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  1. - Top - End - #1
    Colossus in the Playground
     
    JNAProductions's Avatar

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    Default 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!

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  2. - Top - End - #2
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    Ninja_Prawn's Avatar

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    Default Re: Tactical Magical Items

    Quote Originally Posted by JNAProductions View Post
    Commander's Baton-Must be attuned to by a fighting man...
    What about a roguish woman or a... clerical... plant creature? Can they not be commanding?
    Last edited by Ninja_Prawn; 2015-11-06 at 12:54 PM.
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  3. - Top - End - #3
    Colossus in the Playground
     
    JNAProductions's Avatar

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    Default 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!

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  4. - Top - End - #4
    Ogre in the Playground
     
    BlueKnightGuy

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    Default Re: Tactical Magical Items

    Quote Originally Posted by JNAProductions View Post
    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.
    Nice. I gotta show the first one to a friend of mine. Loves Portal.
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