Finnyous
Spiritual Aegis. When you Defend, add your WIL to your Armor.
Aura of Refuge. Your Aura extends your Interpose range, allowing you to Interpose for any ally within your Aura. When you Interpose, the attacker is Taunted by you until the end of its next turn.
The Aegis counts as a shield and cannot be disarmed, lost, or destroyed.
A spectral shield born from an oath fulfilled. It manifests around your arm when called upon and fades when no longer needed.
Spiritual Aegis. When you Defend, add your WIL X 2 to your Armor.
Aura of Refuge. Your Aura extends your Interpose range, allowing you to Interpose for any ally within your Aura. When you Interpose, the attacker is Taunted by you until the end of its next turn.
Divine Refuge. When you Interpose, you gain Resistance to the triggering attack's damage.
The Aegis counts as a shield and cannot be disarmed, lost, or destroyed.
A spectral shield born from an oath fulfilled. It manifests around your arm when called upon and fades when no longer needed.
A black, palm-sized ball with faintly writhing pat- terns etched into its surface. Action: Throw this ball up to 6 spaces. Upon impact, it shatters, releasing a swarm of harmless but horrifyingly realistic spectral spiders that cover a 2x2 area. Creatures in the area must make a WIL save or be Frightened until the end of their next turn.
Once used, the ball reforms at the next Safe Rest.
This armor is especially made for hedges
Base AC is 16+DEX
Your quills become Vicious: (they deal an additional 1d6 damage whenever you score a critical hit with them)
Choose a creature you've met that is on the same plane of existence. The target makes a DC10 WIL Save. If you possess one of its personal belongings or a part of its body (such as hair or blood), it makes the save with Disadvantage. On a failure, an invisible magical sensor appears within 2 spaces of the target for 10 minutes. You can see and hear through the sensor as if you were there.
Magical Strikes. Your unarmed strikes with the gauntlets deal 1d12 damage. When you attack with the gauntlets, you are considered to be dual wielding. You can use either Air Assault or Gravity Smash on a hit, but not both.
Glide on air and earth You can fly and glide through any natural earth at your movement speed.
Air assault Once per turn, when you hit a Huge or smaller creature with Air or a weapon you're wielding in it, you may lift it up to 6 spaces in any direction, ignoring the normal size modifiers for forced movement. If you choose, It remains suspended there until the start of your next turn, then falls.
Gravity Smash Once per turn, when you hit a creature with Earth or a weapon you're wielding in it, you may slam it to the ground, causing it to become Prone. If it is airborne, it immediately falls and takes twice the normal falling damage.
Tempest Slam 1/day, 3 actions You slam your fists together, unleashing a violent shockwave. All creatures within 4 spaces are hurled skyward before crashing back down in their spaces, taking 1d20+70 damage and becoming Prone and Dazed until the end of their next turn.
Elemental Gauntlets, Earth and Air were born during an Earthquake and Tornado and crafted by the master smith Hephaestus himself. Each gauntlet crackles with elemental power, one pulsating with the solid fury of earth, the other almost glides through the air with a whirlwind of energy.
Adorned with intricate runes that dance with energy, these twin artifacts resonate with elemental energy. When wielded together, they unleash a symphony of elemental chaos, grounding enemies to the ground a floating them through the air.
Enchanted attacks Concentration: Up to 1 min. Your melee attacks deal +KEY Fire damage and inflict Smoldering on a crit.
Recharge: You must heat the ring in fire for at least an hour and allow it to cool overnight.
As an Action, open the bottle.
When opened, thick smoke pours from the bottle, Heavily Obscuring everything in a 6×6 area centered on it.
At the end of each round the bottle remains open, the smoke's area increases by 2×2 spaces, to a maximum area of 12×12.
The smoke lasts for 10 minutes, but can be dispersed by a strong gust of wind.
Magical Strikes. Your unarmed strikes with the gauntlets do 1d12 damage. The damage type is fire or cold, depending on which hand you hit with. (Left is Fire, Right is Water) When you attack with the gauntlets you are considered to be dual wielding.
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Fire/Water dash. Your movement speed increases by 2 squares on land and water and you gain water walk. Any creature you come within 1 square of while running takes KEY damage. Each creature can only take this damage once per turn.
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Fire Fist. When you hit with Fire, flames erupt from the impact. The target and all creatures within 2 squares take KEY Fire damage and become Blinded until the start of your next turn.
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Water Whip. You can turn the gauntlet into a whip, increasing the attacks range to 6 squares and pulling any enemy you hit within 1 square of you. This only works on creatures sized Huge or smaller. Whenever a Water Whip pulls a creature adjacent to you: the bonus damage from your next Fire attack increases to +10.
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(1/day, 2 actions) Water/Fire Implosion. You slam your gauntlets together. All creatures within 4 squares take 1d10+30 Cold damage and are pulled adjacent to you. Immediately afterward, volcanic force erupts outward and all affected creatures take 1d10+30 Fire damage and are pushed 2 squares away. A cloud of steam fills the area of your attack for 4 rounds. You and your allies can see through it normally and are partially obscured
The Stormforged Gauntlets, Fire and Water were born amidst the tumultuous fury of Stygia and crafted by the master smith Hephaestus himself. Each gauntlet shines with elemental power, one pulsating with the raging fire of a furnes, the other flowing and smooth.
Adorned with intricate runes that dance with energy, these twin artifacts resonate with elemental energy. When wielded together, they unleash a symphony of elemental chaos.
2d6+STR
Whenever you attack with this weapon, roll an additional aggression die (1d6). The weapon deals that much additional damage to your target on a hit. Whenever this weapon misses, you take that damage instead
This greataxe is made of a red steal that always appears to be covered in fresh blood
As an action, you can splash the contents of this flask onto a creature within 1 square of you or throw it up to 4 squares, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d8 radiant damage.
A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
1d4+DEX Piercing Vicious
Heart Piercer (1/Turn) When you hit a creature you are Hidden from, deal +10 damage.
Poisoned Blade. On a crit, the target becomes Poisoned until the end of its next turn.
When poured out, this silvery liquid rapidly expands, coating the surrounding area in a chalky white sheen.
For the next 8 hours, gravity is greatly reduced in a 5-space radius around the potion, extending 60 spaces upward.
Creatures within the area can jump 3× their normal distance and take half damage from falling.
This violet colored potion smells like lavender and citrus. The next time you take a short rest after ingesting it, you enjoy a deep, dreamless sleep, granting you the benefits of a safe rest, even if you already benefited from a safe rest in the past 24 hours.
When uncorked, this silvery elixir produces beautiful, ethereal music for 1 hour as it slowly evaporates.
When consumed, you feel a rush of magical inspiration flow through you. You instantly learn a random 3rd-level spell. You can cast it without expending a spell slot, and once you do so, you can’t cast it in this way again until you finish a safe rest. This potion’s effect is permanent, and it doesn’t count against the number of potions you can have affecting you at once.
While Safe Resting, use this to brew your choice of 1 potion, to be consumed immediately:
- Elixir of Futuresight: This potion grants the drinker a brief, cryptic vision of a future event.
- Elixir of Requiem: This potion allows the drinker to relive a crucial memory from their past.
- Elixir of Time: Once every 100 years, the cauldron can brew a potion that can take the drinker back in time 1 day.
Magical Strikes. Your unarmed strikes with these gauntlets deal 1d8 damage.
(1/turn) When you hit a creature with the gauntlet and the Primary Die rolls 4+, it is knocked Prone.
You may make unarmed strikes with this gauntlet even while holding an object or weapon in that hand.
When you drink this blue goo, your skin turns into a thick gray rubber. For 1 hour, you have resistance to lightning damage.
The fox always remains within 1 square of you, moving with your shadow. It cannot attack, be targeted, or be harmed.
Shadow Scout
Your shadow extends up to 12 squares. The fox may travel anywhere along it, slipping through tiny cracks, beneath doors, and around corners while remaining connected to your shadow. Whenever it leaves your line of sight, you may see and hear through its senses until it returns.
When the Nine-Tailed Shadow Lord fell, its Shadow Stone shattered. Most of its power and memories faded into the world, but a single fragment remains If accepted, a small fox made of living shadow emerges from the fragment and permanently bonds to its new master.
You can walk on vertical surfaces or ceilings as if they were flat ground, but only at half your normal Speed. If you end your turn upside down or on a vertical surface, you must make a DC 10 STR save or fall down, landing prone.
These Greaves wrap around your ankles and feet. They're perpetually sticky to the touch.
After drinking this potion, you feel the sudden and unpleasant feeling of wearing soaking-wet clothing. For the next 10 minutes, you gain a flying speed of 3 squares and can hover, but it looks and feels as if you’re swimming through the sky. While flying in this way, you must also obey the rules for underwater combat.
This potion can either be imbibed, poured or thrown (1d6 to throw) Any Undead within 6 spaces must make a DC 13 WIL save. On a failure, it is teleported to a random unoccupied space 8 spaces away and cannot willingly move within 6 spaces of the repellant for1 minute.
An Undead that enters the area for the first time must immediately make the save. On a failure, it is affected as above.
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When you crit with the Stormhammer or reduce a creature to 0 HP with it, you become Charged until combat ends. While Charged, you may use one of the abilities below, ending Charged.
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Barrier of Wind. When you use Is That All You Got?! roll one of the Fury Dice expended and add the result to the damage reduced.
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Storm Whirlwind. 2 Actions. Make an attack with the Stormhammer against all enemies within Reach 2. The attack deals Lightning damage instead of its normal damage type. Storm Whirlwind cannot miss or crit
When you crit with the Stormhammer or reduce a creature to 0 HP with it, you become Charged until combat ends. While Charged, you may use one of the abilities below, ending Charged.
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Barrier of Wind. When you use Is That All You Got?! while Charged, roll each Fury Die expended and add the total to the damage reduced.
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Storm Whirlwind. 2 Actions. Make an attack with the Stormhammer against all enemies within Reach 2. The attack deals Lightning damage instead of its normal damage type.
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Storm Hurricane. 1/encounter. Your Whirlwind becomes a Hurricane. Its Reach increases to 4. Each creature within Reach makes a STR save against your STR save DC (friendly creatures may choose to fail). On a failure, place it anywhere in the Hurricane's Reach.
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Storm whirlwind and Hurricane cannot miss or crit
1d10+STR On damage, push a creature your size or smaller up to 4 spaces. If it collides with terrain, it takes 10 damage. If it collides with another creature, both creatures take 5 damage.
You can shove your staff in fertile earth to transform it into a healthy tree. The tree is up to 6 squares tall and has up to a 6 square diameter trunk. The tree appears decorated and shaped inside however you want it to and you can enter inside it.
Solid Fog. You can fill up to a 2 square radius around the tree with thick fog, making the area heavily obscured. The fog reaches 2 squares high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
+1 Beastshifts
Speak With Dead. (2 charges) Temporarily animate a corpse, allowing it to answer up to 3 questions before returning to rest. The corpse must answer, but it isn't required to be truthful if it dislikes you or your questions.
Recharge — Last Rites. After using the wand, it cannot be used again until you perform proper funeral rites for a creature whose remains had been left without them.
When you drink this potion, you gain a sense of clarity and focus, and the swing of a certain weapon becomes second nature to you. For the next 24 hours, you gain proficiency with a melee weapon of your choice.
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Magical Strikes. Your unarmed strikes with this gauntlet deal 1d8 damage. Whenever you roll a 4+ on your primary die and hit a creature with the Wispy Gauntlet or a weapon you're wielding in it, you may forcibly move it up to 4 spaces in any direction, including straight upward.
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Collision. If this movement is stopped by an obstacle, the creature takes 1d6 damage for each space of movement cut short. If it hits another creature, they split this damage.
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Falling. A creature launched into the air takes 1d6 damage for every 2 spaces fallen when it lands.
Forced Movement. Small or Tiny creatures are moved twice as far; Large creatures are moved half as far. Huge and Gargantuan creatures are unaffected.
This bland and underwhelming-looking potion coats your mouth and gullet as you drink it, leaving a thin film. For the next hour, all liquid you consume turns into wine when you drink it.