Difference between revisions of "CoS 1/Items"
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The mace regains 1d3 expended charges daily at dawn. | The mace regains 1d3 expended charges daily at dawn. | ||
== . == | == Tome of Strahd == | ||
* [[CoS 1/Tome|Tome of Strahd]] | |||
== Bale's Grasp == | |||
Legendary | |||
+1 scimitar, requires attunement | |||
A legendary scimitar forged to aid cults of Bhaal (called Bale to some) that has a multitude of effects. On the guard of the scimitar, a skeletal left-hand grasps the blade and stylized blood droplets in a ring pattern adorn the blade and just being near it will make any sentient creature feel blood thirst emanating from it. Two blades were made, the other with a skeletal right-hand grasping the blade. The swords were forged to kill living creatures, ritualistically, for Bhaal. On the hilt, small semi-ethereal metal spikes cause the wielder to take 1 point of necrotic damage every time she attacks with it. The damage dealt is necrotic. | |||
If a creature opposed to Bhaal attunes to the scimitar, it loses its magical abilities except for the attack bonus and hilt spikes while also preventing healing its owner while it's within 10 feet. | |||
'''Mark of Bale''' | |||
The first creature you hit in a turn is Marked by Bale and remains so marked. At the start of the creature's turn they roll a d6, on a 5 or 6 the mark fades. As a bonus action you can utter a Bane of Bale and cause all Marked creatures to be dealt 1d6 necrotic damage. For every 2 points of damage so dealt you gain 1 temporary hit point. If you critically hit a creature it also activated the Bane of Bale to all Marked creatures. At the end of your turn, if one or more Marks are active and you have not uttered a Bane of Bale, you are dealt 2d6 necrotic damage. | |||
'''Venom''' | |||
Effect: As a bonus action, cause thick, black poison to coat the blade. The poison remains for 1 minutes or you hit a creature. That creature must succeed on a DC15 Con save or take 3d10 poison damage and become poisoned for 1 minute. On a success, the target takes half damage and is not poisoned. The ability recharges on a 5 or 6 at the start of the wearer's turn. | |||
== Adderbolt== | |||
Rare Hand Crossbow +1 | |||
This hand crossbow emanates an evil aura. It magically recharges itself with a fresh bolt upon firing it, negating any need to load or carry ammunition. On a hit, the target is dealt an extra 2d6 poison damage on a failed DC 15 Con save or half on a success. If the target takes 6 or more poison damage in one round, its movement is reduced by 5 feet and suffers a -1 penalty to ability checks, attack rolls and saving throws until the end of their next turn. | |||
== Sarovich's Wraps == | |||
Legendary studded leather +1, requires attunement | |||
This studded leather looks ordinary at first glance but on closer inspection it's clearly a very a master's work at hand. The armor is adorned with engraved Sarovich insignia at the top of the breastcage and ornamental ravens along seams. Even when debris or the like lands on it, it remains clean, though looks worn. | |||
'''Invulnerability''' | |||
Effect: You have resistance to nonmagical damage while you wear this armour. Additionally, you can use an action to make yourself immune to nonmagical damage and resistant to all other damage for 1 minute. The immunity effect recharges next dawn. | |||
'''Mental Slip''' | |||
* (Recharge 4-6) | |||
Effect: A creature attacking the armor with a weapon or targeted spell must succeed on a DC15 Intelligence save or involuntarily throw away the weapon used more than 5 feet in the opposite direction of the armor. If no weapon was used then they will throw another item they carry in their hands. If they carry nothing in their hands, they feel a moment of confusion and lose any extra attacks, bonus action and their reaction they had left. After a creature fails the armor's Int save, the ability recharges on a 4, 5 or 6 at the start of the wearer's turn. | |||
Revision as of 22:01, 28 August 2025
Items relating to the CoS 1 campaign.
Icon of Ravenloft
Wondrous item, legendary (requires attunement by a creature of good alignment)
10 lb.
The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication.
The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel.
While within 30 feet of the icon, a creature is under the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties.
Augury. You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn.
Bane of the Undead. You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2.
Cure Wounds. While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8 + 3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn.
Mace of Terror
Weapon (mace), rare (requires attunement)
Simple weapon, melee weapon
4 lb. 1d6 bludgeoning
This magic weapon has 3 charges. While holding it, you can use an action a bonus action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a 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 it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Tome of Strahd
Bale's Grasp
Legendary
+1 scimitar, requires attunement
A legendary scimitar forged to aid cults of Bhaal (called Bale to some) that has a multitude of effects. On the guard of the scimitar, a skeletal left-hand grasps the blade and stylized blood droplets in a ring pattern adorn the blade and just being near it will make any sentient creature feel blood thirst emanating from it. Two blades were made, the other with a skeletal right-hand grasping the blade. The swords were forged to kill living creatures, ritualistically, for Bhaal. On the hilt, small semi-ethereal metal spikes cause the wielder to take 1 point of necrotic damage every time she attacks with it. The damage dealt is necrotic.
If a creature opposed to Bhaal attunes to the scimitar, it loses its magical abilities except for the attack bonus and hilt spikes while also preventing healing its owner while it's within 10 feet.
Mark of Bale
The first creature you hit in a turn is Marked by Bale and remains so marked. At the start of the creature's turn they roll a d6, on a 5 or 6 the mark fades. As a bonus action you can utter a Bane of Bale and cause all Marked creatures to be dealt 1d6 necrotic damage. For every 2 points of damage so dealt you gain 1 temporary hit point. If you critically hit a creature it also activated the Bane of Bale to all Marked creatures. At the end of your turn, if one or more Marks are active and you have not uttered a Bane of Bale, you are dealt 2d6 necrotic damage.
Venom
Effect: As a bonus action, cause thick, black poison to coat the blade. The poison remains for 1 minutes or you hit a creature. That creature must succeed on a DC15 Con save or take 3d10 poison damage and become poisoned for 1 minute. On a success, the target takes half damage and is not poisoned. The ability recharges on a 5 or 6 at the start of the wearer's turn.
Adderbolt
Rare Hand Crossbow +1
This hand crossbow emanates an evil aura. It magically recharges itself with a fresh bolt upon firing it, negating any need to load or carry ammunition. On a hit, the target is dealt an extra 2d6 poison damage on a failed DC 15 Con save or half on a success. If the target takes 6 or more poison damage in one round, its movement is reduced by 5 feet and suffers a -1 penalty to ability checks, attack rolls and saving throws until the end of their next turn.
Sarovich's Wraps
Legendary studded leather +1, requires attunement
This studded leather looks ordinary at first glance but on closer inspection it's clearly a very a master's work at hand. The armor is adorned with engraved Sarovich insignia at the top of the breastcage and ornamental ravens along seams. Even when debris or the like lands on it, it remains clean, though looks worn.
Invulnerability
Effect: You have resistance to nonmagical damage while you wear this armour. Additionally, you can use an action to make yourself immune to nonmagical damage and resistant to all other damage for 1 minute. The immunity effect recharges next dawn.
Mental Slip
- (Recharge 4-6)
Effect: A creature attacking the armor with a weapon or targeted spell must succeed on a DC15 Intelligence save or involuntarily throw away the weapon used more than 5 feet in the opposite direction of the armor. If no weapon was used then they will throw another item they carry in their hands. If they carry nothing in their hands, they feel a moment of confusion and lose any extra attacks, bonus action and their reaction they had left. After a creature fails the armor's Int save, the ability recharges on a 4, 5 or 6 at the start of the wearer's turn.