you have your speed increased by 15 ft until the beginning of your next turn.

Escape Plan
Weapon (warpick), Very rare, requires attunement

This enchanted pickaxe is less for picking fights as much as choosing your battles. While you are at or near full health, this item acts merely as a +1 warpick. However, when you are injured sufficiently, you move faster. Divide the difference between your maximum HP and current HP (not counting Temp HP for either) by your HD, round down, and add 10 times that to your land speed. For example, if a 5th level Fighter with 30 ft land speed and 55/58 HP, if he takes 2-6 damage, his speed will increase by 10 ft, but if he takes 7-11 damage, his speed will increase by 20 ft instead.

Spymaster's Disguise Kit
Wondrous Item, Very Rare

Where most people get by with a more mundane approach to disguises, a true spy doesn't take half measures...and the results can be awe-inspiring. As a bonus action, you can use this kit to disguise yourself as a humanoid of any race, wearing whatever clothes you wish to be wearing - including as specific individuals. Additionally, you gain advantage on any Intelligence, Wisdom, or Charisma check made as part of making the identity you've taken and the disguise you've donned seem believable.

The Equalizer
Weapon (warpick), Very rare, requires attunement

This enchanted pickaxe allows you to punish those who would harm you. While you are at or near full health, this item acts merely as a +1 warpick. However, when you are injured sufficiently, you hit much harder. Divide the difference between your maximum HP and current HP (not counting Temp HP for either) by your HD, round down, and add that many d4 to your weapon attacks with this weapon. For example, if a 5th level Fighter with 55/58 HP, if he takes 2-6 damage, his weapon damage will increase by 1d4, but if he takes 7-11 damage, his damage will increase by 2d4 instead.

JNAProductions
2018-03-07, 12:27 AM
Escape Plan and Equalizer are way too finicky. Otherwise good.

AvatarVecna
2018-03-07, 12:35 AM
Escape Plan and Equalizer are way too finicky. Otherwise good.

Agreed. Was having trouble figuring out a way for them to work vaguely similarly to how they work in the game (the damage/speed gradually ramping up significantly at lower HP) without just making it flat numbers or percentages (both of which have problems I'd rather avoid). If you have an idea on how to change them so they can accomplish the same thing, I'm interested in hearing it.

Kane0
2018-03-07, 06:14 AM
As a player of TF2 from the times of the Orange Box, I approve of these items.

pmay1
2018-03-07, 06:25 AM
Good list except you forgot that the conch needs less damage to charge than the other banners. Checkmate Atheists