notthegiant
2024-03-27, 07:00 PM
Beam Sword
Weapon (Shortsword), Uncommon (requires attunement)
When you make an attack with this weapon, you can choose to attack with it normally or to fire a magical beam. Doing so converts the melee weapon attack into a ranged spell attack, with a normal range of 60 feet and a long range of 120 feet. This spell attack deals force damage instead of piercing. Anything that allows you to make a melee weapon attack can be converted into a beam.
Wand of Mage Annoyance
Wand, Uncommon (requires attunement by a spellcaster)
This wand appears to be a Wand of the War Mage and anything that detects a magic item's properties will reveal it as such, but does not grant its benefits.
Curse. This wand is cursed, which is revealed only when it is attuned to. While attuned to the wand, you can't remove it from your person, as it teleports into your bag or pocket whenever you discard it. When you cast the spell Mage Armor, the wand will cast Counterspell against the casting of Mage Armor. Its spellcasting modifier is +0. If the Counterspell fails, such as by casting another Counterspell, the wand will explode out of spite, destroying itself and replicating the effects of a Fireball spell centered on itself.
Attractor Javelin
Weapon (Javelin), Rare (requires attunement)
This steel javelin attracts nearby metal objects and occasionally gives off a jolt of harmless but slightly painful static electricity to its wielder. The javelin comes with a leather glove with metal fingertips. This glove appears next to the javelin if separated for more than 1 minute. This weapon has 3 charges, and regains 1d3 expended charges each dawn. While you wear the glove and the javelin is on the same plane of existence as you, you gain the ability to use the following two features:
Magnetic Onrush. When you make a ranged attack on your turn with this weapon and it hits, you can immediately use a bonus action to expend one charge and propel yourself 30 feet directly towards the target. If this brings you within 5 feet of the target, the javelin returns to your hand.
Magnetic Recall. As a bonus action, you can expend one charge to call the javelin to you. A creature holding the javelin when it is recalled takes 1 bludgeoning damage and is disarmed of the javelin.
The javelin moves up to 60 feet in your direction, also stopping when it reaches your location or runs into a strong enough barrier. When it reaches your location, you catch it with your glove hand. If your glove hand is occupied, it flies into you dealing 1 piercing damage and lands on the ground.
If the javelin moves through a creature's space, you make a ranged attack roll with the javelin against the creature, and it continues moving. A creature that is targeted by this attack but not hit can make a DC 24 Dexterity (Acrobatics) check, catching it and stopping its movement on a success.
Weapon (Shortsword), Uncommon (requires attunement)
When you make an attack with this weapon, you can choose to attack with it normally or to fire a magical beam. Doing so converts the melee weapon attack into a ranged spell attack, with a normal range of 60 feet and a long range of 120 feet. This spell attack deals force damage instead of piercing. Anything that allows you to make a melee weapon attack can be converted into a beam.
Wand of Mage Annoyance
Wand, Uncommon (requires attunement by a spellcaster)
This wand appears to be a Wand of the War Mage and anything that detects a magic item's properties will reveal it as such, but does not grant its benefits.
Curse. This wand is cursed, which is revealed only when it is attuned to. While attuned to the wand, you can't remove it from your person, as it teleports into your bag or pocket whenever you discard it. When you cast the spell Mage Armor, the wand will cast Counterspell against the casting of Mage Armor. Its spellcasting modifier is +0. If the Counterspell fails, such as by casting another Counterspell, the wand will explode out of spite, destroying itself and replicating the effects of a Fireball spell centered on itself.
Attractor Javelin
Weapon (Javelin), Rare (requires attunement)
This steel javelin attracts nearby metal objects and occasionally gives off a jolt of harmless but slightly painful static electricity to its wielder. The javelin comes with a leather glove with metal fingertips. This glove appears next to the javelin if separated for more than 1 minute. This weapon has 3 charges, and regains 1d3 expended charges each dawn. While you wear the glove and the javelin is on the same plane of existence as you, you gain the ability to use the following two features:
Magnetic Onrush. When you make a ranged attack on your turn with this weapon and it hits, you can immediately use a bonus action to expend one charge and propel yourself 30 feet directly towards the target. If this brings you within 5 feet of the target, the javelin returns to your hand.
Magnetic Recall. As a bonus action, you can expend one charge to call the javelin to you. A creature holding the javelin when it is recalled takes 1 bludgeoning damage and is disarmed of the javelin.
The javelin moves up to 60 feet in your direction, also stopping when it reaches your location or runs into a strong enough barrier. When it reaches your location, you catch it with your glove hand. If your glove hand is occupied, it flies into you dealing 1 piercing damage and lands on the ground.
If the javelin moves through a creature's space, you make a ranged attack roll with the javelin against the creature, and it continues moving. A creature that is targeted by this attack but not hit can make a DC 24 Dexterity (Acrobatics) check, catching it and stopping its movement on a success.