ADAMANTINO ARMA IMPROVEMENT: When you crit with your weapon, you can add your skill bonus to damage twice, unless the creature you hit is made of adamantite.
You always get critical item hits.
RAGWEED:Using an action to consume it, you recover one spent spell slot, up to level 3. Instead, the wizard can recover up to 5 spent spell points.
ANCIENT HOPLON: When found, the shield has 1d4+2 charges. You can use your reaction and 1 charge to cast a shield spell without using up an enchantment slot. With each use, the cracks deepen and fork in the surface of the disc. After using the last charge, the shield shatters into pieces.
ARROWZESTATE: When it hits the target, the target must make a DC 15 Wisdom saving throw or be paralyzed for 2d4 rounds. At the end of each of its turns, the target may make another Wisdom saving throw. If successful, the spell ends on the target.
CRACK DISCO(RARE): The spellcaster can imbue disk 1 with a level 1-3 spell by spending the corresponding spell slot. The disc can be set as a trap for someone to step on by making a Thief's Tools/Agility check. The test result is the ST of the Perception test to spot the trap. When disabled, the enchantment is consumed and the disc must be returned. Depending on the spell, the save DC is 14 orATQbonus +6. The disc covers an area of โโ10 ร 5 feet.
IFZFUSS,TAN- In addition to the standard description, summoned creatures only last until the end of your next long rest.
IFZGENEROSITY:apart fromSTRICTIf you are successful in yourCHAlook, people who eat straight from the bag get inspiration
HEMOPHILIC:dagger; tuning required; is considered a +0 magic weapon; used as a makeshift weapon that deals 1 damage on hit; In addition to damage, each successful hit reduces the target's maximum HP by 1 and adds a 1 HP bleeding effect to the target, which stacks. Every 3 successful hits, the target suffers 1 exhaustion point.
CENSERZSOOTHING AROMAS: tuning; You can use the Censer as a holy symbol.
The Censer has 5 charges and renews 1d4 + 1 spent charge each day at dawn. You can spend a charge from the Censer to cast Heal Wounds as a ritual.
COLD HIERRO ARMA: When used against sorcerers or monsters, this weapon's attacks count as magic for the purpose of overcoming resistances and resistances to non-magical attacks and damage, and deal an additional 1d4 strength damage.
PUSHINGZLUZ:When a thrown dart hits its target, it explodes in a burst of bright light, destroying the dart. All creatures within 10 feet of the target must make a DC 13 Constitution saving throw or be blinded until the start of their next turn. The selected creature is surrounded by a brilliant glow, similar to that produced by the faerie fire spell, casting a dim light in a 10-foot radius for 1 minute.
DUSTZBORING:A pack usually contains 1d4 pinches. You can use your action to throw dust into the air. Every creature within 10 feet of you must make a DC 13 Constitution saving throw. On a failed saving throw, one of the creature's senses is partially damaged for 10 minutes. The creature can make a new saving throw once per minute, ending the effect on itself on success. A slight reset will also end the effect.
d8Effect
1-2Vision. The vision of the goal is blurred. It is at a disadvantage on attack checks, as well as on Wisdom (Perception) checks that rely on vision. Also, if the target is moving faster than half its speed, it must make a DC 10 Dexterity check at the start of each of its turns or it will stumble and fall.
3-4 interrogation. The target's hearing is muted, has a defect on Wisdom (Perception) checks that rely on hearing, and cannot hear spoken language unless shouted from within 10 feet. Additionally, if the target tries to cast a spell that has a verbal component, they must make a DC 10 Intelligence check to ensure they are pronouncing the words correctly.
5Touch. The target falls asleep. He has a disadvantage on Dexterity (Agility) checks and Dexterity saving throws. Also, the target won't know how much damage they'll take from the attack until the effect wears off.
6 Sixth Sense. You may not receive, transmit, use or interpret any magical or mundane abilities related to telepathy, divination, communication or seeing by magical means such as the arcane eye. Also, if you are subject to such an effect and the effect allows a saving throw, you have a disadvantage on that saving throw.
7-8 senses dulled. All your physical senses are dulled. You have a flaw on all Wisdom (Perception) checks.
ARROWZBLINDING:All creatures within 30 feet of the impact must make a DC 13 Constitution saving throw or be blinded for 1 minute. The creature may reroll at the end of each of its turns, ending this effect on a success. It turns into a non-magical arrow when it releases a flash of light.
MYSTERIOUS CLAW TATTOO: requires tuning; Your unarmed attacks are considered magical for the purpose of breaking invulnerability and resistance to non-magical attacks, and you gain a +1 bonus to attack and damage rolls on unarmed attacks.
As a bonus action, you can enhance the tattoo for 1 minute. During this time, each of your melee attacks can hit a target up to 30 feet away while tentacles of ink fire from your weapon or unarmed strike at the target. In addition, your melee attacks deal an additional 1d6 strength damage on hit. Once used, this extra action cannot be used again until the next sunrise.
BEINGZDARKNESS:This potion turns your entire body (skin, hair, teeth, tongue and proteins) matte black for 8 hours. When you are in twilight or darkness, you have an advantage on Stealth checks and may take the Stealth action as a bonus action. You cannot end this effect early unless it is the target of a minor restore.
You can also dilute the potion in a gallon of water, turning it into a pure black, indelible dye that will never fade.
FATHERZTRIBE:greataxe, needs fine-tuning on successful ST20 history test and ST15 performance test on long rest. It's a +0 magic weapon; once per long rest, you can inspire up to 6 creatures, giving them one inspiration point, if you successfully pass a DC15 performance test. If you succeed by 5 or more, they also gain temporary HP equal to yoursCHAbonus +1d4 (increases by one dice size for each character level up); additionally, when a creature within 5 feet of you is hit by an attack, you can use your reaction to stick an ax and give them +2 AC for that attack only
GLOVESZOGR FORCE: Tune in. While wearing these gloves, your Strength is 19. If your Strength is already 19 or higher, you are not affected by the gloves.
GEMSTONE FLET PROSTY:needs tuning; you gain an advantage in performance tests
BRIGHT ARMA: Spend 1 downtime action to apply the "Flash" trait to a non-magical weapon.
You gain an advantage in skill tests where someone can lie to you. Dispel illusions of level 3 or lower with one hit.
MANTOZFOG:needs tuning; while wearing this cloak, you can use your action to cast a mist cloud, misty step, or stink cloud. Once you cast one of these spells, you cannot cast that spell again until the next sunrise.
MAPZCARTOGRAPHY- By completing the Architecture of Downtime exercise, you automatically learn everything there is to know about the arena.
MASKZATTRACTIVE:Using it, you have an advantage inCHAchecks performed on humanoids of the opposite sex, and impairment on humanoids of the same sex
MITRANY ARMA- Any weapon that is not two-handed and not heavy can be reinforced with mithril as the main material. This gives the weapon the property of "lightness". If the weapon was magical, the cost is higher (x2 for rare, x3 for rare, etc.)
OAK GREASE:Club; requires druid tuning; Under Shillelagh, the Mace swells to the size of a large tree branch, becoming a Great Mace with a 1d12 damage cube.
TO ACHIEVE:+1 longsword; tuning required; When this weapon hits the magic user who is focused on the spell, their concentration is disrupted and they fall to the ground. On a critical hit, roll a d6 and summon a minion. This minion fights for you and follows your orders (own initiative roll) as long as you focus on summoning. (DC depends on server power). The server stays as long as you maintain your concentration, when 1 minute elapses or it drops to 0 KM. If this weapon hits a member of the All-Body Court, it immediately returns them to Primordius.
OILZI'M WRITING:You can rewrite spells to your spellbook at no extra cost. Spend 1 use of oil per spell. Oil has 8 uses and recovers 1d4 uses at the end of each idle period after a successful DC10/12/14/16/18 Arcana test.
ELIXIRZTO CORRECT SKILL: Choose one of the following effects for 1 hour after drinking the potion:
- temporarily gain 2d6 HP and adv. INFRAUDchecks
- adv. oneFORCEcheck and saves vs. tend to
- adv. oneDEXcontrols and no dmg drop to 30 feet.
- adv. oneCHAchecks
- adv. oneSIOchecks
- adv. oneAND Tchecks
ELIXIRZANIMAL AMISTAD- You gain an advantage on a Care of Animals check when you perform a standstill Beast Master action.
ELIXIRZLETARGO:When performing the Sabotage action while idle, you can add a Slow effect to your sabotage effect on 1 creature in the specified wave.
ELIXIRZSLEEPING:When you drink this potion, you immediately fall into a restful sleep for 1 hour; However, the potion only works on willing creatures. When you wake up, you reap the benefits of a long rest. The minion will wake up earlier if it takes damage or if someone uses an action to shake it or wake it up. In this case, the creature will not receive the benefits of this potion. You can only use this potion once, and then you cannot use any other sleeping potion until you have rested for a long time.
RINGZCUBIC FORCE: Once per day, as an action, you can conjure a 5-foot opaque cube of strength in your hand. The cube floats in space and does not move until more than 500 pounds are applied to it, then disappears. The cube also disappears after 1 hour of existence or if you discard it as an action.
RINGZELUSIVE CONVENIENCE:melody; you can use an action to cast the Invisible Servant Spell; additionally, a servant can help you with any food and lodging activity, giving you an advantage in your roles.
RINGZMAGIC ROCKETS:needs tuning; once per long rest, you can craft a single magic dart or ammo with +1 to attack and damage rolls; the projectile disappears after attacking with it
EXPLODED:as written except instead of auto-crit on items when you hit a build, roll to hit again, and if you beat her AC you'll crit
SIMIAN GILDIA SEAL: in addition to what it says, for each time of inactivity, roll a d9 for a bet where you gain an advantage from 1 control of your choice during that period of inactivity
POST ESTRELLA: tuning; As a bonus action on your turn, you can move the orb up to 30 feet into unoccupied space you can see within 9 meters of you.
Creatures near the orb cause attacks of opportunity from you as if you were in the orb's space. When you use this attack of opportunity, a ghostly image of your weapon shoots from the orb, mimicking your movements. This attack deals radiant damage instead of your weapon's normal damage.
The orb has AC 24, 50 hit points, and resistance to all damage. If it breaks, it can be fixed with a 1-hour ritual. You can perform this ritual only at night, under a clear night sky.
as if: You can stand on a sled and use actions to activate it mentally, causing it to float beneath you. Once per turn, you can mentally command a floating sled to move up to 30 feet in any direction. The sled can carry up to 400 pounds and stops floating when you get off.
Each turn, you can use an action to make a DC 12 Dexterity (Acrobatics) test, moving the sled an additional 60 feet on success.
BEWITCHED TATTOO:you can write a spell on your skin. When you do, you can cast this spell without spending material components. However, once you do, the tattoo will disappear.
SHOWER OIL:
You can anoint the corpse of 1 creature after a battle to try and force its spirit to stay with you for the next wave and help you in battle.
His spirit protects you as a variant of the Guardian Spirit spell that you don't need to focus on.
Make a religion test: Depending on the creature's CR, the ST is higher and the spirit strength is higher:
CR to 1: ST 10; 5 foot radius, 1d6 damage
RC1: DC11; 5 foot radius, 1d8 damage
CR2: ST12; 10 foot radius, 1d10 damage
CR 3: CD 13; Radio 10 pies, 1d12 damage
CR4:CD14; Radio 10 pies, 2d6 damage
CR5: CD15; Radio 15 patties, 2d8 damage
CR6:CD16; Radio 15 pies, 2d10 damage
CR7:CD17; Radio 15 pies, 2d12 dmg
CR8:CD18; Radio 15 patties, 3d6 damage
CR9:CD19; Radio 15 patties, 3d8 damage
CR10:DC20; Radio 15 patties, 3d10 dmg
If you fail a Religion check, you take the psychic damage specified for the creature's CR. This damage cannot be resisted or reduced.
STORM BOOMERANG- Instead of recharging at the elemental air node, it recharges during a short rest.
UNICORN REVOLUTION:Requires tuning;
Whenever there is a choice, Fey's evil creature will always attack someone other than you.
If he targets you with a damaging attack or spell, he must first perform ST13SIOsave or choose a different target, or lose an attack or spell.
It doesn't protect againstAOEspells such as fireball.
You are also immune to memory loss caused by Ghost Hunt.
MAGIC WANDZMAGIC FUSS: You can use this wand to cast Jugglery, Thaumaturgy, and Druids.
MAGIC WANDZARKANA:apart fromSTRICT, you can use your stacks to gain an advantage in certain skill checks during downtime when necessary
war hammerZWOUNDED:needs tuning; when you use Lay on Hands, for every 3 HP you restore to a creature, you can restore 1 extra without taking from the healing pool; Additionally, you can cast Flaming Smite/Thunder/Rathful once per long rest.
BORN BY THE WAVE LANZA:+1 spear; the spear floats on the surface of water and liquid; You have an advantage in track and field events to swim by holding it.
WORMSZPURIFICATION: the act of eating 1 handful; the pot can contain a maximum of 2 handfuls; replenish 1 handful at the end of each long rest;
- Eating a handful of worms removes curses, poisons, diseases, fear and spell effects.
- after ingestion do DC20FRAUDcontrol or spend 1 round of vomiting, causing 1 level of exhaustion after that
- each use of the jar requires a DC 15 Charisma saving throw to avoid the madness type roll (short term for warlocks, medium term for other arcane casters, and long term for everyone else)
yin-WHICH PERSONAL:Bar; tuning required; 10 charges, regenerates 1d6 at the end of each long rest; As an action, spend a charge to touch a creature with the tip of your staff. The white end casts Bless the creature, the black end casts Bane (DC12). You don't have to focus on spells, but you can only have 1 use of each spell.