Ring of Clandece
Able to use Greater Invisibility at will. You can hide your magical presence for 3 rounds per long rest.
Clock of Ito
Can use time stop once per 1 hour and a weaker time stop which lasts for only 1 round every 1 minute.
Shadeweaver
A +1 dagger that grants it’s owner the ability to place points equal to their level + wisdom modifier and teleport to those points from another point as a standard action if that point is in shadow. Effects remain until the owner removes them. Placing these teleport points is a bonus action and there is no max range. The effect cannot be activated if in an antimagic field. If emerging into a hostile creature’s range, the hostile creature does not get an attack of opportunity and initiative is rolled as normal if this is the beginning of the encounter. Deals 1D4 damage.
Sundering Armor
50% chance of disarming the opponent when hit. AC 9. Bonus dex: +1 Armor check penalty 3. Heavy Armor. Speed reduction as if wearing plate.
Mind Sense Gem
Necklace that has telepathy. Transmits the thoughts you want. Cannot be interrupted in any way. Maximum range of 200 feet.
Monocle of the Hunter
Allows the user to see how strong something is in comparison to themselves, (Pathetic, Inferior, Equal, Superior, Overwhelming.) Roll a D20 to identify one enemy's weakness once per turn. 1-5 no bonus, 6-10 +1 attack and damage, 11-15 +2 attack and damage, 16-20 +4 attack and damage.
Ukulele of the Incel
+6 charisma when held. Allows the use of bard spells with a +1 to caster level.
Storing Belt
+2 to Strength. Holds 500 Lbs of stuff.
Belt Fed Repeating Crossbow
A belt fed crossbow that fires 1d12 bolts per attack you have. Each 1d12 bolts can hit a different target. Each arrow does 5 damage. The opponent gets a reflex save to dodge that many arrows. This requires 2 characters of 3 intelligence or higher to operate.
Bloodline of Valan
This bloodline of the dragonborn contains the inherent power of frost. Attacks you make can be coated in ice, granting an additional 1D6 of cold damage. Gain a cold damage reduction equal to your constitution modifier. Your breath weapon, if successful, causes 1 level of exhaustion. You also gain use of the following powers:
- Circulation of Ice: Using your action you can shorten your breath weapon's cool down by 1 round.
- Conjure Frost: You can create a weapon, item, or 5 foot cube of ice in a range of 10 feet as a bonus action.
- Overcharge: Through a full action you can double the damage and exhaustion when you use your breath weapon the next turn.
- Cold Mist: As an action you can emit a 10 foot cloud of cold mist which obscures vision.
- Frozen Shell: You gain temporary hit points equal to your level + con. Healing does not bring these hit points back. 1 temporary hit point comes back every hour until it reaches its maximum.
Materializer
Doubles the amount of material put into it per day. Up to 5 Lbs of input.
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