December 16, 2016

Sentinels of the Multiverse Magic Items

Magic Items
Notes from the Palm: This, in addition to the next few subclasses, items, and other rules, are all inspired by Greater Than Games co-operative card-based board game, Sentinels of the Multiverse. Since we already have plenty of other superhero-analogous classes and subclasses, these should fit right in to any game in that theme.

Sentinels of the Multiverse Magic Items

Absolution
Weapon (greatsword), legendary (requires attunement)
The blade known as Absolution is a massive, ornately decorated greatsword. Glowing celestial runes trail down the length of the blade, terminating in a large, circular guard in the shape of a solar cross. Originally believed to be the weapon of a supremely powerful Solar, its true origins are a mystery.
   Absolution is a magic greatsword, which adds +3 to both attack and damage rolls made with it, and when you damage a creature with Absolution you can choose to deal either slashing, radiant, or fire damage.
   The first time you draw Absolution while in combat, you gain a number of temporary HP equal to your level + your Charisma modifier. Once you use this ability, you cannot do so again until you take a short or long rest.
    Absolution is indestructible by any normal means. It is immune to all damage types, and can only be destroyed by a wish spell or divine intervention. 

Ageis of Resurrection
Armor, legendary (requires attunement)
Appearing as a set of stark white half plate with a bold red cross running through the middle, this armor radiates untold amounts of holy power. While worn, the armor grants an attuned wearer a +3 bonus to their AC and saving throws in addition to the armor's normal AC. As well, when the wearer would be reduced to 0 HP, the wearer instead is reduced to 1 HP and is targeted by a heal spell; once this ability is used, it cannot be used again for 24 hours. 
   The Ageis of Resurrection is indestructible by any normal means. It is immune to all damage types, and can only be destroyed by a wish spell or divine intervention. 

Akpunku's Drum
Wondrous item, very rare (requires attunement by a bard)
This expertly crafted lap drum aids bards in inspiring their allies. As a bonus action on your turn you can play the drum. When you do so, each creature you choose that can hear you and which has an unused Bardic Inspiration die can add 1d4 to their attack and damage rolls until the beginning of your next turn.

Drake's Pipes
Wondrous item, rare (requires attunement by a bard)
This set of silver flute-pipes aid bards in inspiring their allies. While wielding the pipes, you can target up to two creatures when you use Bardic Inspiration.

Eydisar's Horn
Wondrous item, rare (requires attunement by a bard)
This rugged metal war horn aids bards in inspiring their allies. As a bonus action on your turn you can blow the horn. When you do so, each creature you choose that can hear you and which has an unused Bardic Inspiration die can move up to its movement speed.

Musaragni's Harp
Wondrous item, very rare (requires attunement by a bard)
This beautifully crafted golden harp aids bards in inspiring their allies. As a bonus action on your turn you can play the harp. When you do so, each creature you choose that can hear you and which has an unused Bardic Inspiration die regins hit points equal to 1d6 + your Charisma modifier.

Staff of Ra
Staff, legendary (requires attunement by a cleric, druid, sorcerer, warlock, or wizard)
You have resistance to fire damage while you hold this staff. As well, spells you cast that deal fire damage deal an additional 1d6 fire damage. 
     The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), cure wounds (1 charge), fireball (3 charges), or wall of fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. 
     You can sacrifice the staff to deal a massive strike to a single creature. As an action, you can throw the staff at a creature within 120 feet as a ranged spell attack: If you hit, the staff explodes, dealing the creature 1d8 fire and 1d8 piercing damage for each charge remaining the staff. If destroyed in this way, the staff will reform at dawn of the 7th day after it was destroyed, in the hands of the attuned wielder.

Telemon's Lyre
Wondrous item, very rare (requires attunement by a bard)
This masterfully carved lyre aids bards in inspiring their allies. On your turn, you can use a bonus action to play the lyre; if you do so, until the start of your next turn, any creature who can hear you who uses a Bardic Inspiration die you granted to them can roll the die twice, taking the better result.

Xu's Bell
Wondrous item, rare (requires attunement by a bard)
This intricately carved bell aids bards in inspiring their allies. While wielding the bell, whenever you use Bardic Inspiration, you can target any number of creatures within 20 feet instead of choosing a single creature. You must spend a use of Bardic Inspiration for each creature targeted.

16 comments:

  1. Musaragni's Harp offers near infinite amounts of out of combat healing, at the cost of an Inspiration Dice per person to be healed. Seems rather powerful. Like, crazy powerful.

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    1. You are correct: It is powerful. Still, in order to get that near-infinite amounts of healing, you have to have a DM who is both A) willing to give this to you, and B) Very liberal with your short rests.

      I've mentioned this before, but I don't often worry about things like balance when concerning magic items (at least not in 5e) since they are entirely up to the DM to distribute.

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  2. First off, the art for Radio is amazing. Especially the nose. Somehow it manages to portray a bird of prey while remaining entirely human. Top notch.

    My only other concern is the wording for Absolution and Aegis, which is inconsistent with the players handbook. It is clear enough to function though, so no real problem.

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    1. Hey, that's ALLL GTG. Their artist is so awesome (and he doesn't have proper credit at the bottom of the pages).

      Secondly, you're right. I'll try to fix that later on.

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    2. I just noticed I autocorrected to Radio when I meant to say Ra.

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  3. On the Armor of Resurrection, it should specify what level the heal spell is cast at.

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    1. Correct me if I'm wrong, but isn't it standard practice that if a spell is cast without using a spell slot of some sort, the spell is assumed to be cast at its lowest possible level?

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    2. Hmm... that may be true, I haven't researched it enough to say for sure. I assumed all spells should have their level listed, but I may be mistaken.

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    3. I think my interpretation is correct, and I'll back that up with what I think is good evidence:

      the Staff of Fire states that you can expend a number of charges to cast certain spells. Now, the number of charges expended DOES match up to the level of the spell (for example, fireball costs 3 charges) but it is not stated what level you cast that fireball at.

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    4. From what I understand, a spell can only be cast at a higher level if you expend a spell slot to cast it. Most spells specifically state "when you cast this spell using a spell slot of X level or higher". One can therefore conclude that if you are casting the spell without a spell slot, higher level effects cannot occur.

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    5. That's not entirely correct- for example, when you cast a spell from a wand you can spend additional charges to cast it at a higher level, and I'm sure there are other exceptions (I'd probably let my players cast a spell as 8th level with Wish).

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    6. That's a good point. I had forgotten about wands. It seems that items are the exception. I still believe there is a rule somewhere stating that spells are cast at the lowest level, but I'm away from my books at the moment so I'll have to check later.

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    7. I'm AFB as well, but I can confirm the general rule in 5th edition that when you cast a spell without using spell slots, you cast it at the lowest possible level, unless otherwise stated.

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    8. I cant find a concrete reference to that rule anywhere in the book, despite innumerable examples of the rule in effect. Invocations, racial spells, innate spellcasting and magic items all allow the casting of spells without a spell slot but do not specific the level the spell is cast at. I can only assume that the rule is implied, but not recorded. Anyone else have any luck finding a concrete ruling?

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    9. Sage Advice:
      http://dnd.wizards.com/articles/sage-advice/rules-spellcasting

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