Ölvaldi Jötunnson

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May 19th, 2024

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Gender: Male
Age: 31
Sign: Pisces
Signup Date:
April 20, 2024

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05/08/2024 03:45 PM 

Roleplay Items.

  1. Javelin of Lightning (Uncommon: Attunement)
    This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

    The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

    Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.

  2. Stone of Good Luck (Uncommon: Attunement)
    While this polished agate is on your person, you gain a + 1 bonus to ability checks and saving throws.
     
  3. Serpent Scale Armor (Uncommon)
    This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
     
  4. Ring of Protection (Rare: Attunement)
    You gain a +1 bonus to AC and saving throws while wearing this ring.
     
  5. Amulet of Health (Rare: Attunement)
    Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
     
  6. Bracers of Defense (Rare: Attunement)
    While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
     
  7. Manual Of Gainful Exercise (Very Rare)
    This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
     
  8. Manual Of Quickness Of Action (Very Rare)
    This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
     
  9. Manual of Bodily Health (Very Rare)
    This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
     
  10. Belt of Giant Strength (Rare Rank up: Attunement)
    While wearing this belt, your Strength score changes to a score granted by the belt. The item does not affect you if your Strength without the belt is equal to or greater than the belt’s score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
    Belt of Hill Giant Strength 21 Rare
    Belt of Frost Giant Strength 23 Very Rare
    Belt of Stone Giant Strength 23 Very Rare
    Belt of Fire Giant Strength 25 Very Rare
    Belt of Cloud Giant Strength 27 Legendary
    Belt of Storm Giant Strength 29 Legendary

     
  11. Dragon's Wrath Greatsword. (Uncommon Rank up: Attunement)
    This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.
  •  Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
  • Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
  • Wakened (Very Rare). The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6.
  • As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.
  • Ascendant (Legendary). The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6.
  • The cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6.

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