PhoenixPhyre
2018-12-10, 11:42 AM
These items are all marked "Tarnished" or "weakened". As the players gain strength, they'll find out how to first untarnish, then augment the items, increasing their powers.
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Tarnished Howling Blade
Greatsword, *, requires attunement.
This magical greatsword was created by storm giants and runic writing covers its too-long and too-wide blade. Time has diminished it; some of the runes do not glow properly and thus the effects it can produce are diminished.
Despite its size, an attuned wielder can wield it as if it were a normal greatsword. In addition, when the attuned wielder hits with an attack using this sword, the attack deals an additional 1d6 lightning damage.
The blade also has 3 charges. As an action, the attuned wielder can expend a charge to blast all creatures in a 5’-wide, 40’-long line with a blade-shaped burst of focused air. Targets in the line must make a Constitution saving throw (against a DC of 8 + the wielder’s Strength modifier + the wielder’s proficiency bonus). On a failed save, targets take 2d6 thunder damage and are staggered until the end of their next turn. On a successful save, targets take half damage and are not staggered. Staggered creatures can either move or take an action, but not both. If they use their action to attack, they can only make one attack. The sword regains all expended charges at the end of a long rest.
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Tarnished Light’s Justice
Longsword, *, requires attunement by a paladin
This elegant magical longsword was once a Holy Avenger, the ultimate symbol of authority and law for an order of paladins. It still radiates a strong aura of light which repels fiends and those bent on evil.
When the attuned wielder hits with a melee attack using this weapon, the attack deals an extra 1d4 radiant damage, increasing to 1d8 against fiends and undead. It also radiates bright light (counting as sunlight) for 20 feet when unsheathed.
Additionally, the sword has 3 charges. As an action, the wielder can expend a charge to create a stationary, 10’-diameter bubble of light that lasts for one minute or until the wielder loses concentration. Friendly creatures within this bubble have advantage on all saving throws and gain 5 temporary hit points at the beginning of each of their turns. Undead and fiends that enter the bubble or start their turns there must make a Wisdom saving throw against the wielders’s spell DC or take 2d8 radiant damage and are blinded. On a successful save they take half damage and are not blinded. All charges are recovered at the end of a long rest.
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Book Bound in Pale Leather (Weakened)
Wondrous Item, *, requires attunement by a wizard
This damaged book is bound in pale, thin leather that appears to be of a humanoid creature. It has been scorched as if by fire, and many of the pages are unreadable. Those that remain are full of arcane knowledge, however. Only the attuned wielder can open the book and use its contents.
The wielder automatically understands the spells and information written in the book and can write spells he already knows into it without spending gold or time--they simply appear, written in an elegant hand. In addition, there are 3 first level and 2 second level spells already written in the book.
The book whispers hidden secrets to the wielder, secrets the wielder can use to turn the tide of battle or reveal lost knowledge. It has 3 charges. When the wielder makes an ability check or saving throw involving Wisdom or Charisma, they can expend a charge to instead use Intelligence for that check or saving throw. Alternatively, they can expend a charge to automatically succeed on an Intelligence check. All charges are recovered at the end of a long rest.
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Tarnished Howling Blade
Greatsword, *, requires attunement.
This magical greatsword was created by storm giants and runic writing covers its too-long and too-wide blade. Time has diminished it; some of the runes do not glow properly and thus the effects it can produce are diminished.
Despite its size, an attuned wielder can wield it as if it were a normal greatsword. In addition, when the attuned wielder hits with an attack using this sword, the attack deals an additional 1d6 lightning damage.
The blade also has 3 charges. As an action, the attuned wielder can expend a charge to blast all creatures in a 5’-wide, 40’-long line with a blade-shaped burst of focused air. Targets in the line must make a Constitution saving throw (against a DC of 8 + the wielder’s Strength modifier + the wielder’s proficiency bonus). On a failed save, targets take 2d6 thunder damage and are staggered until the end of their next turn. On a successful save, targets take half damage and are not staggered. Staggered creatures can either move or take an action, but not both. If they use their action to attack, they can only make one attack. The sword regains all expended charges at the end of a long rest.
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Tarnished Light’s Justice
Longsword, *, requires attunement by a paladin
This elegant magical longsword was once a Holy Avenger, the ultimate symbol of authority and law for an order of paladins. It still radiates a strong aura of light which repels fiends and those bent on evil.
When the attuned wielder hits with a melee attack using this weapon, the attack deals an extra 1d4 radiant damage, increasing to 1d8 against fiends and undead. It also radiates bright light (counting as sunlight) for 20 feet when unsheathed.
Additionally, the sword has 3 charges. As an action, the wielder can expend a charge to create a stationary, 10’-diameter bubble of light that lasts for one minute or until the wielder loses concentration. Friendly creatures within this bubble have advantage on all saving throws and gain 5 temporary hit points at the beginning of each of their turns. Undead and fiends that enter the bubble or start their turns there must make a Wisdom saving throw against the wielders’s spell DC or take 2d8 radiant damage and are blinded. On a successful save they take half damage and are not blinded. All charges are recovered at the end of a long rest.
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Book Bound in Pale Leather (Weakened)
Wondrous Item, *, requires attunement by a wizard
This damaged book is bound in pale, thin leather that appears to be of a humanoid creature. It has been scorched as if by fire, and many of the pages are unreadable. Those that remain are full of arcane knowledge, however. Only the attuned wielder can open the book and use its contents.
The wielder automatically understands the spells and information written in the book and can write spells he already knows into it without spending gold or time--they simply appear, written in an elegant hand. In addition, there are 3 first level and 2 second level spells already written in the book.
The book whispers hidden secrets to the wielder, secrets the wielder can use to turn the tide of battle or reveal lost knowledge. It has 3 charges. When the wielder makes an ability check or saving throw involving Wisdom or Charisma, they can expend a charge to instead use Intelligence for that check or saving throw. Alternatively, they can expend a charge to automatically succeed on an Intelligence check. All charges are recovered at the end of a long rest.