pyao919

Heralds of the Sword Saint

Aug 17th, 2018
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  1. Sonak's Fog in a Bottle
  2. *Wondrous item, very rare*
  3.  
  4. While you are holding it, you can use an action to lift it up and speak one of three command words to cause one of the following effects:
  5.  
  6. - The first command word causes the bottle to summon a fog that plays with the mind. Each creature within 15 feet (including yourself) must make a DC 18 Constitution saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  7.  
  8. - The second command word causes the bottle to summon a chilling fog. Each creature within 15 feet (excluding yourself) must make a DC 18 Constitution saving throw. On a failed save, a creature takes 4d12 cold damage on a failure, and loses one of its attacks on its next turn. On a successful one, a creature takes half as much damage and suffers no additional effects.
  9.  
  10. - The third command word causes the bottle to spew a cloud of thick smoke in a 20-foot radius from the bottle. The cloud's area is heavily obscured. However, when you use the command word, you can choose creatures who can see through the fog, including yourself.
  11.  
  12. Once you use the bottle two times, it breaks, and becomes a nonmagical bottle.
  13.  
  14.  
  15. Berserker's Flame
  16. *Wondrous item, very rare*
  17.  
  18. You can use your bonus action to rage and encase yourself in a firey aura. While raging, you gain the following benefits:
  19.  
  20. - You have advantage on Strength checks and Strength saving throws.
  21. - When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.
  22. - You have resistance to bludgeoning, piercing, and slashing damage.
  23. - Your weapon attacks deal an extra 2d6 fire damage.
  24.  
  25. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
  26.  
  27. Once you use this item, the flames dissipate, and it becomes nonmagical.
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  30. Angelic Greatsword
  31. *Weapon (greatsword), very rare (requires attunement)*
  32.  
  33. While holding this magic weapon, you can reach out and touch a creature. The target magically regains 4d8+2 hit points and is freed from any curse, disease, poison, blindness, or deafness.
  34.  
  35. Once you use this feature, you cannot use it again until the next dawn.
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