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Post by kenoma on Aug 9, 2017 17:51:43 GMT
8.
Battle-leaf Brigade breastplate
It is said that those of the battle leaf brigade are always able to find assistance in the forest. Originally the knowledge of this armor was a gift from Titana to the elves as they departed the feywild. An act they took knowingly parting themselves from immortality. This gift was meant to act as an insurance that they would be able to establish a new foothold in the material plane, and it served admirably. Only utilized by druids and elves, this armor fuses itself to the core of ones being when donned becoming irremovable. Once fused it allows for true communing with nature in which the bearer is able to recognize themselves in the trees of the woods. Once per day the wearer is able to call forth a manifestation of this recognition from a new batch of trees. The manifestation is a complete replica of the wearer and they are now linked in an almost hive mind fashion (The only material possessions of the new replica is the breastplate and a staff). However neither is nearly as durable as the original before the manifestation and all now feel the effects of fire. The battle-leaf brigade take and extra 6 damage (bypassing resistance/immunity) whenever they are hit by fire, and half of all fire damage is transferred to all other manifestations as physic pain. If 2 or more manifestations drop within a minute of each other, there is a reverberation and physic backlash stunning the rest for 3 rounds. The hit points of any one character is equal to original total of the pc divided by the number of manifestations including original plus the player level. (original total/manifestations)+player level Example a 10th level druid with 100 hp has pulled 2 manifestations besides the original. (100hp / 3manifestations)+10 = 43 hp per While this increases the overall number of hit points the linking of fire damage and shock keeps splitting into dozens of copies from being attractive. As a dragon’s breath or fireball hitting 2 manifestations could prove very hazardous. Though utilized by an ambassador in multiple meetings at the same time it has been quite useful.
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Post by finallyfoundahobby on Aug 11, 2017 2:05:14 GMT
 2. AHHHHH, Ewwwwww, the horror of the tooth pinecone- I can't resist! Its true name has been forgotten, but a few sources refer to it simply as Hunger. Legend says that an ancient society of warriors adopted the belief that they would gain defeated enemies' strength by consuming their flesh. After a time, one of their number in his madness began to think to himself that if he could gain the strength of his enemies in this way, could he not also gain the strength of his commrades? If 100 of his commrades had each consumed 10 of their strongest enemies, then consuming them would give him the strength of 1000 warriors! Spending the last of his whits, he orchestrated the deaths of all of his tribe and tasted their flesh. He then fashioned Hunger from their teeth to channel their strength and carry it with him. (It would make sense for a god of cannabalism to be involved in the making of this item- does anyone know of one? I found mention of Karaan, god of lycanthropes, but was not satisfied with that. If you're a wolf at the time, is it really cannibalism to eat your neighbor?  ). HungerAttuneable by a martial class. The item has three charges daily. An attuned character can expend 1 charge to gain a strength of 24 and add 1 damage die to all attacks for 1 minute. All charges are replenished at dawn. Before taking a long rest, the attuned character must make a wisdom saving throw. The DC will increase based on how many days the character has been attuned to Hunger and how many charges were used that day. On a fail, the character feels an overwhelming desire to take the power of his comrades for himself by consuming them. I am torn between being incredibly impressed and totally grossed out!! Amazing backstory Thanks I appreciate the feedback! I had my husband read it and now I think he might be paranoid about the next magic item I let his PC pick up, but, you know, gotta go where the story takes you!
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Post by grimmhelm on Aug 13, 2017 9:30:52 GMT
 (Going to add my own for this one -for those of you who know where this little beauty comes from you get a kudos cookie, I just love the design!) The Darklight Lantern -minor cursed/vamperic item-This old crimson lantern does not appear magical at first glance though upon picking it up it will cast a red light to the surrounding area, if something happens to be using camouflage or invisibility within it’s lights reach they will glow a brilliant red for all the world to see. However it does not replenish it’s light on it’s own, the one who last took up the lantern will soon learn that he/she must replenish its strength through there own, when the red design upon the decoration turns completely black it will feed hungrily from the one who holds it -if that person is incapacitated when this happens it will cast out it’s light and feed from the holders allies until it is fully rejuvenated once more, furthermore it seems to hold the wielder as much as the wielder holds it, not allowing itself to be put on the ground or cast aside. Upon putting the lamp away when out of natural light or firelight the Player gets an unnatural sense of being watched by hungry eyes. In effect: Every 3 uses or equivalent of 3 in-game hours of use it will eat one defensive state of the players choosing until the next long rest. If it is being used during combat it will double how much it eats every new turn. Example: A.C: 15 -1 first turn, -2 second turn, -3 third turn, etc. Requires you to actually take an action put it away to turn off the lantern, it will not allow the holder to drop or throw it -you can use quick draw abilities to place the lantern in your pack as you would pull a potion.
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Post by tigrannosaurus on Aug 19, 2017 10:39:57 GMT
2.  The Hunger Wind (An epic hand grenade spawned of a mad air elemental) In the Western Desert beyond the Theocracy of Voices lies the Bone Sands. A particularly blighted part of an already desolate landscape the Bone Sands are the site of an epic battle that is largely lost to history. What is known is that the sand here is a particular shade bleached white. Why? For it is largely comprised of the bones of the dead. A little known fact is that the teeth of the fallen have lasted the test of time in better shape than the bones. And thus the bone sands lay undisturbed for a millenia. Then, some centuries ago, an ancient air elemental wandered into the bone sands, got lost and inasmuch as such a thing can happen - it went insane. In desparation it gathered up the teeth of the fallen and made a pact with their spirits that it would carry them from this place. There was little left of the spirits to bargain with, all that remained was their anger, and their hunger. But the bargain was struck and the elemental carried them free. It did it in the form of an horrific, intense tornado of bone splinters, sand and teeth. A pitiless combination of wind and hunger. It rampaged eastward leaving destruction iin its wake until it was finally subdued - but not destroyed - by a powerful wizard. Through his mastery of the Bigbys Hand spells he literally crushed the air elemental down into the egg like shape it is found in today. And thus it has remained for centuries - Powerful. Deadly. Dormant. The air elemental is deceptively easy to free, one need only hurl the toothy egg to the floor and call out the release phrase. Upon release it will be driven almost entirely by it's hunger, attacking any creature within range, then the next, then the next, relentlessly. However, buried beneath the hunger is a sliver of gratitude at release. Will the players be able to calm and recapture the Hunger Wind? Or will it destroy them as it has their enemies? That my fellow DM is up to you... Potential mechanics: Start with the basic Air Elemental chassis but beef up HP and AC (how much depends on outcome CR you are aiming for). Then and add in some slashing damage, also lightning for dramatic effect (and to keep PC's guessing). I'd also look to give it two initiative slots for sheer pent up ferocity. Code phrase - sidequest of your devising. I'd make it so it can;t be released by accident, need codeword On release - 1d4 or 1d6 rounds of it just going nuts at whatever is closest. I hope there are enemies to keep it busy that long. To calm it - persuasion at disadvantage from the person who released it, i'd possibly allow multiple attempts UNLESS the elemental has already attacked that PC or vica versa. If so - too bad, one of you is going down. Theatrically I'd really play up the howling insanity of its hunger. Describe the deafening winds, the sand blasting effect of the bone shards and teeth as they shred enemies. Dare you pull the pin on the Hunger Wind?
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kadgar64
Commoner
I love D&D with a passion it is my favorite game.
Posts: 3
Favorite D&D Class: Fighter
Favorite D&D Race: Human
Gender: male
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Post by kadgar64 on Nov 28, 2017 18:03:21 GMT
s-media-cache-ak0.pinimg.com/originals/f4/2d/ab/f42dabe18d4af33e7a27d6f67c009ebf.jpg(also I have no idea whether or not the image will be there if it is ignore this if not it's the boots with fur and spikes) These boots are magic in a special way, they can cause you to grow a fur that covers your whole body this fur (or feathers if you so chose) will be of an animal you chose and this will also affect the rest of the item too, this gives you a natural armor bonus (make it what you wish your God aren't you?), another affect they can cause is an enhanced sense where they grow your face to look like the animal you chose and you gain advantage on any perception checks with this attribute active, the boots could also give you 2 charges of wild shape (the same as the druid ability) per day but you can only wild shape into the animal chosen, the boots can also extend the spikes outward doubling in size and giving you the ability to climb perfectly with out making checks even upside down, the boots can only use one ability at a time but can use it for as long as you chose until you switch (the wild shape charges only reset on long rests) [switching abilities is a full action which entails grabbing the boots and saying a ten word sequence that you chose when you attune with these boots]. or the boots could be some barbarian who was hit with a disintegrate spell on the battle field and the war wizard had an eye for theatrics and left the boots to instill fear in others. just for some cheesy kicks.
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Post by letterlost on Sept 10, 2021 7:42:21 GMT
#8. not only am I a big fan of tree's, I think bark skin is a fun spell with innate cosmetic draw backs as well as getting out scaled.
Bark Cuirass (equivalent to hide armor +1 until attuned)
Finely crafted magical cuirass seemingly made entirely of bark, grants bark skin. Attunement required, when attuned do not need proficiency in medium armor.
A rare magical item often granted to one seeking help from a tree or forest spirit, a tree commonly must willingly give up it’s life to create a Bark Cuirass.
Attunement must be done out in the open, exposed to the elements and requires a full day which will be spent as a tree matching it’s bark.
The wearer permanently has rough bark-like skin (matching the type of bark of which it was made), granting them all the advantages of bark skin. Once attuned the armor is unable to be removed except by a reincarnate spell being cast upon the armor; removing the armor and changing the bark type, that person may no longer attune to the item and it loses its +1 bonus specifically for them.
If the wearer fails 2 death saves (or dies), their body glows the color of their tree’s autumn plumage then rises and is transformed into a tree the same height as they were, thrusts roots into whatever ground they are on, and is henceforth a tree of that type. If they wish to be changed it must be by a druid of a higher level then they were casting any "appropriate" spell upon them.
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wizzardofaus
Squire

Posts: 27
Favorite D&D Class: Kobold
Favorite D&D Race: Kobold
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Post by wizzardofaus on Jul 14, 2023 8:48:42 GMT
1. 'Go There!' Goggles Wonderous item, rare (requires attunement) Brown leather and brass come together to make this artificed work of far-seeing! Good: When looking through the goggles at a location within 60ft, you can use an action to shift your perception to as if you were standing immobile at the target location. For 1 minute you see and hear as if you were at that location. Bad: Moving your physical body does not change the location of the viewing. Any ability that can see through illusions or detect magic can see a small cone at head-height, with the point aimed at you. The 1 minute viewing length is not changeable. Your perception is at the chosen location for a full minute, no shorter, save for if you are the target of a remove curse spell (which breaks attunement) or in an area of anti magic such as the effects of a spell or in the gaze of a beholder.
2. Densfae Chrysalis Wonderous item, very rare An egg-shaped shell of teeth that seems to have some weight inside and is warm to the touch. Good: While the chrysalis is in your possession you have advantage on death saving throws. When you hold or see minted coins, you know the exact amount there. Similarly, if such currency is dropped, you can tell the total amount by adding up the sounds. You are aware of any tooth within 30ft of you that is not attached to a creature. Bad: Unbeknownst to most, Densfae is another term for Tooth-fairy. The young of Densfae are encased in shells of teeth to protect them and familiarise themselves with their duties early. Any other fae who see someone in the posession of one of these may warn the holder to get rid of it, or they might warn the Densfae. Savage fates await those who are holding a chrysalis when the Densfae search for missing children.
3. Treads of the Mountain Wonderous item, uncommon Made from the claws of crag cats, hides of mammoths and bones and feathers of cliff vultures. Good: While wearing these boots, you have advantage on saving throws against effects that would move you or knock you prone as the claws around the edge entrench your stance. Bad: You cannot dash while wearing these boots.
4. Helm of the Depths Wonderous item, rare (requires attunement) This leathery helmet is adorned with bones and sea glass. It is always damp and cold to the touch. Good: While attuned to and wearing this helmet, you can use an action to change your lower half into eight cephalopod-like tentacles. During this transformation, your walking speed is reduced by 10 and if you have no swimming you gain one of 30ft. If you already had a swim speed, it increases by 30ft. You can also communicate simple ideas back and forth with cephalopods, including kraken. The transformation lasts until you end it as an action or after 1 hour. It can be used 4 times a day. Bad: After each transformation, roll a d20. On a 10 or lower, the transformation remains until your next long rest. If this is failed for three consecutive days, the transformation becomes permanent, save for greater restoration or a healing spell of higher level.
5. Ring of Elvenkind Wonderous item, uncommon A band of tiny woven leaves with a central eye that doesn't seem to move; except when hiding, then it closes. Good: When in natural settings you have advantage on Dexterity (Stealth) checks to hide while remaining still as your form seems to blend in with the surroundings. Bad: When hiding in built settings, you have disadvantage on Dexterity (Stealth) checks to hide while remaining still as you seem to stand out against infrastructure.
6. Alithia, aka The Reality Hammer Weapon (warhammer), legendary (requires attunement by a cleric or paladin of lawful alignment) This hammer belonged to the God of Truth's high priest. It is said none could deceive them. Good:You gain a +3 bonus to attack and damage rolls with this weapon and counts as a +3 casting focus. When making a melee attack with the hammer, you deal an extra 1d8 radiant damage. It has the following additional properties: Divine awareness. While attuned to this weapon, you magically know if you hear a lie. Truth Heals: When you reduce a creature to 0 hit points with the hammer, you can instead render them unconscious for 1d4 hours. After this time, they regain consciousness with 1 hit point and are never able to lie again. When this creature communicates, it can only relay what they would perceive as the clearest truth. Nothing can reverse this except the wish spell, dying and being resurrected (again) or the intervention of a god. Shared experience: You can cast the zone of truth spell 3 times per day. Black and White: The magic of the hammer deals in absolutes. You tell the truth or you don't. The magic of this item see's through attempts to omit; meaning the wielder understands when they have not received the whole of the truth. Bad: The truth cuts both ways. When you speak, you are no longer able to lie or circumvent the truth. After every long rest, you must also make a wisdom saving throw, DC 17. If you fail, you are magically compelled to tell the truth at every opportunity. When questions are asked around you, if you can truthfully relay information in answer, you must. This effect persists for anyone who even carries the hammer. Those who are not clerics or paladins roll with disadvantage. besides its magical effects, its societal effects concern you too. Agents beholden to gods of lies or organisations that prosper off subterfuge are always on the lookout for this hammer, both to use for their gain and to keep away from the right hands.
7. Phoslux Tube Wonderous item, common This small tube of liquid requires you to twist one end and release the reagent to make the tube glow. It glows for 4 hours then dulls and will not work again. Good: As an action, you can activate the light. A glow sparks from the tube as the two compounds mix, giving off 30ft of bright light and 30ft of dim light beyond that. Bad: If you activate the item or are within 5ft of it when it sparks and do not cover your eyes you must make a DC 12 Constitution saving throw. On a fail you are blinded until the end of your next turn.
8. Wayfarers Cuirass Armour (breastplate), rare (requires attunement) Made from simple alloys and ancient bark, this armour can go the distance. Good: You have +1 bonus to AC while wearing this armour and your speed increases by 20ft. Bad: Wayfarers always wish to be on the move. You can only benefit from one short rest per long rest.
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