Difference between revisions of "Hexpanse items"
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;The Disarmaments | ;The Disarmaments | ||
:''Wondrous item, Very rare (requires attunement)'' | :''Wondrous item, Very rare (requires attunement)'' | ||
− | :A paired sais, made from | + | :A paired sais, made from light metal. |
:When using these daggers in both hands and attuned to them, the user can use their attack action to catch enemy melee weapon and send a magical charge through it, if both the main hand and off hand attacks hit. The charge renders enemy weapon useless with 70% probability for a non-magical weapon, and is reduced by 20% for each +1 the weapon has (but can not get lower than 5%). | :When using these daggers in both hands and attuned to them, the user can use their attack action to catch enemy melee weapon and send a magical charge through it, if both the main hand and off hand attacks hit. The charge renders enemy weapon useless with 70% probability for a non-magical weapon, and is reduced by 20% for each +1 the weapon has (but can not get lower than 5%). |
Revision as of 20:08, 19 January 2019
Standard equipment
Specialized equipment
- E. Task's Air Dome
- Wondrous item, Rare
- Plain gray metal necklace with a locking hook.
- While wearing this item, you can use a designated gesture to activate or deactivate it as a part of any action. While active, the semi-transparent dome of force is projected over your head and you can breathe normally in any environment that would've prevented you to do so. Additionally, while item is active, it grants you immunity to most of the types of cosmic energies and resistance to the rest.
- While the dome is up, the sound cannot penetrate in any direction: you are effectively deafened to outside world and outside world doesn't hear you speak or scream. You still can cast spells with verbal component while the dome is active.
- Additionally, when it's active, the dome allows you to communicate by emulating the effects of Message cantrip. Doing so does not cost an action, but you can only do it once per turn.
- E. Task's Spurs of Attraction
- Wondrous item, Rare
- Plain gray metal spurs with a clamp for attachment.
- While these spurs are attached to your footwear (or directly to your leg) you can use a designated gesture to activate or deactivate them as a part of move action. When active, the closest surface would be targeted and your sole (or foot) will stick to that surface. A DC 12 strength check will detach you from the surface, as well as deactivating the item. If you are over your carrying capacity, the device automatically fails.
- E. Task's Ring of Controlled Free Falling
- Wondrous item, Rare (requires attunement)
- Plain gray metal ring with arcane script engraving.
- While wearing this item, if you are attuned to it, you can alter your free fall direction and speed within certain limits. Near the surface of a celestial body this functions as a Ring of Feather Falling (Feather Fall). Far enough from the surface, in a free fall, it allows you to move up to 60 ft in any direction using your bonus action (note that you can not use your Move action in free fall to change the position of your center of mass unless you are in contact with some object you can push from).
Artifacts
- Pendant of the Airman
- Wondrous item, Rare (requires attunement)
- A stylized image of a blowing wind engraved on a yellow metal coin.
- While wearing this item, if you are attuned to it, you receive and advantage on Strength saving throws made to resist sudden gusts of wind (including the effects of the Gust of Wind spell).
- The Ghostly Step
- Wondrous item, Very Rare (requires attunement)
- The item appears as single well-crafted boot (suitable for the right foot of a medium-sized humanoid). After the wearer attunes to it, they become aware of the left boot, that exists on Ethereal plane. Left boot is equipped automatically as soon as an attuned user puts on the right one. Left leg of the user then partially exists in the Ethereal plane.
- While wearing The Ghostly Step, as a part of the move action, the user may choose to make a step into Ethereal plane and drop back to Material plane at the end of the move. You may travel in total 100 ft. per 24h (as measured on the Material plane) period in this manner. This item does not work (the left boot does not appear) if the user is on a plane that has no connection to Ethereal plane.
- Unless the user has some means to perceive the Ethereal plane, there is no telling with what their left foot will interact there.
- Amulet of Air Breathing
- Wondrous item, Rare (requires attunement)
- A spongy brooch, that allows an aquatic or amphibious creature to ignore water breathing requirements while it is wearing this item and is attuned to it. The creature can breathe normally in air if it is an aquatic reature, or can ignore the requirement to periodically be immersed in water if it is amphibious.
- Amulet of Second Chance
- Wondrous item, Extremely Rare (requires attunement)
- A dull red gemstone in a shape of stylized heart encased in a yellow metal cage.
- When a creature that is wearing this item and is attuned to has less than 10% of its HP it can choose to enter a trance-like state for the full turn that restores its HP to maximum.
- After a successful use the gemstone loses color and becomes gray. A 1 hour ritual with a sacrifice of a sentient creature is required to recharge the amulet.
- Horn of the High Seas
- Wondrous item, Very rare
- An adorned horn made from a large seashell. It holds 3 charges. Blasting the horn allows the user to spend its charges for the following effects:
- Imitate effects of the Wall of Water spell (2 charges)
- Imitate effects of the Control Water spell (3 charges)
- Horn regains 1d3 charges each 48 hours
- It is possible to use its second feature with only 2 charges left, but the horn will lose its powers completely immediately after spell ends.
- The Disarmaments
- Wondrous item, Very rare (requires attunement)
- A paired sais, made from light metal.
- When using these daggers in both hands and attuned to them, the user can use their attack action to catch enemy melee weapon and send a magical charge through it, if both the main hand and off hand attacks hit. The charge renders enemy weapon useless with 70% probability for a non-magical weapon, and is reduced by 20% for each +1 the weapon has (but can not get lower than 5%).