Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Svaki član Cauponoris Trgovačkog Društva skuplja C-ove, novčiće od mithrala, namjenjene trošenju u prostorijama gilde za stvari iz "podruma". Cijene su fiksne i ne mogu se promijeniti. Broj C-ova se zadržava na liku (možete štediti).
- Simple enchantments:
- Weapons:
- +1 - 20 C
- +2 - 50 C
- +3 - 100 C
- Armor:
- +1 - 30 C
- +2 - 60 C
- +3 - 120 C
- Javelin of Lightning - 35 C
- This Javelin is a Magic Weapon. When you hurl it and speak its Command Word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage.
- The javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon.
- Attributes
- Properties Range, Thrown
- Range 30/120
- Weight 2
- Damage Type Piercing
- Item Type Melee Weapon
- Damage 1d6
- Vicious Weapon - 20 C
- When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 weapon damage.
- Staff of Defense - 70 C
- Requires Attunement
- This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
- Holding this staff grants a +1 bonus to armor class.
- The staff contains 10 charges used to fuel the spells within it. While holding the staff, it can be used to cast one of the following spells if the spell is on your class’s spell list:
- - Mage Armor (1 charge)
- - Shield (2 charges)
- The staff regains 1d6+4 expended charges each day at dawn. If the last staffs charge is expended, roll a d20. On a 1, the staff shatters and is destroyed.
- Amulet of Health - 220 C
- Requires Attunement
- Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.
- Ring of Resistance - 40 C
- Requires Attunement
- You have Resistance to one (constant) type of damage while wearing this ring.
- Lantern of Revealing - 20 C
- While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
- Weapon of Terror - 50 C
- Requires attunement
- This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
- The mace regains 1d3 expended charges daily at dawn.
- Vorpal Sword - 160 C
- Requires attunement
- You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
- When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
- Iron Bands of Binding - 40 C
- This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
- Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
- A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
- Once the bands are used, they can't be used again until the next dawn.
- Winged Boots - 70 C
- Requires attunement
- While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
- The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
- Charm of Borrowed Luck - 50 C
- Requires attunement
- While you have this charm equipped, as a bonus action you'll be able to borrow good fortune from the Weave of all things. Roll a d20, on 2-20 your next roll is automatically a 20. On a 1, the charm breaks, and the borrowed fortune leaves you, often violently. Until all the good luck has been paid back, you can (at DMs discretion) automatically fail some actions. You get magically branded with an amount of brandings equal to the amount of times you have used this charm, and they show how much luck you have to pay back.
- Timepiece of Chronos - 100 C
- After clicking this pocket watch as a bonus action, you have one extra turn after this one. It can then be used again after sunrise.
- Ring of the Phoenix - 70 C
- Requires attunement
- While wearing this ring, the wearer is protected from death. In the case that the wearer falls unconscious, they can use this ring, alternatively if they are dying, it will automatically get used. When used, the ring removes all temporary negative effects (as in Greater Restoration), and restores full hit points. It also removes any exhaustion levels the wearer had. After activating, the ring turns to ash - forever lost.
- Eagle Bow - 40 C
- Requires attunement
- You gain a +1 bonus to attack and damage rolls made with this magic weapon.
- The range of the weapon is doubled both in normal and long. While you hold this weapon, you have advantage on Wisdom (Perception) checks that rely on sight, and in conditions of clear visibility, you can make out details of even extremely distant creatures and objects
- Life Drinker - 25 C
- Weapon (battleaxe) - Requires attunement
- When you attack a creature with this magic weapon and roll a 20 on the attack roll, the target gains one level of exhaustion if it isn't a construct or an undead. You also lose one level of exhaustion you have.
- Winterweiss - 140 C
- Weapon (Rapier), Legendary (requires attunement)
- Winterwiess is an exotic rapier crafted from pure, platinum crystal. Icy-blue gems are embedded into the weapon's guard, and it constantly feels cold to the touch.
- You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has all the functions of a typical frost brand weapon, as well as the following additional properties:
- Frost Missiles During your turn in combat, you may command Winterweiss to cast the spell magic missile, as if you were using a 9th-level spell slot. the darts created by Winterweiss deal cold damage instead of force. Once cast, this spell does not recharge until the next dawn.
- Double Fanged Ring - 60 C
- Ring, Rare (Requires Attunement)
- Has 1d8+1 charges, recharged every day at dawn. On a hit with a weapon attack, the wearer may expand up to 1 charge to have the creature hit with their attack make a DC 15 con saving throw, or the creature takes 4d6 poison damage. If the ring ever goes to zero charges roll a d4, on the roll of a one the ring disintegrates into a 5ft diameter cloud of poisonous gas that makes all creatures who enter or start their turns in it Poisoned for 1d4 hours. Damage caused by the Double Fanged Ring cannot be resisted, and still deals half damage to creatures with poison immunity.
- Gloves of the War Mage - 60 C
- Wondrous Item, rare (requires attunement by an arcane caster)
- Appearing as heavy white leather gloves, each pair of gloves has arcane script carefully embroidered along the fingers, with a small fine gemstone set into the palm of each hand. The gloves have 5 charges, which you can use as a bonus action. When you expend a charge you can add your proficiency to the damage cause by a spell requiring a attack roll against a single creature. If the spell is a evocation spell, you can add an extra half of your proficiency rounded up to the attack roll after expending a charge.
- Charges cannot be used more than once on your turn, and the gloves regain 1d4 + 1 expended charges daily at dawn.
- (Ex.) When a wizard expends one of the gloves charges, and casts scorching ray against a single target, they can add their proficiency and a half to each beam damage if they hit.
- Dreadnought Shield - 30 C
- Armor (shield), very rare (requires attunement)
- While holding this shield, you have resistance against damage caused by ranged weapon attacks. In addition, you are considered to have half cover against ranged attacks from creatures you can see.
- Armor of Haste - 50 C
- Armor (breastplate), rare (+1 - requires attunement)
- You have a bonus to AC while wearing this magical armor. Furthermore, while moving, you can spend your bonus action to double your movement speed on that turn (once per minute).
- Staff of the Fool - 40 C
- Staff, rare (requires attunement by a spellcaster)
- This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: fog cloud (1 charge per spell level, up to 4th), hideous laughter (1 charge), irresistible dance (6 charges), or silent image (1 charge). You can also use an action to cast either the dancing lights spell or the prestidigitation spell from the staff without expending any charges.
- The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles into dust and is destroyed.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement