This document summarizes several magic items, including:
- The Choker of Displacement, which gives disadvantage to attacks against the wearer for 1 round when activated.
- The Coil of Strength Storing Bracers, an artifact that stores kinetic energy from attacks to power defensive and offensive abilities.
- The Glimmerbolt crossbow, an artifact with charges that can fire bolts dealing radiant damage or create areas of bright and dim light.
- The Plate of the Magehunter General, an artifact plate mail that reduces magic damage and can suppress an attacker's magic weapon under certain conditions.
This document summarizes several magic items, including:
- The Choker of Displacement, which gives disadvantage to attacks against the wearer for 1 round when activated.
- The Coil of Strength Storing Bracers, an artifact that stores kinetic energy from attacks to power defensive and offensive abilities.
- The Glimmerbolt crossbow, an artifact with charges that can fire bolts dealing radiant damage or create areas of bright and dim light.
- The Plate of the Magehunter General, an artifact plate mail that reduces magic damage and can suppress an attacker's magic weapon under certain conditions.
This document summarizes several magic items, including:
- The Choker of Displacement, which gives disadvantage to attacks against the wearer for 1 round when activated.
- The Coil of Strength Storing Bracers, an artifact that stores kinetic energy from attacks to power defensive and offensive abilities.
- The Glimmerbolt crossbow, an artifact with charges that can fire bolts dealing radiant damage or create areas of bright and dim light.
- The Plate of the Magehunter General, an artifact plate mail that reduces magic damage and can suppress an attacker's magic weapon under certain conditions.
Crafted. Can be used on familiars Wonderous Item. Common.
1/day | Duration: 1| Others have This round bell is enchanted to be disadvantage on Attack rolls against perfectly silent. It only rings when its you. If you take dmg, the effect stops magic is disrupted, such as within an until the start of your next turn. antimagic field. Innactive while Incapacitated, Restrained, or at speed 0.
Coil of Strength Storing Coil of Strength Storing
Bracers (attunement) Artifact. (1/2) Bracers (attunement) Artifact. (2/2) Kinetic Battery. When your attack Enhanced Momentum. 1/turn|Before rolls exceed the target’s AC by ≥5, the hit/miss on an attack roll, add any coil gains 1 charge (3 on a crit). It number of charges to an attack roll. stores a maximum of 10 charges. Additionally, on a hit, you can expend Protective Force. When an ally fails a 2 charges to deal an extra weapon save that you can see, use your damage die. When you use this reaction to add a bonus = number of feature, the target does not benefit expended charges to the result. from resistance to the damage dealt. Immunities still apply.
Unused charges disperse on a short or
long rest.
Cap of Water Breathing Deliverance Ammo
⊕ Ring of Swimming. Uncommon. Lost on a misfire (4) or miss ¬ Speak the command word as an ¬ Acid. 2d6 acid. [25g] action to breathe normally underwater. ¬ Alchemist's Fire. 1d4 fire damage + Effect remains while in water and 1d4 at the start of each of its turns. wearing the cap. Action (DC10 DEX check) to put flames out. [50g] ¬ You gain a swim speed of 40ft. ¬ Holy Water. 2d6 radiant dmg to fiend or undead. [25g] ¬ Phase Spider poison. DC11 CON save or take 4d8 poison dmg (½ on a success). Glimmerbolt (1/2) Glimmerbolt (2/2) L. crossbow +1 (attun.) Artifact. L. crossbow +1 (attun.) Artifact. This weapon has 10 charges, and Blinding Bolt. Action|3 charges You regains 1d6 + 2 charges at dawn. fire a shining mote of light at a point Purifying Light. Attack and dmg rolls you can see within 60ft., where it with this weapon use your spellcasting detonates in a flash. Each creature modifier, dealing radiant dmg on a hit. within 20ft must succeed on a CON You can spend a charge to roll 1 save (DC17) or be blinded until the additional weapon dmg die. end of your next turn.
Radiant Constant. Either ability can
fill the targetted area with motes of light (20ft. bright + 20ft. dim) for 1 minute (free action).
Plate of the Magehunter General Plate of the Magehunter General
This magical armor has 3 charges per Anti-Magic Bulwark. You reduce by dusk. 3 all acid, cold, fire, lightning, and Stance of Fortitude. When you make thunder damage, as well as healing, a save to take half damage from a you receive from magical sources. spell, you can expend 1 charge to instead take no damage on a success Last Stand's Determination. When and only half as much damage on a you are hit by a magical melee failure. weapon, you can expend all charges and force the attacker to roll a d20. On a 10 or lower, the weapon’s magic is suppressed for 1 hour, causing it to become mundane temporarily.