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Thread: Tactical Magical Items
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2015-11-06, 12:44 PM (ISO 8601)
- Join Date
- Jul 2014
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- Avatar By Astral Seal!
Tactical Magical Items
Aperture Staff-Must be attuned to by a spellcaster of Intelligence 16 or greater. The Aperture Staff, when used to make a ranged spell attack, allows the user to expend 1 charge and a bonus action to teleport anywhere within the area of effect of the spell. For 2 charges, the user appears after the spell takes place. The staff contains 10 charges maximum, and recharges 1d6 each midnight. When the last charge is spent, roll a d20. On a 1, the staff crumples away, revealing a thin, white staff made of an unknown material. It says "Good-bye", and then explodes in a 5' radius for 5d8 fire and bludgeoning damage (DC 14 Dexterity save for half).
Commander's Baton-Must be attuned to by a warrior of Intelligence 14 or greater. It is treated as a whip with a 5' reach, and is a long, slim baton of ivory and ebony. The Commander's Baton allows the user to trade one attack to allow another person to attack as a reaction.Last edited by JNAProductions; 2015-11-06 at 12:58 PM.
I have a LOT of Homebrew!
Spoiler: Former AvatarsSpoiler: Avatar (Not In Use) By Linkele
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2015-11-06, 12:53 PM (ISO 8601)
- Join Date
- May 2015
- Location
- UK
Re: Tactical Magical Items
Last edited by Ninja_Prawn; 2015-11-06 at 12:54 PM.
Lydia Seaspray by Oneris!
A Faerie Affair
Homebrew: Sig
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2015-11-06, 12:58 PM (ISO 8601)
- Join Date
- Jul 2014
- Location
- Avatar By Astral Seal!
Re: Tactical Magical Items
They are required to fight. The Commander's Baton is not for cowards who lead from the rear!
But agreed on the man bit. I've edited that to be a warrior instead of fighting man.I have a LOT of Homebrew!
Spoiler: Former AvatarsSpoiler: Avatar (Not In Use) By Linkele
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2015-11-06, 01:09 PM (ISO 8601)
- Join Date
- Apr 2014
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