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Showing posts from January, 2019

Mithril Chain Shirt (+1)

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity ( Stealth ) checks or has a Strength requirement, the mithral version of the armor doesn't. +1 to AC (i.e.  14 + Dex modifier (max 2))

Elven Chainmail?

Ballon Pack x 2

This backpack contains the spirit of an  air elemental  and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the effect of the  levitate  spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the  feather fall  spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. After the spirit departs, the backpack’s property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack.

Mace of Disruption

(requires attunement) When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Gauntlets of Ogre Power

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. (requires attunement)

Frost Brand

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-­‐‑foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. (requires attunement)

Foecrusher Arrows

Foecrusher Arrow (Single use) An arrow with a very large head that is disproportionate to the rest of the arrow’s body, that somehow weighs the same as a normal arrowhead. Upon being fired, the arrow begins to rapidly grow in size over the course of its flight. For every 10 feet the arrow moves, the arrow’s damage increases by 1d6 piercing damage. If the arrow travels at least 100 feet, every creature within a 5 foot radius of the arrows point of impact must make a DC 18 Dexterity saving throw. A creature takes the arrows full damage as bludgeoning damage on a failed save, and half as much damage on a successful save. The damage is done instead of the arrows single target damage, not in addition to it. The radius of the arrows point of impact increases by 5 feet for every additional 100 feet the arrow travels after the initial 100 feet. Sorin x2, Arnogall x3

Strange Card Deck

A strange deck of cards that have both a terrible and wondrous magical aura.

Beserker Axe

(Requires attunement) Once attuned you gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.  Curse . This axe is cursed.  As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.   Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one ...