Belt of The Fire Giant
Goggles of Night
UNCHAINED ARMOR +3
Demon Centipede Armor
A writhing and contorting mass of centipedes taken back from various excursions into the Demonlands, these centipedes have been bred and modified to become a living suit of armor. The black carapaces with the maroon legs provide nightmare fuel for those who witness those who wear this armor as they writhe about the wearer, looking like a knight from hell.
AC: 15+Con+3
Retaliation: Whenever a creature makes an action within 5 ft of you, you may use a reaction to make a reaction and roll a weapon attack roll. If hit, the creature takes 1d6 piercing damage and 1d6 acid damage. Additionally, if your attack lands and the creature is large or smaller, the creature must make a strength saving throw, DC 8+prof+Con. If they fail, they are considered grappled for 1 minute, or until they succeed the saving throw at the end of their subsequent turns or you move more than 10 ft away from them. You can only have one person grappled at a time, and using this ability on another creature releases the one currently grappled
Venomous Fury: As a bonus action, take 10+2d6 acid damage. For the next minute, all attacks you make deal an additional 2d4 acid damage. Additionally, your movement speed is doubled and checks and saves for strength and dexterity are made at advantage. At the end of this ability, you gain one stack of exhaustion. You may use this ability up to 5 exhaustion, or until your health depletes to 0
The Centipede’s Cost: you cannot take this armor off normally. While the centipedes may recede, hidden just underneath your clothes, unless magic is used, you cannot remove these centipedes. While the centipedes are showing, you have advantage on intimidation checks, but disadvantage on all other charisma based checks
Disadvantage at Stealth rolls
Void Iron
Saves against magic have a +2 bonus. If you have the mage slayer feat, then whenever a spell caster loses concentration on a spell because of you, you gain temporary HP equal to 1d4+spell level of the conc spell
Additionally, you have a cast of counterspell at a spell level that equals half of your proficiency modifier plus three. The ability check used for this is your normal spell ability check, but otherwise would be using your strength modifier
Great SWORD +3
Weapon
Olympic Obsidian: A rare volcanic glass, darker than ink, with faint streaks of a multitude of colors, from a lapis lazuli blue to a glimmering gold. Found within the heart of Olympus Mons, a now dying volcano, this obsidian is sharper than other known metals, and with its natural regeneration, the shards of it left within the victims cause them even further internal damage. Your weapon’s critical threshold increases to 19-20. Additionally, if you attacked a creature with this weapon, until the start of your next turn, that creature takes 2d6 bleeding damage for every 10 ft they travel
Greatsword head: 2d8 Slashing (cannot use Short or Segmented handle)
Heavy, Two-hande
Horned Tyrannasaur Bone: Sturdier than most handle materials, this ivory material allows for the wielder to maximize their blow’s power. Your first weapon attack in your turn’s base damage is increased by 2. Additionally, once per turn, when rolling for the base damage of your Modular Weapon, you may reroll the damage die of your weapon after seeing the initial result. However, you must accept the reroll as the final roll
Trick: Your handle is broken into several segments that can come together and break apart when necessary, allowing users additional flexibility in how the weapon is used at the cost of potentially decreasing the accuracy.
Your weapon is considered a trick weapon
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + attacking stat
You gain three superiority dice, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest 1
Maneuver : TRIPPING Attack
Equipment