BerzerkerUnit
2022-11-23, 03:48 PM
Aloha all!
Pls enjoy these, PEACH if you like!
If you’re American, have a great holiday:)
Ascendant Aegis
Rare, requires Attunement
This magical shield appears as a bracer with the face of a slumbering warrior. As a bonus action the bracer can emit a triangular field of translucent force that functions as a shield until you use another bonus action to dismiss it.
You can cast Tenser’s Floating Disc as an action, at will. The discs conjured with this item can be made to remain in place for up to one minute.
The shield has 1 charge. When you would normally make a saving throw within an area of effect such as a fireball, cone of cold, or dragon’s breath, you can use your reaction to spend the charge and cast as a hemisphere centered on yourself. You can place the hemisphere in a way that includes nearby allies or excludes enemies. The Wall remains until your concentration is broken or the end of your next turn, whichever comes first.
The Aegis regains all charges at the next dawn.
The Hungry Hat
Rare, Requires Attunement
This wide brimmed magical wizard’s hat looks to be made of palid flesh full of blue veins and cinched with a blood red, black iron buckled belt. The interior looks like the maw of a desicated remora eel. The first time the hat is donned after the wearer completes a long rest, its teeth clamp down on their head painfully and the wearer loses a hit die. If the wearer has no hit dice, the hat unattunes itself and cannot be used.
While attuned, the hat can be used as a focus for arcane spells. As an action the wearer can expend a hit die and a spell slot of 2nd to 9th level and feed the energies to the hat. The hat will then cast any wizard spell the wearer desires, up to one level lower than the level of the slot expended.
Alternatively, the hat can be held in the caster’s hand. Each time the caster casts a spell of 1st level or higher the hat can distend wildly to make a bite attack at a creature within 10 feet. This attack uses the wearer’s spell attack bonus to hit and deals 1d10 piercing and 1d10 necrotic damage on a hit.
Mighty Hornet
Rare, Requires Attunement
This magical dagger looks like a hornet you hold by the thorax while stabbing with the stinger. The dagger has 2 charges. When you miss with an attack you can expend a charge to release the dagger and command it to animate for 1 minute. You can immediately reroll the attack and for the remaining minute the dagger will act independently as a tiny Giant Wasp whose attacks are magical. The Wasp takes its turn immediately after yours. You can direct the Wasp’s actions mentally, no action required by you. At the end of a minute or when reduced to 0 hit points the dagger flies back to its sheath or your hand.
The Moonshot Bow
Rare, requires Attunement
This magical longbow appears to be a perfect crescent of ivory horn strung with a thread that looks like a narrow window into a star-filled night sky. When drawn with no arrow knocked, a ray of moonlight takes the place of the arrow. The damage of these rays is 1d8 radiant. They have a short range of 1 mile and no long range.
The bow has 1 charge. When you roll a 1 on an attack with this bow you can spend the charge to make it a 20 instead. The bow regains all charges at the next dusk.
Thunderbell
Rare, requires Attunement
This magical wand looks like a tightly woven double helix of copper wire with a tiny iron bell on the end. The bell’s hammer is absent until a spell is cast. When you use this wand as a focus to cast a spell that deals Thunder damage, the spell deals an additional 1d8 Thunder damage. The wand has 7 charges that can be spent in the following ways.
1 charge. You can convert the damage dealt by any spell you cast to Thunder damage.
1 charge. You can cast Thunderwave. Each additional charge spent increases the damage as if you’d cast it with a higher level spell slot.
2 charges. You can cast Shatter. Each additional charge spent increases the damage as if you’d cast it with a higher level spell slot.
2 charges. You can cast Silence.
2 charges. You deal the maximum amount of damage when you cast a spell that deals Thunder damage.
If you expend the last charge, roll 1d20. On a roll of one the wand makes a loud ringing that can be heard up to 500 feet away and cracks in half, losing all of its magical properties.
Thunderbell regains 1d6+1 charges at the next dawn.
Rocket Hammer
Rare
This magic hammer has the heavy and two-handed properties. It deals 1d12 bludgeoning damage on a hit. The Hammer has 6 charges. When you make an attack with the Rocket Hammer you can expend a charge to give you advantage on the attack. On a hit the hammer deals an additional 2d12 damage. This powerful attack throws off your balance granting enemies advantage to attack you until the beginning of your next turn.
You can use a bonus action to spend a charge allowing the hammer to drag you up to 30 ft in a direction of your choosing without provoking attacks of opportunity. If you don’t end this movement on a surface that can support you, you fall.
The Rocket Hammer regains all charges at the next dawn.
Pls enjoy these, PEACH if you like!
If you’re American, have a great holiday:)
Ascendant Aegis
Rare, requires Attunement
This magical shield appears as a bracer with the face of a slumbering warrior. As a bonus action the bracer can emit a triangular field of translucent force that functions as a shield until you use another bonus action to dismiss it.
You can cast Tenser’s Floating Disc as an action, at will. The discs conjured with this item can be made to remain in place for up to one minute.
The shield has 1 charge. When you would normally make a saving throw within an area of effect such as a fireball, cone of cold, or dragon’s breath, you can use your reaction to spend the charge and cast as a hemisphere centered on yourself. You can place the hemisphere in a way that includes nearby allies or excludes enemies. The Wall remains until your concentration is broken or the end of your next turn, whichever comes first.
The Aegis regains all charges at the next dawn.
The Hungry Hat
Rare, Requires Attunement
This wide brimmed magical wizard’s hat looks to be made of palid flesh full of blue veins and cinched with a blood red, black iron buckled belt. The interior looks like the maw of a desicated remora eel. The first time the hat is donned after the wearer completes a long rest, its teeth clamp down on their head painfully and the wearer loses a hit die. If the wearer has no hit dice, the hat unattunes itself and cannot be used.
While attuned, the hat can be used as a focus for arcane spells. As an action the wearer can expend a hit die and a spell slot of 2nd to 9th level and feed the energies to the hat. The hat will then cast any wizard spell the wearer desires, up to one level lower than the level of the slot expended.
Alternatively, the hat can be held in the caster’s hand. Each time the caster casts a spell of 1st level or higher the hat can distend wildly to make a bite attack at a creature within 10 feet. This attack uses the wearer’s spell attack bonus to hit and deals 1d10 piercing and 1d10 necrotic damage on a hit.
Mighty Hornet
Rare, Requires Attunement
This magical dagger looks like a hornet you hold by the thorax while stabbing with the stinger. The dagger has 2 charges. When you miss with an attack you can expend a charge to release the dagger and command it to animate for 1 minute. You can immediately reroll the attack and for the remaining minute the dagger will act independently as a tiny Giant Wasp whose attacks are magical. The Wasp takes its turn immediately after yours. You can direct the Wasp’s actions mentally, no action required by you. At the end of a minute or when reduced to 0 hit points the dagger flies back to its sheath or your hand.
The Moonshot Bow
Rare, requires Attunement
This magical longbow appears to be a perfect crescent of ivory horn strung with a thread that looks like a narrow window into a star-filled night sky. When drawn with no arrow knocked, a ray of moonlight takes the place of the arrow. The damage of these rays is 1d8 radiant. They have a short range of 1 mile and no long range.
The bow has 1 charge. When you roll a 1 on an attack with this bow you can spend the charge to make it a 20 instead. The bow regains all charges at the next dusk.
Thunderbell
Rare, requires Attunement
This magical wand looks like a tightly woven double helix of copper wire with a tiny iron bell on the end. The bell’s hammer is absent until a spell is cast. When you use this wand as a focus to cast a spell that deals Thunder damage, the spell deals an additional 1d8 Thunder damage. The wand has 7 charges that can be spent in the following ways.
1 charge. You can convert the damage dealt by any spell you cast to Thunder damage.
1 charge. You can cast Thunderwave. Each additional charge spent increases the damage as if you’d cast it with a higher level spell slot.
2 charges. You can cast Shatter. Each additional charge spent increases the damage as if you’d cast it with a higher level spell slot.
2 charges. You can cast Silence.
2 charges. You deal the maximum amount of damage when you cast a spell that deals Thunder damage.
If you expend the last charge, roll 1d20. On a roll of one the wand makes a loud ringing that can be heard up to 500 feet away and cracks in half, losing all of its magical properties.
Thunderbell regains 1d6+1 charges at the next dawn.
Rocket Hammer
Rare
This magic hammer has the heavy and two-handed properties. It deals 1d12 bludgeoning damage on a hit. The Hammer has 6 charges. When you make an attack with the Rocket Hammer you can expend a charge to give you advantage on the attack. On a hit the hammer deals an additional 2d12 damage. This powerful attack throws off your balance granting enemies advantage to attack you until the beginning of your next turn.
You can use a bonus action to spend a charge allowing the hammer to drag you up to 30 ft in a direction of your choosing without provoking attacks of opportunity. If you don’t end this movement on a surface that can support you, you fall.
The Rocket Hammer regains all charges at the next dawn.