War's Champion: Items (5e Other)

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Blades of Chaos[edit]

Magic Weapon (shortswords) - Artefact (Requires Attunement by a character with a Strength score of 15 or higher. Can only be attuned during combat, as an action.)

These paired blades are granted to a champion of the God of War, attaching themselves to their user with burning chains that coil around the user’s wrists. Additionally, the blades can be empowered with runic enchantments to deliver a wide array of different attacks. These paired magic shortswords have the following properties:

  • You gain +4 to attack and damage rolls made with these weapons. Attacks made with these weapons deal an additional 1d8 fire damage.
  • Each weapon deals 1d12 slashing damage.
  • When making an attack with these weapons, you make one attack for both weapons, dealing the damage for both weapons on a successful hit.
  • These weapons have a range of 15 feet.
  • You may make a thrown weapon attack with one blade. This attack has a range of 25 feet. On a successful hit, the target must succeed on a Strength saving throw with a DC of 8 + your proficiency bonus + your Strength modifier, or be pulled up to 15 feet directly towards you.
  • Once per turn you may make a heavy attack with these weapons. A heavy attack deals an additional 1d10 fire damage.
  • This weapon can have two Runic abilities installed at any one time. Only one of these can be a normal attack rune, and only one can be a heavy attack rune.
  • These weapons cannot be broken by any known means. Additionally, if it would be targeted by an effect that would destroy a weapon, such as a Rust Monster's Rust Metal trait or Antennae action, it instead ignores it.
Runes

Runes can be found as common magic items. While they don’t have any power on their own, each rune can add a unique attack that the wielder of the Blades of Chaos can use. Each rune can be used as an action. Light attack runes can be used up to 5 times. Heavy attack runes can be used twice. For runes with saving throws, the DC = 8 + your proficiency bonus + your Strength modifier. You regain all uses of your runes when you complete a short or long rest.

Leviathan Axe[edit]

Magic Weapon (battleaxe) - Artefact (Requires Attunement by a character with a Constitution score of 15 or higher)

This battleaxe forged by dwarven master-smiths is imbued with powers of frost, and can be called to its wielder’s hand at will. Additionally, the axe can be empowered with runic enchantments to deliver a wide array of different attacks. This magic battleaxe has the following properties:

  • You gain +4 to attack and damage rolls made with this weapon. Attacks made with this weapon deal an additional 1d10 cold damage.
  • One-handed deals 1d12 slashing damage.
  • Two-handed deals 2d8 slashing damage.
  • This axe has the thrown property with a range of 30/120. Any creature directly between you and the target of the attack must make a (DC = 8 + your proficiency bonus + your Constitution modifier) Dexterity saving throw, suffering damage equal to the weapon’s damage (1d12+4 slashing damage plus 1d10 cold damage) on a failed save, or half as much on a successful save.
  • You can call the axe to your hand as a bonus action. Any creature between you and the axe must make a (DC = 8 + your proficiency bonus + your Constitution modifier) Dexterity saving throw, suffering damage equal to the weapon’s damage on a failed save, or half as much on a successful save.
  • Once per turn you may make a heavy attack with this weapon. You must wield this weapon with both hands when making a heavy attack. A heavy attack deals an additional 1d12 cold damage.
  • This weapon can have two Runic abilities installed at any one time. Only one of these can be a rune that affects normal attacks, and only one can be a rune that affects heavy attacks.
  • This weapon cannot be broken by any known means. Additionally, if it would be targeted by an effect that would destroy a weapon, such as a Rust Monster's Rust Metal trait or Antennae action, it instead ignores it.
Runes

Runes can be found as common magic items. While they don’t have any power on their own, each rune can add a unique attack that the wielder of the Leviathan Axe can use. Each rune can be used as an action. Light attack runes can be used up to 5 times, and must be used while wielding the axe one-handed. Heavy attack runes can be used twice, and must be used when wielding the axe two-handed. For runes with saving throws, the DC = 8 + your proficiency bonus + your Constitution modifier. You regain all uses of your runes when you complete a short or long rest.

Guardian Shield[edit]

Magic shield (Shield) - Rare

Crafted by the legendary armor smiths. (Insert fitting tribe from your campaign here) This item appears like a simple bracer with a metal guard on it with a wire handle that attaches like rings on the fingers. When the hand is fully formed into a fist the shield activates and unfolds into a full buckler.

When holding a One handed weapon it can function like a normal shield but can be quickly discarded in favor of a two handed weapon.

When wielded with a Two handed weapon you can use your Reaction to activate, increasing your Armor Class by 2.

Twice per short rest you can make a Strenght Save trying to match, or exceed that of the attack roll, on a failed save your AC is only increased by 2. On a success your AC is increased by 5 and your opponent is knocked prone.

Talon Bow[edit]

Magic Weapon (longbow) - Artifact (Requires Attunement) This bow’s string carries magical properties that can stun or shock its targets, and summon beasts with the same powers. The Talon Bow has the following properties:

  • You have a +4 bonus to attack and damage rolls made with this magic weapon.
  • Talon Bow deals 1d12 piercing damage.
  • This weapon cannot be broken by any known means. Additionally, if it would be targeted by an effect that would destroy a weapon, such as a Rust Monster's Rust Metal trait or Antennae action, it instead ignores it.
  • Your attacks have additional effects based on your active bowstring enchantment:
Bowstring Enchantments.

The Talon Bowstring carries two enchantments, The Light of Alfheim, and Hræzlyr’s Breath. Only one Bowstring enchantment is active at a time, you can change the active enchantment as a bonus action.

  • Light of Alfheim
    When a creature is hit by two or more arrows loose from your bow in one turn, it must succeed on a DC 18 Wisdom saving throw or become stunned until the start of your next turn.
    Hræzlyr’s Breath
    When a creature is hit by an arrow loosed from your bow, it takes 1d10 lightning damage
Runic Summons.

In addition to the enchantment bowstring, the Talon Bow can be imbued with summoning runes. Runes can be found as common magic items. While they don’t have any power on their own, each rune can add a unique summon that the wielder of the Talon Bow can use. One summoning rune can be imbued with the bow at a time, and they can be switched over the period of a short rest.

As an action you can lose an arrow to enact a runic summon, once a summon has been used, the wielder cannot use it or another summon until they finish a short or long rest. Runic summons that require the target to make a save have a DC of 8 + your proficiency bonus + your Dexterity modifier. Runic summons that deal damage also apply the effect of your active bowstring enchantment.

Magical Arrows[edit]

  • Mistletoe Arrows

Weapon (Arrow), legendary If this arrow hits a creature that is immune to bludgeoning, piercing and slashing damage from non-magical weapons, it automatically suffers a critical hit, and loses those immunities permanently.

  • Vile Arrows

Weapon (Arrows), common The tips of these arrows open upon piercing through flesh. When one of these arrows hits a creature, the tip of the arrow releases a toxin, dealing an additional 2d4 poison damage to the target.

  • Frost Arrows

Weapon (Arrows), uncommon The glass tip of this arrow shatters on impact. When this hollow arrow head shatters it spills its freezing contents. On top of the normal piercing damage it also deals an additional 1d4 cold damage, and the target must make a DC 12 Constitution saving throw or have its movement speed halved until the end of its next turn.

  • Acid Arrows

Weapon (Arrows), uncommon The glass tip of this arrow shatters on impact. When this hollow arrow head shatters, it spills its acidic contents. On top of the normal piercing damage, the arrows also deal an additional 2d4 acid damage.

  • Flight Arrows

Weapon (Arrows), uncommon Flight arrows have thin shafts and light fletching. When fired from a bow, the normal and long range is increased by 90 feet. You cannot recover expended flight arrows at the end of a battle.

  • Net Arrows

Weapon (Arrow), common When this arrow hits a creature that is a Medium or smaller creature, it is knocked prone and restrained. The creature must succeed in a DC 17 Strength check at the end of it's turn to escape the net.

  • Flame Arrows

Weapon (Arrows), common The glass tip of this arrow shatters on impact. When this hollow arrow head shatters it spills its burning contents. On top of the normal piercing damage it also deals an additional 1d4 fire damage, and at the start of the target's next turn, it takes 1d4 fire damage.

  • Blinding Arrows

Weapon (Arrow), uncommon On impact, the arrow explodes in a blinding shower of sparks. Every creature within 5 feet of the impact must succeed on a DC 12 Constitution saving throw or be blinded until the end of your next turn. A creature hit by the shot makes the saving throw at disadvantage.

  • Slumber Arrows

Weapon (Arrow), uncommon On impact, the piece of arrow releases a cloud of dust that induces sleep. Roll 3d8; the total is how many hit points of creatures this substance can affect. Creatures within 5 feet of the impact are affected in ascending order of their current hit points (ignoring unconscious creatures), as if affected by a sleep spell.



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