Difference between revisions of "Troubled Legacy Magic Items"
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+ | == Magic Items == | ||
=== Cloak of Mists === | === Cloak of Mists === | ||
''' Wondrous Item, rare (requires attunement) ''' | ''' Wondrous Item, rare (requires attunement) ''' | ||
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The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. <br> | The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. <br> | ||
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+ | == Spells == |
Revision as of 11:38, 20 August 2022
Contents
Magic Items
Cloak of Mists
Wondrous Item, rare (requires attunement)
A cloak of dull grey and white interwoven strands, the cloak of mists wraps concealing fogs around the wearer to hide them from sight. While you wear this cloak with its hood up you have advantage on Dexterity (Stealth) checks made to hide. Additionally, while in areas that are lightly obscured by fog, mist, smoke, rain, or other misty or gaseous phenomena, you may attempt to hide using Stealth as a bonus action. Pulling the hood up or down requires an action.
You may also use the cloak of mists to cast misty step. You regain this ability after you complete a short or long rest.
Staff of the Owl
Staff, rare (requires attunement by a spellcaster)
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have a +1 bonus to spell attack rolls and spell save DC's.
The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and dissolves into owl feathers, which scatter to the winds.
Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge, owls only), speak with animals (1 charge, owls only), animal messenger (2 charges), darkvision (2 charges), conjure animals (3 charges, to summon either eight giant owls or eight swarms of owls [stats as swarm of ravens]), or fly (3 charges). You can use a reaction to expend 1 of the staff's charges to cast feather fall, as well.
The Silverthorn Moonblade
Weapon (longsword), legendary (requires attunement)
The Silverthorn Moonblade is a Magical longsword with the following properties. Five elven runes appear on the blade. You remain attuned to the weapon until you die or the weapon is destroyed. Being attuned to this sword grants you free attunement to Silverthorn tower.
- The moonblade glows faintly with a silvery light in the presence of Demons.
- The sword is +2 to Hit and Damage.
- The Sword acts as a Defender. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. You may also use a bonus action to set the bonus for the round.
- The Moonblade acts as a ring of spell storing. This sword stores spells cast into it, holding them until the attuned wielder uses them. The sword can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the sword as the spell is cast. The spell has no effect, other than to be stored in the sword. If the sword can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wielding this sword, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the sword is no longer stored in it, freeing up space.
Wand of Cure Wounds
Wand, Uncommon (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the cure wounds spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend up to a maximum of 3rd level.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.