Poseble Items for players Item in Narsuna | World Anvil
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Poseble Items for players

Nonmagical:   Magical:   Weapon:   Whip of The +1 Peitsche reichweite 20 Fuß wen du eine creatur ober ein object mit dieser peitsche trifst kannst du sie bis zu 20 Fuß in deine richtung bewegen, oder dich bis zu 20Fuß in ihre richtung bewegen.   Wip of Zeminis: +1 (+3 against find or unded) Wip 1d4 Slashing (+1d4 Radiant against fiend and unded) / reach 20 feet, finesse, ( push up to 5 feet), Once per Long rest after hitting a creature with this weapon you can mark it, each time the marked creature is hit with an attack it takes 1d4 radiant damage. As a reaction you can increase your AC by 3 against one Attack   Hammer of The Burning Craft + 2 Weapon 1d8 bludgeoning 1d4 fire damage. This Hammer belonged to Dralanian Thrain Rilimnar Orlon Gan´zun (Was the funder of Gan´zun) Great, parent of "Thorin"   Blood Freezer +1 Halberd 1d10 cold bamage. Heavy, reach, two-handed; einmal pro Zug wenn Blood Freezer einer Kreatur Schaden zufügt, wird die Geschwindigkeit der Kreatur bis zum ende deines nächsten Zuges um 10 Fuß verringerd.   Gun of Mephistopheles: +2 Gun, 2d12 fire damage 20/60 You do not ad anny modifirers to the damage roll, if you roll a 1 you tace 1d12 fire damage, on a 2 1d10, on a 3 1d8, on an 4 1d6, on a 5 1d4   Rapier of Dueling: +1 Rapier As a reaction you can ad your proficiency bonus to your AC / EC against one Attack.   Gorasters Sper +1 Sper 1d8 Lightning damage, thrown 60: das erste mal in einem Zug wenn Gorasters Sper einer Kreatur Schaden zufügt kann es bis zum ende deines nächsten Zuges Reaktionen durchführen.   Ultum Dutomut / Neck Breaker +1 Hammer: Wenn diese Waffe einer Kreatur in Rüstung Schaden zufügst erhöhe den Schaden um 1d4   Drothor Chr´itul / Drachen Schlechter +1 (+3 gegen Drachen) Sword: Dieses Schwert fügt Drachen 1d8 extra schaden zu.   Daggers:   Silver Fang: +1 Dager Silber ( Einmal pro lange Rast, wenn diese Waffe einer Kreatur schaden zufügt die Resestenz oder Imunitet gegen schaden von nicht silber waffen hat, erhöhe den schaden um 2d4)   Mor,amur Uskeche / Undead flame: +1 Dagger: wenn untote innerhalb von 50 Meter sind leuchtet diese Waffe Blau   Reapers Claw: +2 Dagger: wenn dieser Dagger eine Creatur tötet wird sie als Zomdie Reanimirt.   The Darc ones Dagger: +3 Dagger: You gain Darcvision You can catst darcnes once per day   Drachen Zahn Klingen:   Zahn der Asche: +1 Dagger (Drache rot) Ein mal pro lange rast fügt dieser dagger einer kreatur zusetzlich einen d6 feuer schaden zu. die kreatur begind zu brennen, zu begin ihres zuges erhält die kreatur 1d6 feuer Shaden. am ende ihres Zuges macht die Kreatur einen DC 16 Dexterety saving throw gelingt der rettungs wurf brent die kreatur nicht mehr.   Blitz Bringer: +1 Dagger (Drache blau) Einmal pro lange Rast fügt diese Waffe einer Kreatur zusetzlich 1d6 blitz shaden zu. die Kreatur kann bis zum ende ihres nächsten zuges keine Reaktionen verwenden.   Fleisch schmelzer: +1 Dagger (Drache Schwarz) Einmal pro lange Rast fügt diese Waffe einer Kreatur und bis zu einer kreatur inerhalb von 10 Fuß zusetzlich 1d6 Seure Schaden zu.   Blut Frierer: +1 Dagger (Drache Weiß) Einmal pro lange Rast fügt diese Waffe einer Kreatur zusetzlich 1d6 kälte shaden zu. Die geschwindichkeit wird um 20 Fuß veringert.   Dorn des Todes: +1 Dagger (Drache Grün) Einmal pro lange Rast fügt diese Waffe einer Kreatur zusätzlich 1d6 Gift Schaden zu. Die Kreatur ist bis zum ende ihr nächsten Zuges vergiftet.   Messing Auge: +1 Sword 1d4 Slashing + 1d4 Feuer DC 12 Con Save Uncontios eine Runde   Bronze Horn: +1 Sword 1d4 Slashing + 1d4 Blitz DC 14 Dex Save Prone eine runde   Kupfer Klaue: +1 Sword 1d4 Slaschig + 1d4 Säure DC 14 Con Save -10 Speed No reaktion eine Runde   Gold Herz: +1 Sword 1d4 Slasching +1d4 Feuer DC 14 Str Save Disadvantage on Attacks eine Runde   Silber Zunge: +1 Sword 1d4 Slasching + 1d4 Kälte DC 14 Con Save Stund eine Runde   Arrow:   Banishing Arrow: You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.   Beguiling Arrow: Your enchantment magic causes this arrow to temporarily beguile its target.Choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.   Bursting Arrow: You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.   Enfeebling Arrow. You weave necromantic magic into your arrow. The target must succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.   Grasping Arrow: When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. Its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute.   Piercing Arrow: You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow. On a successful save, a target takes half as much damage.   Seeking Arrow: Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.1LL   Shadow Arrow: You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.   Pushing Arrow: when the target is hit move it 10 feet in one derection.   Arrow of Fright: The target becoms frightent untill the end of the turn.   Potions:   Spell lice Itoms:   Glove of Blasting: 8 Charges: Range 90 feet you can expend 4 Charges to mace a ranged Spell Attack against one creature 3+ proficiency bonus to hit 3d6 Fire damage. You regain 1 Charge at down.   Hantschu des Schockens: 1 Charges: you can expend 1 Charge +1 unarmed strike 1d8 lightning damage stund for 1 round. 1 charge   Wond of Signes: 1 Charge: Range 30 feet you can expend 1 Charge to mace a ranged Spell Attack against one creature 3+Prof 2d8 Poison damage. poisond for 1 round. You regain 1 Charge at down.   Wond of Frost: 1 Charges: Range feet you can expend 1 Charge to mace a ranged Spell Attack against one creature 60 3+Prof 2d8 Cold reduce Speed by 20. You regain 1 Charge at down.   Devels Rune: After getting hit with in 15 feet As a reaction you can expend 1 Charge the creature must mace a DC 10 Dex Save 2d10 fire Damage or half. You regain 1 Charge at down.   Itomes:   Handschu des werfens: Am ende deines Zuges, wenn du einen angriff mit einer geworfennen Waffe getätigt hast, verschwindet sie, lößt sich in Schatten auf und erscheind in deiner Hand.   Ring of The Psionic: Once per long rest as a reaction, you can you can create a blue perple barrier betwen you and the attack, roll a d8 reduce the damage by that amount. ( additional features: Psionic strice: ad 1d6 force damage to a weapon attack. Telekinetic Movement: 30 feet.     Mirror Of Magic Reflection: As a reaction a hag might reflect a spell.     skullclamp: +2 to intellegince -1 to constitution.   Bloodthirst Blade: Rapier 1d8 piercing after killing a creature, untill end of your next turn this weappon becomes a +3 weapon.   Whispersteel Daggger: Bronze Dagger when you cill a humanoid creature with this dagger the creature is animaded as a zombie under your controll.   Cloak of the trikstar: Einmal pro langerast kanst du "Disguse self" wirken.   Glove of Blasting: Once per long rest you can cast "Scorching Ray"   Kristall des Nebels: By destroying this Kristall you can cast "Fog Cloud"   Spell Scroll Level 0:   Ammunition +1:   Potion of Healing:   Quaal's Feather Token Anchor:   Spell Scroll Level 1:   Ring of Warmth: requires attunement While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Celsius.   Ring of Water Walking: While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.   Gloves of Swimming and Climbing: requires attunement While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.   Heward's Handy Haversack: This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.   The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.   Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.   Ring of Feather Falling: requires attunement When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.   Eyes of Minute Seeing: These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.   Ring of Jumping requires attunement While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.   Schleuder der Flammen   Shining Amunition This piece of amunition Shines bright light in a 20 feet radius and an additional 20 feet of dim light after being shoth.   Lightning in a bottle +3 bottle, thrown 30/60 feet, 4d6 lightning damage +4 damage to creatures agationd to the target. no reaction.   Frost vial +3 vial, thrown 30/60 feet, 2d6, -20 feet movemend penelty.   Thunder Stone   Tome of Eldritch Lore Requires attunement by a creature with a charisma score of 13 or hire. you can attampt to atune to this tome druring a short or long rest, if you do so mace a dc 20 Charisma saving throw, if you fail you take 1d4 psichick damage, gain no benefits from the rest and gain a level of exhaustion, if you fail by 10 or more you gain a permanend madness. If you successful you atune to the tome take 1d4 psichick damage, gain one level of exhaution and gain no benefits from the rest.   While you are atuned to the Tome of Eldritch Lore you gain the following benefits:   Your charisma score increases by 2.   You gain proficiency in charisma saving throws, or wisdom saving throws if you are alraddy proficiend with charisma saving throws.   You gain a +2 to arcana checks.   As an action you can shoot a beam of crackling energy toward a creature within range. Make a ranged spell attack using your charisma modifire against the target. On a hit, the target takes 1d10 + your charisma modifire force damage. the creature is also pushed 10 feet away from you.   Lightning Gauntlets You can mace an unarmed strike using your Strengt or Dexterety with your Lightning Gauntlets, on a hit you deal 1d8 lightning damage, also the creature cant use reactions and gains the slow condition until the end of its next turn. When hitting a creature you may also expend one or more charges to gain the following benefits: 1 Charge: deal an additional 1d8 lightning damage. 1 Charge: The creatures speed is 0
Abbilitys:   Unwavering Mark You can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.   While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.   In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll.       Targeted Shot   You gain a +1 to attackrolles made with bows and crossbows You can target the vitals of your enemies with pinpoint accuracy. Once on each of your turns when make an attack with a bow or crossbow, you can attempt to target one of the parts of a creature's body listed below. Hitting a specific part of the body is more difficult than an ordinary attack; the target gets a bonus to their armor class depending on your target. This bonus is listed along with the target.   Target: Arm +2 to target's AC or +4 to the targets AC if the creature has doned a shield You aim for the target's arm or other appendage used for attacking. On a hit, it takes an additional 1d4 piercing damage and the target has disadvantage on its next attack roll.   Target: Grappler +2 to target's AC You aim for the arms or limbs of a target that is grappling a creature other than you. On a hit, it takes an additional 1d4 piercing damage and the target immediately release the creature they are grappling.   Target: Leg +2 to target's AC You aim for the target's legs. On a hit, it takes an additional 1d4 piercing damage and the targe´s movement speed is reduced to 0 untill the end of its next turn.   Target: Point Blank +0 to target's AC You aim for a creature within 5 feet of you without suffering disadvantage on the attack roll. On a hit, it takes an additional 1d4 piercing damage and the target is pushed 5 feet directly away from you if it is Large or smaller.   Target: Weapon +3 to target's AC You aim for the target's weapon or another item it is holding. On a hit, it takes an additional 1d4 piercing damage and the item is shot from the target's hand if the item is Small or smaller. The item flies 10 feet away from them in the direction opposite from you.   Target: Head +5 to target's AC You aim for the target's weapon or another item it is holding. On a hit, it takes an additional 3d6 piercing damage.     Polearm Techniques   You are skilled at wielding a polearm in formation. As a bonus action, you can use one of the techniques listed below if you are wielding a spear or a weapon that has both the heavy and the reach property.   Charge You lower your polearm, ready to charge. Your movement speed increases by 5 feet until the end of your turn, and the first time you move 20 feet in a straight line toward a creature before hitting it with an attack with your polearm before the end of your turn, you can roll the polearm's damage die one additional time and add the result to the damage roll.   Cover You use your polearm to cover for an ally within reach. Choose an ally within reach of your polearm. Melee attacks against that ally have disadvantage on the attack roll until the start of your next turn, they are no longer within reach of your polearm, or you are no longer holding your polearm.   Plant You plant your polearm to receive a charge. Your movement speed is reduced to 0 until the start of your next turn, and the first time a hostile creature enters your reach before the start of your next turn, you can use your reaction to make an attack against them with your polearm. On a hit, the creature takes an additional 1d4 damage for every 10 feet it moved before entering your reach.   Press You change your grip on your polearm to use it for pushing and tripping opponents. Until the end of your turn, you can attempt to shove creatures within your polearm's reach, even if you do not have a hand free.   Reach You change your grip on your polearm to allow for maximum reach. Until the end of your turn, your reach with it is increased by 5 feet.     Throwen Weapon Mastery   Each time you hit a creature with a weapon that has the thrown property increase the damage by 2. When you use a weapon with the thrown property to make a ranged attack, you can draw the weapon as part of the attack. When you make an attack with a thrown weapon, the standard range is 60 and the long range is 120 When you hit a creature with a ranged weapon attack, you can use your reaction to impose disadvantage on that creature’s next attack roll.
(Un) Holy Itoms   Eye Of Vecna:   Scepter of   The Ice Shield of the Frosendefender: +1 Shield Once per Long rest you can cast "Armor of Agathis" . You have resistence to cold damage.   Flame of retrebution: +1 Sword 1d6 slashing damage +1d4 fire damage. You have resistence to fire damage. Once per long rest you can cast "Blindness".   Ghealach Shield: +1 Shield Once per longrest you can cast "shield of faith". When a creature makes a critical hit against you, you can spend one hit dice, and regain that manny hit points.   Staff of Tharrlisa: +1 Quarter Staff. ( 8 Charges ): 1 Charge "Create or destroy Whater" 3 Charges "Cure Wounds" 1 Charge "Purify Food and Drink" 5 Charges "Lesser Restoration". The Staff regains 1d4 Charges after a long rest. When all Charges are expended, roll a d20, on a 1 the Stath returns to the Goddes.   Mace of Moander: +1 Mace 1d8 bludgening damage + 1d8 necrotic damage.
Kupfer: Kupfer ist das Material welches seid Ende des Krieges verwendet wird. (Antí)   Bronze: +1 Der Zugang zu Zinn, was aus den Glarcin Bergen gewonnen wird, ist in anderen Teilen von Narsura begrenzt. es gibt zwar noch Bronze Waffen, jedoch ist es aufgrund des Zinn mangels teuer neue herzustellen. (Glarcintis) Bronze Waffen überkommen Schadens Resistenzen von Untoten.   Cold Iron Weapons: +1 Cold Iron Weaons are made to target the weakness of Demons and Fey. When its wielder hits a creature of either of these types, the weapon ignores any damage resistances or immunities. (Fuegun)   Silver Weapons: +1 Silver weapons are made to target the weakness of Devil and Lykanthrope. When its wielder hits a creature of either of these types, the weapon ignores any damage resistances or immunities. (Silberberge)   Gefaltetes Eisen: +1 Gefaltete Eisen Waffen überkommen Schadens Resistenzen von Elementaren.   Eisen: +2 Menschen Haben die Technologie um Eisen Herzustellen vergessen. In Ruinen kann man noch vereinzelt Eisen Waffen Finden. Elfen Leben Lange genug um sich an Die zeit vor dem Krieg erinnern, sie wissen wie man Eisen Schmelzt. (Fuegun)   Stahl: +3 Stahl ist der Name welchen Menschen nutzen um, dass Metall zu beschreiben welches nur Zwerge Herstellen Können. (Fuegun)
Non Magical:   Longbow arrows:   Armor Piercing Arrow: 1d6 (+2 to hit against "Brest Plate, Half Plate, Splint, Plate) 20 Arrows = 2 gp   Needle Bodkin: 1d6 (+2 to hit against "Chain Shirt, Scale Mail, Ring Mail, Chain Mail") 20 Arrows = 15 sp   Barbed Arrow: 1d8 (+1d6 damage when pulled out) 20 Arrows 2 gp   Leaf Shape Arrow: 1d8 (+1 to hit against "Lether, Hide, and beasts with lethery skinn") 20 Arrows = 1 gp   Swallowtail Arrow: 1d12 (-2 to hit ) 20 Arrows = 12 sp   Light Standing Shield: Being behind a standing shield provides "Half Cover" As an Action a creature might Set up a Standing shield. A Strength score of 15 or hire allows the Set up as a bonus action.   Standing Shield: Being behind a standing shield provides "Half-Cover" As an Action a creature with a strengt score of 15 hire might Set up a Standing shield. A Strength score of 17 or hire allows the Set up as a bonus action.

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