Hey everyone. This isn't even really an article, just having a place to post and keep my character sheet updated and backed up, for reasons.
Instrument(Violin) Rare(Requires Attunement by a caster)
If the wielder of the instrument is a Bard you Increase your spell save DC by 1
The instrument has 2 charges. You can use a reaction to add a d4 to your saving throws.
Belt of Dwarvenkind
Requires Attunement
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on saving throws against poison, and you have Resistance against poison damage.
• You have Darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.
Cloak of Displacement
Requires Attunement
While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.
Ring of Inspiration Exalted
3 Inspiration storage
When you use your Cutting Words feature on a monster you can choose for them to have disadvantage on their Next Attack Roll, Ability Check or their Saving Throw
As a bonus action, you can expend one Bardic Inspiration die to play a crescendo of efficient freneticism. Doing so allows you to give each creature you can see within a 60-ft radius (up to your CHA modifier) a damage buff of +2 to damage rolls that require an attack roll. You can spend inspiration each turn as a bonus action up to a maximum of 3 times (including the initial die roll) to increase the buff by 2 for each die spent. You can continue this crescendo as a bonus action until you take damage. Once you do your continual buff drops.
A dark slender ring with powers familiar to anyone that is a patron of the Raven Queen. While you are attuned to this ring, you gain +2 to damage rolls made with ranged attacks.
1 Charge
You can, as a bonus action, expend one charge to give yourself advantage on attack rolls and resistance to all damage until the end of your next turn.
Gain 2 Extra Charges
For defeating the Vampire Duchess Orion the Raven Queen has bestowed upon you 2 out of the 3 spells listed below. As part of the action to cast these spells, you expend a charge from Raven's Edge. Once you have cast a spell in this manner, it can not be used to cast that spell again until the next dawn.
1. Cone of Cold
2. Bigsby's Hand
Magic Token
Stop a boat for 24 hours
War Caster
• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Goggles of Night+
While wearing these dark lenses, you have Darkvision out to a range of 90 feet. If you already have Darkvision. wearing the goggles increases its range by 90 feet. In addition, you can cast see invisibility once per long rest.
Boots of the Incorporeal
While you wear these boots, they allow the wearer to move normally while floating 4 inches above the ground. This effect means the wearer can cross or stand above nonsolid or unstable surfaces, such as water or lava. The wearer leaves no tracks and ignores difficult terrain. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Bag of Holding.
Saddle of the Cavalier
Wondrous item, uncommon
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
Adamantine +1 Studded Leather
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
[Dimensional House]
This fine detailed house miniature is made up of
materials from different planes of existence. Using a bonus action, you
can speak the command word to magically summon a door which leads into a
dimensional space. The space is about 25 feet wide, 25 feet long and 30
feet high, and is furnished with a table, a chair and a bed. You can
replace any furniture within the space. However, if you use the command
to remove the door, any creatures and magical items inside are spat out.
Additionally, this door can be seen from the outside
for an hour from the last time it was opened. Afterwards, it disappears
until it is opened from the inside.
The door has 50 HP and 20 AC. It is resistant to all damage. When the
door breaks, any creature or item within the space inside gets
transported into a random place as per a bag of holding exploding.Daern's Instant Fortress
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the Knock spell and similar magic, such as that of a Chime of Opening.
Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a Wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of Wish causes the roof, the door, or one wall to regain 50 hit points.
Iron Bands of Binding
This rusty iron Sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the Command Word and throw the Sphere at a Huge or smaller creature you can see within 60 feet of you. As the Sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged Attack roll with an Attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is Restrained until you take a Bonus Action to speak the Command Word again to release it. Doing so, or missing with the Attack, causes the bands to contract and become a Sphere once more.
A creature, including the one Restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the Restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
510 gp of diamond dust
510 gp of ruby dust
AND INTRODUCING, THE NEWEST HOTTEST FREE AGENT SPIRIT ON THE PRIME MATERIAL:
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