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armory
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sfgdfsgsdfgsdfgsdfgsdf · 1 year ago
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E.G.O. Weapon: Mimicry
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(great sword) Rare ( must have a Strength of 20 and Constitution of minimum 17 or higher,)
This great sword deals 5d10 magical slashing damage. On hit, you recover 1/4 the damage dealt as hit points.
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sfgdfsgsdfgsdfgsdfgsdf · 1 year ago
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E.G.O. Weapon: The Sword Sharpened by Tears]
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Weapon (Rapier), Rare ( must have a Dexterity and Charisma of 17 or higher,)
This Rapier deals 2d10 piercing damage per hit and has a crit range of 19-20. Additionally, if you land a critical, you may use your bonus action to make an additional attack.
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sfgdfsgsdfgsdfgsdfgsdf · 1 year ago
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E.G.O. Weapon: Crimson Scar
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Weapon (Sickle and Pistol), Rare must have a Dexterity and Wisdom of 17 or higher)
The sickle deals 2d8 piercing damage per hit while the gun deals 2d6 piercing damage. The gun does not require ammo to fire and has a range of 30/60 and has no disadvantage when firing within 5ft of a target. When taking the attack action with the sickle, you may use your bonus action to make a single attack with the pistol. These weapons cannot be wielded separately and must be used in conjunction with one another.
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sfgdfsgsdfgsdfgsdfgsdf · 1 year ago
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E.G.O. Weapon: Solemn Lament
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Weapon (Pistol), Rare (Wisdom of 18 or higher, must have lost a loved one and has moved past their death.)
These pistols deal 1d8 necrotic and radiant damage respectively per hit and benefit from any feature that references two weapon fighting. You may make an attack with your offhand pistol as a bonus action, only if you are wielding both however. As an action once per long rest, you may make a number of attacks equal to your proficiency bonus and roll, dealing weapon damage on hit and rolling a 1d6 for every attack landed. On a roll of 6 you may make an additional attack.
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sfgdfsgsdfgsdfgsdfgsdf · 1 year ago
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E.G.O. Weapon: Life for a Daredevil
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Weapon (Katana), Rare (Dexterity of 18 or higher, and must have a Charisma of no higher than 14.)
This katana deals 2d8 magical slashing damage. If it attacks a target who is immune, it instead acts as resistance.
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sfgdfsgsdfgsdfgsdfgsdf · 1 year ago
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E.G.O. Weapon: Regret
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Weapon (Maul), Rare must have Strength of 17 or higher, and must believe you received a punishment greater than a transgression you committed
This hammer deals 2d6 damage per hit. You may as an action make an attack roll and on hit deal weapon damage and force the target to make a Constitution saving throw. On failure the opponent is stunned until the end of their next turn.
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sfgdfsgsdfgsdfgsdfgsdf · 1 year ago
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Shi Association’s Katana
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Weapon (Katana),
This Katana deals 1d8 slashing damage and has the finesse and versatile property (1d10 slashing). every 30ft of movement you have at any given moment, you gain a +1 to attack rolls.
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sfgdfsgsdfgsdfgsdfgsdf · 1 year ago
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Kurokuno Clan’s Katana
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Weapon (katana), Rare
Cause an a bleed on hit and impose disadvantage on medicine checks to stop the bleeding. Recovering any amount of hit points will still stop the effect.
(bleed - 1d4 slash at the start of every turn till you are healed or some passes a dc 12 medicine check)
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sfgdfsgsdfgsdfgsdfgsdf · 1 year ago
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Tenseiga
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Weapon (katana), legendary (requires attunement by a creature with a demonic ancestor)
This masterwork katana, which has the nickname of the "healing sword", is the brother of Tessaiga but appears as a beautiful new katana instead of the ancient appearance of its sibling. This sword encourages you to do good things for others.
Healing Blade. You can use this weapon to heal creatures instead of harming them. You may choose to heal a creature instead of dealing damage to them with this weapon. You may use this effect 3 times, and this weapon regains all expended uses at dawn.
Resurrection. Tenseiga could restore the life of the recently deceased by destroying the reapers who took the souls of the dead. You may cast the revivify spell through this weapon without material components. The weapon regains use of this effect at dawn.
Purification. As an action, each undead that can see or hear you within 30 feet of you must make a DC 16 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Also, if the undead was of CR 2 or less and failed its saving throw, it is destroyed instead.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
The weapon regains use of this effect at dawn.
Protective Barrier. When you drop to 0 hit points, Tenseiga will teleport you to a unoccupied place of your choice within 40 feet and create a wall of force around you. Until the start of your next turn, only creatures of your choice may enter the barrier. The weapon regains use of this effect at dawn.
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sfgdfsgsdfgsdfgsdfgsdf · 1 year ago
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Wilt and Blush
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Weapon (katana and Rifle), legendary
Wilt is a katana with a crimson blade, a jet black handle and a black guard with a silver stripe running through it. Blush
 is black a sheath that has a crossbow with a small cartridge near at the end of the mouth, and when Wilt is unsheathed you can use Bloom as a ranged and bludgeoning weapon.
Wilt deals 1d12 slashing dama. Any creature attuned to Wilt has advantage on Intimidation and Perception checks while it is unsheathed.
Blush deals 2d6 piercing damage and can be used as a blunt weapon to deal 1d6 bludgeoning damage. Blush must be loaded in order to fire. and can hold up to 8 ammunition.
Multi attack. Any creature attuned to them may make two attacks if capable of making one, and can attack in any combination of Wilt and blush, including attacking twice with either weapon. If the creature can normally make two or more attacks they can do so in any combination of attacks with Wilt and Blush.
Smack. As a bonus action, you can sheath Wilt and fire it out of Blush at a target. If it hits, the target is pushed back 5 feet, and you can catch Wilt. Damage is rolled as normal for the Gun, but if you don't have proficiency with both Wilt and Blush, you don't add any bonuses to the attack roll and damage rolls.
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sfgdfsgsdfgsdfgsdfgsdf · 1 year ago
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Caliburn, The Sword of Selection
Weapon (longsword), artifact (requires attunement by a creature that is well aligned and fated to rule and will automatically attune to whoever pulls the sword from the stone.)
Caliburn is the lesser-known predecessor to the legendary blade Excalibur. Often confused with Excaliber, Caliburn was the legendary sword removed from the stone by King Arthur. Engraved in a golden inscription on its hilt are the words:Whosoe'er pulleth out this sword of this stone is rightwise king of all England.
However, once the blade is removed by its rightful owner, they are fated to no longer be human as they would be molded into a king who must shoulder the burden of becoming someone who kills everyone, to protect everyone. Though weak initially, the blade shall grow in power until the owner becomes a proper, perfected king. Only then will its power will become appropriate for a holy sword.
Dormant
Sacred Sword You gain a +1 to attack and damage rolls made with this magic weapon and damage dealt by this weapon bypasses any resistances or immunities.
Eternal Protector Your body ceases aging, and you cannot age or de-age by any means. Additionally, if you are older than your race's prime, you instead de-age back to your prime.
Energy Conversion Whenever you deal damage with this weapon, you may expend a Hit Die to deal an additional 2d4 radiant damage.
Awakened
Sacred Sword You gain a +2 to attack and damage rolls made with this magic weapon and damage dealt by this weapon bypasses any resistances or immunities.
Eternal Protector Your body ceases aging, and you cannot age or de-age by any means. Additionally, if you are older than your race's prime, you instead de-age back to your prime.
Energy Conversion Whenever you deal damage with this weapon, you may expend a Hit Die to deal an additional 3d4 radiant damage.
Mystery Slayer Whenever you would deal damage to a creature's hit points and reduce it to 0 who is considered immortal, has legendary actions, or has a feature similar to Half Orc's Relentless Endurance, you may choose to ignore these effects and instantly kill them. Additionally, whenever you damage a creature with this weapon, you ignore any temporary hit points they may have.
Exalted
Sacred Sword You gain a +3 to attack and damage rolls made with this magic weapon and damage dealt by this weapon bypasses any resistances or immunities.
Eternal Protector Your body ceases aging, and you cannot age or de-age by any means. Additionally, if you are older than your race's prime, you instead de-age back to your prime.
Energy Conversion Whenever you deal damage with this weapon, you may expend a Hit Die to deal an additional 4d4 radiant damage.
Mystery Slayer Whenever you would deal damage to a creature's hit points and reduce it to 0 who is considered immortal, has legendary actions, or has a feature similar to Half Orc's Relentless Endurance, you may choose to ignore these effects and instantly kill them. Additionally, whenever you damage a creature with this weapon, you ignore any temporary hit points they may have. Finally, whenever you damage a creature with any of the distinctions mentioned above, they cannot use any reactions for the remainder of your turn, nor can they use legendary actions at the end of your turn.
True Name As an action, You can speak the weapon's true name. When spoken, it converts magical energy from its wielder concentrated in the blade's tip and then releases it as a highly destructive wave of energy traveling up to 90ft before detonating, affecting a 20ft wide radius. Any creature caught in the blast must make a DC 20 Constitution or Dexterity saving throw (Creature's choice), taking 3d8+10 radiant damage and 3d8+10 force damage on a failure, or half as much on a successful save. Additionally, the wielder of Caliburn will be headed for half of the damage rolled by this feature. Structures and objects take double damage from the attack. This can only be used once per long rest.
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sfgdfsgsdfgsdfgsdfgsdf · 1 year ago
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Durandal
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+3 longsword. Durandal deals an extra 1d10 force damage on a hit. If the target is a construct or made out of earth or rock, it deals an extra 3d10 force damage instead
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sfgdfsgsdfgsdfgsdfgsdf · 1 year ago
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Sword of the Rose Bride
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Weapon (rapier), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When this elegant duelist's rapier is drawn or swung, rose petals seem to drift from the blade. You have advantage on all attack rolls made against a target if no other creature is in a space adjacent to either one of you. As a bonus action, you can cast compelled duel at DC 15. You can do this 4 times per day, regaining all uses every dawn
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sfgdfsgsdfgsdfgsdfgsdf · 1 year ago
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Alchemist's Cindergloves
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Wondrous item, rare (requires attunement)
These thin white cloth gloves are stylish and covered in runes sewn into the fabric. The gloves have 4 charges and regain 1d4 charges every dawn. While attuned to these gloves, you can cast the firebolt cantrip if you do not already know it. As an action, you can expend 1 charge to cast scorching ray or burning hands, 2 charges to cast fireball, or 4 charges to cast fire shield (warm shield only), ignoring all components. If the gloves have gotten wet or you have taken cold damage within the past 30 minutes, the spell fizzles out. Your casting ability for these spells is Intelligence.
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sfgdfsgsdfgsdfgsdfgsdf · 1 year ago
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Helena's Nail
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Wondrous item, artifact
One of the nails that crucified Jesus Christ as per the biblical recount, this small, mundane-looking iron nail contains the holy essence of the son of God.
Monster of God. As an action, a creature may drive the Nail into their heart. Vines slowly replace their body, and they gain the following features. Many Monster of God features require a creature to make a saving throw. The DC for this saving throw is equal to 8 + your Strength modifier + your Proficiency bonus.
This is my Body. Your Strength score increases by +4. This can extend your Strength score above 20. Your movement speed increases by +15 ft. You regain 2d4 hit points at the end of each of your turns, and can not be killed instantly.
Holy Touch. A Monster of God's melee attacks against Aberrations, Fiends, Undead, and any other unholy creatures deal an additional 3d10 radiant damage.
Vine Manipulation. A Monster of God's melee attacks gain +10 ft. of reach. As an action, they may attempt to wrap a creature within 15 ft. in vines. They must attempt a Strength saving throw or become restrained for 1 minute. They may retry this saving throw at the end of each of their turns. A Monster of God may add their Strength modifier to their AC until the beginning of their next turn as an action, or half as much (rounded up) as a bonus action or reaction to being targeted by an attack. A partial bonus can stack with another partial bonus once.
Slaying God's Monster. A creature may attempt to remove the Nail as an action while grappling the Monster of God, making an Athletics check. On a success, the creature is no longer a Monster of God, becomes incapacitated, and dies after 6 seconds (1 round). On a failure, the Monster of God can immediately take the Attack action against the creature as a reaction.
Destroying the Helena's Nail. Helena's Nail can be damaged, but not destroyed by effects such as the disintegrate spell, as easily as any other iron nail, though it is markedly immune to weathering. However, any object forged out of the greatest portion of the Nail retains its power. The only way to rid the world of the Nail's power is for a creature that would be effected by Holy Touch to become a Monster of God, after which the Nail is reduced to a typical nail and they lose their ungodliness.
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sfgdfsgsdfgsdfgsdfgsdf · 1 year ago
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Tessaiga
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Weapon (katana), legendary (requires attunement by a creature with a demonic ancestor)
This masterwork katana appears to be rusted and battle worn, its brother is Tenseiga.
You have a +2 bonus to your attack and damage rolls with this magic weapon. The wielder cannot die of old age and is immune to disease while attuned to this weapon.
Kenatsu. The wielder can make a ranged attack with this weapon with a range (20/60). This attack emits a wave of cutting winds which deals 1d8 + your Strength or Dexterity modifier slashing damage.
Kaze no Kizu. As an action, the wielder may emit a 50 feet long and 5 feet wide cutting winds from the blade in a direction you choose. A creature in this attacks way must make a DC 17 Dexterity saving throw to take half of the 3d8 slashing damage and not be knocked prone if the creature is Large or smaller. The weapon regains use of this effect at dawn.
Bakuryūha. When you are hit with a melee attack, you can make a viscous attack back against the creature that hit you as a reaction. This attack deals 3d10 slashing damage. The weapon regains use of this effect at dawn.
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sfgdfsgsdfgsdfgsdfgsdf · 1 year ago
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Mask of the Crow
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Wondrous item, very rare (requires attunement)
A red eye mask with a long beak near the nose. You can tell that this mask has seen great evils.
Spirit of a Detective. When wearing this mask, you feel a resolve within you, determined to destroy those who oppose you, no matter the cost. You gain the following features while wearing it:
Once per day, you exact justice on those before you. You force an amount of creatures equal to your charisma modifier to make a DC 15 Wisdom saving throw. If the creature's alignment is evil they take 4d6 radiant damage, and if the creature's alignment is good they take 4d6 necrotic damage. Your use of this feature is regained at dawn.
You gain resistance to radiant and necrotic damage.
Robin Hood. This mask contains 5 charges and regains 1d4+1 charges at dawn. You may expend these charges to use the abilities listed below. Some abilities will require your target to make a saving throw, which DC 15.
You expend 2 charges and cast guiding bolt without any spell components.
You expend 3 charges and cast blight without any spell components.
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