Magical and Technological Items in Proxima Alatheia | World Anvil

Magical and Technological Items

Magic Items

Amulet of the Sun Serpent

Very Rare; Wonderous Item; requires attunement   This amulet features a sun shaped pattern with a serpent weaving in and out of the sun rays. First discovered decades ago in the ruins of an ancient temple, this amulet has a strong connection to the sun and an important figure in the mythos of this ancient culture. The amulet has 2 charges, and by spending a charge the attuned wearer can take on the form of a feathered Sun Serpent for 30 minutes which can be dispelled at any point as a free action. All spent charges are regained the following dawn.   While transformed the following rules apply:
  • Your game statistics are replaced by the statistics of the serpent, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the serpent.
  • When you transform, you assume the serpent’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • Your equipment and clothing morph with you however held items do not.
  • You may continue to hold concentration on any ongoing spells or abilities and can cast any cantrips known while in Serpent form.
  •   Serpent Stat Block

    Sun Serpent

    Large beast, unaligned
    Armor Class: 13
    Hit Points: 25 (3d8+3) 3d8+3
    Speed: 30 ft , fly: 30 ft , swim: 30 ft

    STR

    16 +3

    DEX

    14 +2

    CON

    10 +0

    INT

    8 -1

    WIS

    10 +0

    CHA

    5 -3

    Senses: Blindsight 10ft; Passive Perception (12)

    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach: 5ft, on creature. Hit: 6 (1d6+3) piercing damage + 2 (1d4) Fire Damage   Constrict. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 7 (1d8+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained and the serpent cannot constrict another target.

     

    Elemental Stars

    Very Rare; Wonderous Item; requires attunement by a Druid or Primal Druid   Elemental Stars are magical crystaline objects, typically gemstones, that have coalesced elemental energy into a concentrated form. It is believed that the first elemental stars were created by the ancient primordials and found and replicated by the earliest druidic groups that became the first Solarians.   These gems, when affixed to an item that is worn or carried, this gem can act as a Druidic focus. In addition, while attuned the caster gains an additional cantrip. This spell functions like the Frostbite spell, however the damage is altered based on the element and affects spell attack rolls in addition to weapon attack rolls.   Regardless of attunement, any time you take damage of the type associated with the star, the gem absorbs up to 5 damage before any other resistances are applied and stores it within itself. The first time you cast a spell within 6 hours, you may choose to add this absorbed damage to the damage dealt. if you do not choose to use it, it is released harmlesly.  
    Elemental TypeDamage TypeNotes
    FireFireFireblight
    TerraForceStoneblight
    WaterColdWaterblight
    AirLightningThunderblight
     
     

    Technological Items

    TODO:

  • Rocket Boots
  • Archangel Armor
  • Crusader Shield
  • Serums
  •  

    Aether Wings

    Very Rare; Armor Upgrade (Technological; Capacity 20)   This armor upgrade can be applied to any type of armor. By spending 2 charges, as a free action you may activate the Aeor Jets. When active, you gain a fly (hover) speed of 40ft until the end of your next turn. If you choose to not spend charges or are unable to at the start of your turn and you are not on the ground, you begin to fall. You can use this upgrade / bonus action to activate the jetpack in Cruise Mode using only 1 charge per minute of use. The same rules apply for falling if you are in the air when the upgrade turns off. While using this upgrade for “cruising flight” you have disadvantage on attack rolls as well as dexterity checks and saving throws. Changing from normal flight to cruising flight or vice versa is an action which consumes 1 charge.   This upgrade cannot be equiped at the same time as a jet pack, jump jets, or Raptora Thrusters.  

    Cryo-Weapons

    Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon used to deliver deadly frozen particles to targets at impressive ranges. These weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply.  

    Cryo Armament

    Very Rare; Any Martial Melee Weapon   These weapons function like their martial melee counterpart but deal additional damage on a hit with the amount based on their class as listed below.  
    ClassificationBonus DamageCapacityChargesAdditional Properties
    Frostbite Class1d6 Cold51Powered
    Hailstorm Class1d8 Cold101Powered
    Blizzard Class2d6 Cold102 Powered
     

    Cryo Pistol

    Rarity varies; Smallarm  
    Pistol ClassRarityCostDamageCapacityChargesProperties
    Frostbite ClassUncommon600 EC1d6 Cold201Ammunition (20/40), Powered, Wide Beam
    Hailstorm ClassRare800 EC1d8 Cold401Ammunition (30/60), Powered, Wide Beam
    Blizzard ClassRare1000 EC2d6 Cold402Ammunition (30/60), Powered
    Avalanche ClassVery Rare2000 EC3d4+2 Cold804Ammunition (20/40), Powered
     

    Cryo Rifle

    Rarity varies; Longarm  
    RifleRarityCostDamageCapacityChargesProperties
    Frostbite RifleUncommon700 EC1d6 Cold202Ammunition (50/80), Powered, Two-Handed
    Hailstorm RifleRare900 EC1d8 Cold402Ammunition (50/80), Powered, Two-Handed
    Blizzard RifleRare1200 EC2d6 Cold402Ammunition (40/70), Powered, Two-Handed
    Avalanche RifleVery Rare2500 EC3d4+2 Cold805Ammunition (30/60), Powered, Two-Handed
    Elisian Sniper RifleVery Rare3000 EC1d6 Cold101Ammunition (100/200), Powered, Two-Handed
    Aurora Sniper RifleVery Rare3500 EC1d6 Cold202Ammunition (350/500), Powered, Two-Handed,
    Explode (DC 13; 2d4 Cold; 10 ft. radius)
     

    Imperial Staff Weapon

    Rarity varies; Quarterstaff   The System Lords equip the bulk of their forces with these weapons of terror. The staff functions as a quarterstaff made entirely of refined metal. It also houses a power crystal that powers a ranged energy weapon within the staff. You must be proficient with small arms or long arms in order to add your proficiency bonus to the ranged attacks. To make a ranged attack the weapon is considered to have the Two-Handed property. If you do not have both hands free, you may not make a ranged attack with the weapon.   Note: If you have the Corsair Feat, you may use your Action to attack as normal and then a Bonus Action with this same weapon to make the ranged attack.  
    Staff ClassRarityCostMelee DamageRange DamageCapacityChargesProperties
    K'tar ClassRare900 EC1d8 Bludgeoning1d8 Radiant402Ammunition (30/60), Powered,
    Versatile (1d10), Power Crystal Required
    H'tan ClassVery Rare1500 EC1d8 Bludgeoning2d6 Radiant605Ammunition (30/60), Powered,
    Versatile (1d10), Power Crystal Required
     

    Hybrid Items

    Murean Grav Belt

    Rarity: rare; requires attunement by a Murae   Murean gravity belts are unique hybrid items that bond to the biological aspects of the wearer and uses a touch of magic to facilitate the gravity manipulation in such a compact item. This item requires attunement by a Murean, however, it does not take one of your attunement slots. This attunement functions more as the technological components syncing to your bio rhythms to appropriately calibrate the gravity field. The belt has space for an Energy Cell (10). The belt does not function in zero-g environments.   Once atttuned, your body's natural energy will power the belt sufficiently to increase your walking speed to 30ft. If you outfit the belt with a small power cell, you can expend 2 charges to enable you for the next minute to levitate 2 feet off the ground and your movement speed is considered fly(hover) instead of walking and is extended to 40ft though you cannot rise further than 2 feet above the surface beneath you with this movement.  

    Power Crystal

    Rarity varies; Battery   Power Crystals are unique forms of energy containment that very specific technology utilize. Functionally the same as batteries, Power Crystals have the unique ability to slowly recharge overtime by absorbing ambient energy around them. These crystals can be forcefully charged like batteries, and spells affecting charges affect power crystals the same as batteries. While they function similarly to batteries, they are not in fact interchangable and only items that use Power Crystals can benefit from their charges.   Crystals regain 1 charge for every 10 minutes they are not used.  
    NameRarityCostProperties
    Power Crystal (20)Very Rare200EC-
    Power Crystal (40)Very Rare500EC-
    Power Crystal (60)Very Rare800EC-
    Power Crystal (80)Very Rare1200ECThis crystal type regains 1 charge for every 5 minutes it is not used.
     

    Solarian Armor

    Rare; Armor (Light, Medium, Heavy) ; Requires Attunement   See Solarian for details.  

    Solarian Crystals

    Rarity Varies   See Solarian Crystals for details.  

    Solarian Weapons

    Rarity Varies   See Solarian Weapons for details

    Articles under Magical and Technological Items


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