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Posts by Featherpass

Sextant-Blade
Weapon (rapier or scimitar), rare (requires attunement)

Part dueling weapon and part celestial instrument, the Sextant-Blade is a product of Estalian high temples made specifically for military officers. Its brass hilt features interlocking, star-aligned rings crafted to rotate with the slightest movement, while its polished blade mimics the silver arc of a falling star. The result is a weapon whose every strike is guided by the precision of the heavens.

While attuned to this weapon, you gain the following benefits:

You gain a +1 bonus to attack and damage rolls made with this magic weapon.
The blade has 3 charges and regains 1d3 expended charges daily at dawn.
Radiant Alignment. By expending 1 charge as a bonus action, the hilt’s brass rings pulse with light and align to a creature within 30 feet. Your next melee attack against that creature this turn has advantage. On a hit, the hilt emits a burst of light and the target must succeed on a DC 15 Constitution saving throw or be blinded until the start of your next turn.

Sextant-Blade Weapon (rapier or scimitar), rare (requires attunement) Part dueling weapon and part celestial instrument, the Sextant-Blade is a product of Estalian high temples made specifically for military officers. Its brass hilt features interlocking, star-aligned rings crafted to rotate with the slightest movement, while its polished blade mimics the silver arc of a falling star. The result is a weapon whose every strike is guided by the precision of the heavens. While attuned to this weapon, you gain the following benefits: You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade has 3 charges and regains 1d3 expended charges daily at dawn. Radiant Alignment. By expending 1 charge as a bonus action, the hilt’s brass rings pulse with light and align to a creature within 30 feet. Your next melee attack against that creature this turn has advantage. On a hit, the hilt emits a burst of light and the target must succeed on a DC 15 Constitution saving throw or be blinded until the start of your next turn.

What sort of empire teaches its officers to read the heavens and carry that knowledge into battle? Some relics hint at a much larger story than the one in your hand.

1 month ago 1 0 0 0
Heartwood Greatbow
Weapon (longbow), rare (requires attunement)

Grown, not crafted, the Heartwood Greatbow is coaxed from living roots in the sacred groves of Zerethia. Over seasons, wild elven bowyers shape the wood with mineral-rich water and lunar songs, binding it with vines until it hardens while retaining its living grain. The result is a weapon with the strength of the jungle itself, its limbs flexing with the deliberate power of a centuries-old tree.

While attuned to this weapon, you gain the following benefits:

You gain a +1 bonus to attack and damage rolls made with this bow.
The bow has 3 charges and regains 1d3 expended charges daily at dawn.
Root-Turning Shot. By expending 1 charge as part of the attack, you cause an arrow to curve around obstacles with the grace of a growing root, allowing the attack to ignore half and three-quarters cover. On a hit, a Large or smaller target must succeed on a DC 15 Strength saving throw or be restrained by a sudden burst of living vines until the end of your next turn. The creature can use its action to attempt a DC 15 Strength (Athletics) check to break free.

Heartwood Greatbow Weapon (longbow), rare (requires attunement) Grown, not crafted, the Heartwood Greatbow is coaxed from living roots in the sacred groves of Zerethia. Over seasons, wild elven bowyers shape the wood with mineral-rich water and lunar songs, binding it with vines until it hardens while retaining its living grain. The result is a weapon with the strength of the jungle itself, its limbs flexing with the deliberate power of a centuries-old tree. While attuned to this weapon, you gain the following benefits: You gain a +1 bonus to attack and damage rolls made with this bow. The bow has 3 charges and regains 1d3 expended charges daily at dawn. Root-Turning Shot. By expending 1 charge as part of the attack, you cause an arrow to curve around obstacles with the grace of a growing root, allowing the attack to ignore half and three-quarters cover. On a hit, a Large or smaller target must succeed on a DC 15 Strength saving throw or be restrained by a sudden burst of living vines until the end of your next turn. The creature can use its action to attempt a DC 15 Strength (Athletics) check to break free.

The Heartwood Greatbow is the kind of relic that raises more questions than it answers. If this is what survives from Zerethia’s sacred groves, what else still waits beneath those branches?

1 month ago 1 0 0 0
Ranger’s Survival Knife
Weapon (dagger), Uncommon (+1), Rare (+2), Very Rare (+3), requires attunement

This rugged dagger features a serated blade with a broad tip and a thick spine, fitted to a simple straight guard and a leather-wrapped grip. Its dulled steel and scuffed pommel show the honest wear of a tool that’s lived more nights outdoors than indoors. While wielding this dagger you gain a bonus to attack and damage rolls made with it depending on its rarity, as well as the following benefits:

Compass. You always know which way is true north.

Spark. You can use an action to ignite tinder you touch (such as dry leaves, waxed twine, or oil-soaked rags). The tinder must be unattended and able to burn.

Bushcraft. While in the wilderness, you gain advantage to Wisdom (Survival) checks you make to do any of the following:

Find or create shelter (locate a safe site, build a lean-to, weatherproof a camp).
Forage or hunt for food or water (locating edible plants, setting snares, fishing, or tracking prey).
Dress game or prepare a meal during a short rest or long rest (cleaning, cooking, or preserving).
Wilderness: A natural outdoor environment that is not inside a structure, dungeon, or settlement (forest, desert, swamp, tundra, mountains, coast, open sea).

Ranger’s Survival Knife Weapon (dagger), Uncommon (+1), Rare (+2), Very Rare (+3), requires attunement This rugged dagger features a serated blade with a broad tip and a thick spine, fitted to a simple straight guard and a leather-wrapped grip. Its dulled steel and scuffed pommel show the honest wear of a tool that’s lived more nights outdoors than indoors. While wielding this dagger you gain a bonus to attack and damage rolls made with it depending on its rarity, as well as the following benefits: Compass. You always know which way is true north. Spark. You can use an action to ignite tinder you touch (such as dry leaves, waxed twine, or oil-soaked rags). The tinder must be unattended and able to burn. Bushcraft. While in the wilderness, you gain advantage to Wisdom (Survival) checks you make to do any of the following: Find or create shelter (locate a safe site, build a lean-to, weatherproof a camp). Forage or hunt for food or water (locating edible plants, setting snares, fishing, or tracking prey). Dress game or prepare a meal during a short rest or long rest (cleaning, cooking, or preserving). Wilderness: A natural outdoor environment that is not inside a structure, dungeon, or settlement (forest, desert, swamp, tundra, mountains, coast, open sea).

I am curious to see how this would land on your campaigns..

2 months ago 1 0 0 0
Fencing Expert
Prerequisite: Dexterity 13

You are trained in the formal disciplines of fencing, favoring daring commitment and opportunistic footwork over cautious strikes.

You gain the following benefits:

• Before you make a melee attack with a finesse weapon you are proficient with, you can choose to take a –5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
• Once per turn, when you hit a creature with a finesse weapon attack while you have advantage on the attack roll, the attack deals +5 damage
• When you make an opportunity attack with a finesse weapon, you can move up to 5 feet immediately after the attack, without provoking opportunity attacks.

Fencing Expert Prerequisite: Dexterity 13 You are trained in the formal disciplines of fencing, favoring daring commitment and opportunistic footwork over cautious strikes. You gain the following benefits: • Before you make a melee attack with a finesse weapon you are proficient with, you can choose to take a –5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. • Once per turn, when you hit a creature with a finesse weapon attack while you have advantage on the attack roll, the attack deals +5 damage • When you make an opportunity attack with a finesse weapon, you can move up to 5 feet immediately after the attack, without provoking opportunity attacks.

Here is a new feat for 5E (2014) that I drafted for Dexterity based PCs . Would you change anything? If yes what?

2 months ago 3 0 0 0