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Raznira 2 Electric Chainaloo

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Oct 24th, 2019
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  1. Hellgate Chains: The Bonds of the Warden
  2. Chains, legendary (awakened, requires attunement by a monk)
  3. These chains have a range of 10 feet and have a damage die of a d8. They have a magical bonus of +1 and are a finesse weapon, meaning they use your Dexterity modifier. Calculating their damage and to hit looks like this:
  4. HIT: 1d20 + DEX + PROF + 1; DMG: 1d8 + DEX + 1
  5. The chains conjure a companion – a physical manifestation of the spirit within, the Warden of Gedding Gaol, Raznira, who seeks not to fight herself, but to witness the silent struggle of pain on the Material Plane.
  6. Once per 7 days, you may ask Raznira to access the memories she has recovered per the Commune spell.
  7. Once per day, you may ask Raznira for her meticulous loggings of past kills – if she has killed an enemy since regaining this power, you may learn one statistical fact about that enemy. (Cody, please keep a log of enemies you have killed. This is a responsibility.)
  8. Upon killing an enemy, Raznira’s chains gather the organs and entrails and lace them within the chain links. Your chains gain one charge per kill of an organic creature. You may expend one charge to heal 1d8 as an action, at which point the organs and entrails are absorbed into the chains and your life force is infused with that of the fallen. (Caps at 20)
  9. You may, as an action, expend a ki point to empower your unarmed strikes, allowing the fire from the chains to take over your physical form for one minute. Your unarmed strikes do solely fire damage, and your chain attacks do an extra d4 fire damage. At the end of each round in which you attack this way, if you are not resistant to fire, you must make a DC 15 Constitution saving throw against exhaustion.
  10. If grappled for an hour, it must make a DC 15 Wisdom saving throw or be afflicted with a madness.
  11. When wielding the Hellgate Chains, the wielder can use their bonus action to attempt to grapple an enemy within striking distance. (10 ft.)
  12. You may expend a ki point to attempt to grapple the creature. The enemy must make a DC 17 Dexterity Save or be grappled. If the enemy has already been hit by the chains this turn, it becomes a Strength Save, DC 17, as the chains are already wrapped around them and they are seeking to break free.
  13. A creature must beat an escape DC of 17 on their turn to escape the grapple.
  14. The chains can only have one enemy grappled at a time.
  15. When grappling a creature, the wielder of the Hellgate Chains may expend one of their ki points to pull the grappled creature up to 30 feet toward their position on the battlefield. The wielder may also expend a ki point to throw the Hellgate chains up to 30 feet as a ranged attack action. If it hits, the wielder uses the momentum to swing toward the enemy, landing next to them. This creature does not need to be grappled to make the ranged attack.
  16. Italics are new additions to the item.
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