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DnD 5e

Bracers of Weapon Specialization

Wondrous Item Magical Varies (this item requires attunement) [This item can only by attuned to by a Barbarian, Fighter, Paladin or Ranger.]

Beschrijving


Lang geleden, in één unieke samenwerking tussen de Dwergen en de Elven zijn deze armbeschermers gecreëerd. Met de magie van de Elven en de magische runen van de Dwergen konden zij deze armbeschermers maken voor krijgers om hun kracht in gevechten te versterken. De magie in de armbeschermers zorgt er echter niet voor dat de krijger extra vaardig werd of sterker, maar dat de schade die het wapen al zou aanrichten versterkt werd. Met de Runen van de Dwergen er op werd ervoor gezorgd dat afhankelijk van welk wapen er gebruikt werd er ook gewisseld kon worden van magische bronnen om de schade te versterken. Er zijn vele van deze armbeschermers

Abilities


When you use the Attack Action to make a Weapon Attack and score a Critical Hit these bracers amplify the damage that would be done. Roll damage as normal for a Critical Hit. Depending on the kind of damage the Attack would do you can choose which effect takes place besides the damage. If the Weapon would deal multiple types of damage, you can only choose 1 effect to take place.
The properties and damage types that can be amplified by this item depends on its rarity.

Uncommon
  • Piercing: The Weapon Damage die is doubled (including the die used for the Critical Hit)
  • Bludgeoning: The target is incapacitated until the end of its turn
  • Slashing: The target takes 1d10 additional damage at the end of its turn. After each round this damage is increased by 1d10, up to a maximum of 3d10. The target can take an Action to make a CON check or a Medicine check to stop this effect.

Rare (including the above)
  • Poison: The target is poisoned for the duration of 1 minute. It can make a CON Saving Throw at the end of its turn to end this effect.
  • Acid: The target gets a -1 penalty to its AC, up to a maximum of -3 for the duration of 1 minute.
  • Fire: The target blazes up in flames. At the end of its turn it takes damage equal to the fire damage the weapon would have normally dealt (with a minimum of 1d6) for the duration of 1 minute. It also sheds bright light in a radius of 10ft. The target can take an Action to extinguish the flames.
  • Cold: The target freezes up, covered in ice. The target counts as being grappled for the duration for 1 minute. The ice engulfing the target has a total of 10hp. The target can take the Attack Action to break it or an Action to make a STR check to break free.
  • Lightning: The target can only speak faltering and can't take reactions.
  • Thunder: The target becomes deafened for the duration of 1 round and is knocked back 5 ft.

Very Rare (including the above)
  • Radiant:The target becomes blinded for the duration of 1 minute. At the end of its turn it can make a CON Saving Throw to end this effect.
  • Necrotic: The target's Strength or Constitution score is reduced by 1d4 until the end of its turn.
  • Psychic: The target becomes frightened of you for 1 round.
  • Force: The target has disadvantage on Ability Checks, Attacks and Saving Throws until the end of its turn.


The DC for the Checks or Saving Throws regarding the stated effects equals to 10 + the Ability Modifier you used to make the Attack, with a minimum of 12.

Cost: 250 GP


 

Created by

Prins Pim.

Statblock Type

Item

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