Re: Some Magic Items
Posted: Sat Dec 09, 2017 4:19 pm
A few magical weapons I've been using, or plan to use, in my games.
Recurrence:
5 times per day this short sword +1 allows it's user to make an extra attack on their turn. Both attacks must be made with Recurrence.
Shadow Steel:
5 times per day this dagger +2 allows it's user to turn invisible for 3 rounds. (see the spell invisibility for rules on being invisible.)
Inertia
This magical great mace (maul) +1 deals 3d6 damage on a successful attack, however this comes at a cost. On the round after any attack is made the user automatically loses initiative, cannot move more than 10 feet, and cannot make parting shots.
Justiciar
Once per day this warhammer +1 can be invoked to bind the appendages of any creature for up to 1 hour. A successful save versus spells negates the binding. Attacking, or otherwise attempting to directly kill the bound target breaks the binds.
Needle Threader
5 times per day the user of this longbow +2 can ignore any cover or concealment penalties for their attack roll. The arrow must still be able to reach the target along a natural trajectory, and the attacker must be able to see, or otherwise know the location of their target. However no extra penalties are applied even if the trajectory would normally make the shot extremely difficult (e.g. arcing over a wall).
Hailstorm
Once per day the user of this heavy crossbow +1 can fire a bolt into the air and call down a shower of bolts in a 10 foot radius at a target location within range of the crossbow. Creatures in this area are hit by 1d6 bolts (save versus dragon breath for half)
Bark and Bite
While this pair of daggers +1 work well with any one, they work best with a thief. once per opponent (per 24 hours) on a successful attack with Bark (off-hand) the attacker can elect to forego the damage, and instead attack with Bite as though they were attacking from behind.
Checkpoint
On a successful attack, the user of this spear +1 may choose to force their opponent backward five feet.
Recurrence:
5 times per day this short sword +1 allows it's user to make an extra attack on their turn. Both attacks must be made with Recurrence.
Shadow Steel:
5 times per day this dagger +2 allows it's user to turn invisible for 3 rounds. (see the spell invisibility for rules on being invisible.)
Inertia
This magical great mace (maul) +1 deals 3d6 damage on a successful attack, however this comes at a cost. On the round after any attack is made the user automatically loses initiative, cannot move more than 10 feet, and cannot make parting shots.
Justiciar
Once per day this warhammer +1 can be invoked to bind the appendages of any creature for up to 1 hour. A successful save versus spells negates the binding. Attacking, or otherwise attempting to directly kill the bound target breaks the binds.
Needle Threader
5 times per day the user of this longbow +2 can ignore any cover or concealment penalties for their attack roll. The arrow must still be able to reach the target along a natural trajectory, and the attacker must be able to see, or otherwise know the location of their target. However no extra penalties are applied even if the trajectory would normally make the shot extremely difficult (e.g. arcing over a wall).
Hailstorm
Once per day the user of this heavy crossbow +1 can fire a bolt into the air and call down a shower of bolts in a 10 foot radius at a target location within range of the crossbow. Creatures in this area are hit by 1d6 bolts (save versus dragon breath for half)
Bark and Bite
While this pair of daggers +1 work well with any one, they work best with a thief. once per opponent (per 24 hours) on a successful attack with Bark (off-hand) the attacker can elect to forego the damage, and instead attack with Bite as though they were attacking from behind.
Checkpoint
On a successful attack, the user of this spear +1 may choose to force their opponent backward five feet.