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Tfe Compendium 1
Tfe Compendium 1
Tfe Compendium 1
Repeating
Rod
Arcane
Roaring Shield Musket
Nightmare
Tongue
Erydron’s Maw
Ægis of
the waterlily
Transcendantal Doorknob
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You can walk on water at will while using this shield. Magic longbow, rare
When you receive fire damage from an attack This bow’s “fangs“ coat its ammunition in an oily
or are forced to make a Dexterity saving throw venow, dealing an additional 1D6 poison damage
against fire damage, you can use your reaction to on a hit. However, when you roll a natural 1 with
gain half-cover and resistance for this instance of this weapon, it bites your hand. You suffer 1 point of
fire damage. piercing damage and 1D6 point of poison damage.
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ROARING SHIELD
CHAMPION’S SHINY TORSO While holding this shield you can use a bonus
action to cause it to emit a powerful roar in a 15 ft.
Magic armor (half-plate), rare, cone emanating from your space. Choose a roar
requires an attunement from the following list. Once you have used this
ability twice you can’t do so until the next dawn.
While attuned to this armor, you gain +2 in Strength
or Charisma (your choice when you attune to this - Frightening Roar: all creatures in the cone must
armor) for a maximum of 20. You can choose to succeed on a DC 15 Wisdom saving throw or be
change which statistic benefits of this bonus at frightened of you until the end of your next turn.
the end of a long rest. You also gain the following
benefits: - Challenging Roar: all creatures in the cone have
disadvantage attacking any other creature than
- You add a bonus to your Athletic, Performance you until the start of your next turn.
and Persuasion skill checks equal to the number
of non-hostile people that are watching you when - Emboldening Roar: all creatures in the cone gain
you roll (maximum +6). advantage to their next attack roll or saving throw
for 1 minute.
- You count as one size larger when determining
your carrying capacity and the weight you can - Thundering Roar: all creatures in the cone must
push, drag or lift. succeed on a DC 15 Strength saving throw or
suffer a number of D6 Thunder damage equal
- If you size is Small, you can use weapons with to your proficiency bonus, or half as much on a
the Heavy property without penality. success.
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NIGHTMARE TONGUE
Whenever you take a long rest you are cursed The door doesn’t have a knob on its other side but
with atrocious nightmares unless you have killed can be opened if you speak the command word
a sleeping creature with this weapon within the of the doorknob. A creature that doesn’t know the
previous 24 hours. The victim must have an command word cannot open the door from any side
intelligence of 5 or higher and must be able to and cannot remove the doorknob from the surface.
speak at least 1 language. These nightmares When removed from it, the door disappears as the
occurs even if you don’t need to sleep to take a surface reverts back to its original aspect.
long rest. Each time you are afflicted by these
nightmares, you suffer 1D6 psychic damage + 1D6 If you possess the key of a particular door of
per remaining charges in the blade at the end of approximatively similar proportions you can insert
your long rest, and your maximum hit points are it into the keyhole and create a portal between the
reduced by the same amount until you feed the two doors as long as they are within 1 mile of each
dagger, at which point your hit points return to other for as long as the doorknob is not removed.
normal. If the curse brings your maximum hitpoint In this case you can open the door created by the
to 0, you die and can’t be revived unless the curse doorknob even if it is created on a surface thicker
is first removed from you. than 5 ft.
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REPEATING ROD
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