Aug 14, 2021 11:28 pm
Cobalt ReiverHelm of the InquisitorBanner of the Flame UnquenchableBoots of Gnomekind
[ +- ] Spoiler
Handaxe, uncommon, requires attunement.
This hefty fighting hatchet has an elegantly curved haft designed to flow with the wielder's blows. Its blue-steel head is affixed with a device resembling a scowling, horned brass dwarf's head, a hint at its makers as if its workmanship and enchanted enmity weren't enough. It was awarded to the woodsman Milo Greenbottle by the elders of Emall in gratitude for his rescue of the town's children from their goblin captors.
Cobalt Reiver glows a fierce, frosty blue if there are goblins within 120 feet, shedding bright light in a 20 foot radius and dim light in an additional 20 feet. You can suppress or resume this glow as a bonus action.
While the weapon is on your person, you have advantage on initiative rolls.
You and any of your companions within 30 feet can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
This hefty fighting hatchet has an elegantly curved haft designed to flow with the wielder's blows. Its blue-steel head is affixed with a device resembling a scowling, horned brass dwarf's head, a hint at its makers as if its workmanship and enchanted enmity weren't enough. It was awarded to the woodsman Milo Greenbottle by the elders of Emall in gratitude for his rescue of the town's children from their goblin captors.
Cobalt Reiver glows a fierce, frosty blue if there are goblins within 120 feet, shedding bright light in a 20 foot radius and dim light in an additional 20 feet. You can suppress or resume this glow as a bonus action.
While the weapon is on your person, you have advantage on initiative rolls.
You and any of your companions within 30 feet can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
[ +- ] Spoiler
Wondrous item, uncommon, requires attunement.
This helmet is rounded on the outside, with a few lines deeply etched into its steel that suggest a scowling visage, while the interior has a rough, unfinished texture to the metal. A raised pattern evocative of a jewel rises from the brow, surrounded by runes of divination, truth and punishment. The helm belonged to Gehaarnir, an inquisitor in service to Lord Rak'via who quit the field after Thatch stood up to his brutality. One look into the heart and mind of the half-orc was seemingly enough to make the inquisitor scurry off, leaving his helm as a trophy.
While wearing this helm, you can use an action to cast the Detect Thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.
While focusing on a creature with Detect Thoughts, you can use an action to cast the Suggestion spell (save DC 13) from the helm on that creature. Once used, the Suggestion property can't be used again until the next dawn.
You can cause the helm's eye slots and the symbol on its brow to glow ominously, granting a +1 bonus to Intimidate checks. The wearer can suppress or resume this glow as a bonus action.
If the attuned wearer knowingly tells a lie, the helm causes a painful but harmless stinging sensation in their mind.
This helmet is rounded on the outside, with a few lines deeply etched into its steel that suggest a scowling visage, while the interior has a rough, unfinished texture to the metal. A raised pattern evocative of a jewel rises from the brow, surrounded by runes of divination, truth and punishment. The helm belonged to Gehaarnir, an inquisitor in service to Lord Rak'via who quit the field after Thatch stood up to his brutality. One look into the heart and mind of the half-orc was seemingly enough to make the inquisitor scurry off, leaving his helm as a trophy.
While wearing this helm, you can use an action to cast the Detect Thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.
While focusing on a creature with Detect Thoughts, you can use an action to cast the Suggestion spell (save DC 13) from the helm on that creature. Once used, the Suggestion property can't be used again until the next dawn.
You can cause the helm's eye slots and the symbol on its brow to glow ominously, granting a +1 bonus to Intimidate checks. The wearer can suppress or resume this glow as a bonus action.
If the attuned wearer knowingly tells a lie, the helm causes a painful but harmless stinging sensation in their mind.
[ +- ] Spoiler
Wondrous item, uncommon, requires attunement.
More a mournful memento than a trophy, this ragged piece of a battle banner was salvaged from the remains of a squadron of Fire-Bringers worg riders by Glanduk, the last survivor of the bloody and fruitless skirmish. It can be affixed to a polearm, spear or staff, and when thrust into the ground to mark a position it crackles with cinders and trails smoke, blowing in a searing wind of its own making.
The flagstaff the banner is attached to can be thrust into the ground or removed as a bonus action. When set in this way, the attuned character can use a charge to cast the Command spell (as an action) or the Healing Word spell (as a bonus action) from it if they are within 60 feet of the banner, using the the banner as the origin point. The Command spell has a special command when used this way: Rally, which suppresses the Frightened condition on the target for one round.
In addition, if the attuned character is within 60 feet of the banner (whether it is set or not) and they take fire damage, they may use a charge to cast Absorb Elements on themselves as a reaction. When used in this way, the absorbed energy maybe be added to a spell or melee attack, dealing 1d6 extra fire damage to one target of the spell or attack.
The banner has 3 charges, and regains 1d3 charges at moonrise each night.
More a mournful memento than a trophy, this ragged piece of a battle banner was salvaged from the remains of a squadron of Fire-Bringers worg riders by Glanduk, the last survivor of the bloody and fruitless skirmish. It can be affixed to a polearm, spear or staff, and when thrust into the ground to mark a position it crackles with cinders and trails smoke, blowing in a searing wind of its own making.
The flagstaff the banner is attached to can be thrust into the ground or removed as a bonus action. When set in this way, the attuned character can use a charge to cast the Command spell (as an action) or the Healing Word spell (as a bonus action) from it if they are within 60 feet of the banner, using the the banner as the origin point. The Command spell has a special command when used this way: Rally, which suppresses the Frightened condition on the target for one round.
In addition, if the attuned character is within 60 feet of the banner (whether it is set or not) and they take fire damage, they may use a charge to cast Absorb Elements on themselves as a reaction. When used in this way, the absorbed energy maybe be added to a spell or melee attack, dealing 1d6 extra fire damage to one target of the spell or attack.
The banner has 3 charges, and regains 1d3 charges at moonrise each night.
[ +- ] Spoiler
Wondrous item (boots), uncommon, requires attunement by a Fey Touched or Shadow Touched gnome.
Trees Glūm doesn't quite remember exactly where he got these charcoal grey leather boots with the shiny silver buckles and stitching. All he remembers is what might have been a dream... a crossroads, the diverging paths shrouded in mist and shadows... a stranger who looked like a gnome but was much too tall and wouldn't stop smiling... and a wager about who could play the viol the best...
After finishing a long rest, you may choose to swap the Fey Touched feat for the Shadow Touched feat or vice versa. The ability score boost and spell associated with each feat do no change when swapped.
The boots change the way certain spells work for you, whether cast innately by the feats or through your own magical abilities. When you travel by Misty Step, the boots shroud you in shadow for a moment after you arrive – you become heavily obscured by magical darkness until the start of your next turn. When you cast Invisibility, shimmering mists shift your location – you can teleport up to 15 feet to an unoccupied space you can see.
In addition, while wearing the boots, you ca n choose to have them leave tracks like those of another kind of humanoid or animal of your size or smaller.
Trees Glūm doesn't quite remember exactly where he got these charcoal grey leather boots with the shiny silver buckles and stitching. All he remembers is what might have been a dream... a crossroads, the diverging paths shrouded in mist and shadows... a stranger who looked like a gnome but was much too tall and wouldn't stop smiling... and a wager about who could play the viol the best...
After finishing a long rest, you may choose to swap the Fey Touched feat for the Shadow Touched feat or vice versa. The ability score boost and spell associated with each feat do no change when swapped.
The boots change the way certain spells work for you, whether cast innately by the feats or through your own magical abilities. When you travel by Misty Step, the boots shroud you in shadow for a moment after you arrive – you become heavily obscured by magical darkness until the start of your next turn. When you cast Invisibility, shimmering mists shift your location – you can teleport up to 15 feet to an unoccupied space you can see.
In addition, while wearing the boots, you ca n choose to have them leave tracks like those of another kind of humanoid or animal of your size or smaller.