The statblocks of your Weapons, armor and other important/magical equipment
[block: Armor of The Zamuza
Aspect of Bastet
+3 Full Plate
Power Attunement: Strength and Cleric
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Power Attunement- This can be only Attuned once you have 20 or more Strength and only be a Single Class :Cleric. Once attuned you gain +2 Wisdom to your Score.
Hull Breacher-Breakthrough till they sink!
You have Expertise in Athletics regardless of not having Proficiency. Once you knock down or Prone a Hostile Creature you shred their AC by 2 for 3 rounds (This Effect Doesn't Stack Itself) and be able to do one Weapon Attack or cast Inflict Wounds as one Free Action. You can only do this free action 3 times per Sun Rise.
Keelhauled- No You Get HERE!
Your armor has a Holy Symbol of your Corresponding Dragon on the arm of your weapon. When you touch upon the Symbol it will change to a Grappling Anchor. As a Bonus Action you maybe able to hook up to onto a Hostile Creature up to 50 feet. To hook on to the Creature make an Athletics roll then the DC is the result rolled vs the Creatures Dex or Str Save(Player Choice). Once hooked you move forward 20 Feet towards the Creature and whenever the Creature moves you are pulled in tow with them. If you have the Spell Spirit Guardians up you make the Athletics roll with advantage and move an additional 10 feet Towards the Hooked Creature as your spirits assist you in hooking the Creature. You may summon the Grappling Anchor up to 3 times per Sun Rise.
Raiding Party- We got them now together as a Crew.
When you successfully Keelhauled a Creature you may summon a Golden Tether to have an Ally within 30 feet of you grab on to. Once this is tethered to an ally as an Action you may activate the Grappling Anchor to pull yourself and your ally straight towards the Hostile Creature to be within 5 feet. Once you do this the Creature must do a DEX save DC of 8+Prof+STR or Take Xd10 of Bludgeoning Damage (X is you and your Tethered Ally STR modifier. Max of 10d10) and if the creature is larger than you they are Mounted by you and your Ally. You can only do this free action 2 times per Sun Rise.
Respect of The Pirate Queen- Once you Keelhauled 20 different Hunting or Dreadborn Creatures and Successfully did a Raiding Party 10 times you will get a Meeting with the Elder of the Seas.(15/20)
Donny's Blessing- The Void Touched Detriment has been Nullified. However the Void is still watching and waiting for the upgrade to attack
Travelers Shield
Attunment
Mundane Magic Item made by Kud
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Pathfinder: As a bonus action. you are unaffected by difficult terrain for 10 min. You can use this ability once per long rest.
Strider: your movement speed is increased by 5 fee
Forging Hammer of Augustus
Aspect of Leonidas
Warhammer/Forge Hammer
Exclusive Attunement/Power Attunement- Spirits of Fabrication]
[block: or Primal Thunder
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Power Attunement- To wield this you must have 20 STR or More. Once Attuned your crit range for Forging and Hitting is increased to 19-20.
Dragon's Greatness- While rolling for Forging you can always count the First Roll as a Natural 20.
Dio's Smite- Smiting or Casting on hit spells (Like Branding Smite) through this weapon is able to go through Resistances.
Smiting Hammer- Smites and Spells like Smite is able to increase the Dragon Aspects roll for the damaged rolled. (Example; 1st level Smites roll 2d8 and the total is increase to the dragon roll)
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This Item cannot be upgraded
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Belt of Beard
Common Magic Item
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Effect: You grow a full beard of a random color of your choice. The beard disapears if you take off the belt.
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Ginormous Taiko Drum
Mundane item
To perform]
[block: unless such specifies the allowance of Ginormous Taiko Drums
Barrrage Shield. +2 shield]
[block: magical.
Brrrace: You can only use this if you didnt move this round. As a bonus action you secure the shield into the ground]
[block: clamping it giving half cover. Creatures that hit you take 1d8 cold damage as the shield emits frosted spikes. You need to use an action to remove the shield from the ground. 3 times per long rest.
Barrrage: If brace is active you can use your action to blast in a 15ft cone for 2d6 cold damage 3 times. Creatures in the cone need to make 3 con saves of DC 20 or have their movement reduced by 10 for each fail. If the creature saves]
[block: it takes half damage and doesnt reduce its movement. 3 times per long rest.
Cube of Force
Wondrous item]
[block: rare (requires attunement)
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges]
[block: and it regains 1d20 expended charges daily at dawn.
You can use an action to press one of the cube's faces]
[block: resetting the duration.
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube]
[block: you can't move any closer to that object as long as the barrier remains.
Cube of Force Faces
Face Charges Effect
1 1 Gases]
[block: and fog can't pass through the barrier.
2 2 Nonliving matter can't pass through the barrier. Walls]
[block: and ceilings can pass through at your discretion.
3 3 Living matter can't pass through the barrier.
4 4 Spell effects can't pass through the barrier.
5 5 Nothing can pass through the barrier. Walls]
[block: and ceilings can pass through at your discretion.
6 0 The barrier deactivates.
The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects]
[block: as shown in the table below.
Spell or Item Charges Lost
Disintegrate 1d12
Horn of Blasting 1d10
Passwall 1d6
Prismatic Spray 1d20
Wall of Fire 1d4
Helm of Telepotation
Wondrous item]
[block: rare (requires attunement)
This helm has 3 charges. While wearing it]
[block: you can use an action and expend 1 charge to cast the Teleport spell from it. The helm regains 1d3 expended charges daily at dawn.
Wand of Fireballs
Wand]
[block: rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it]
[block: you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge]
[block: the wand crumbles into ashes and is destroyed.
Wand of Lightning Bolts
Source: Dungeon Master's Guide
Wand]
[block: rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it]
[block: you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge]
[block: the wand crumbles into ashes and is destroyed.
Wand of Magic Missiles
Source: Dungeon Master's Guide
Wand]
[block: uncommon
This wand has 7 charges. While holding it]
[block: you cast the 1st-level version of the spell. You can increases the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge]
[block: the wand crumbles into ashes and is destroyed.
Lantern of revealing
The Eternal Ring
Draconic rarity made from a prime material of Violeta
Wonderous +3 arcane focus
Attunment: Tortle Forger]
[block: Major Devil or a creature of great Sin
The One Ring ever forged by Infernus in the deepest parts of the 9 hells]
[block: made to control and dominate anyone where the hellfire shines.
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The One to Rule them all: This ring has the property of absorbing other magical rings within itself gaining their properties. The rings power limit is that of his users highest mental modifier to a max of 9 (aka 28 wisdom = 9 slots). You can only absorb rings that are lower rarity than this one. Once a ring is absored]
[block: a slot is sealed and it cant be replaced until the owner suffers true death or is given away permanently.
Of Sinners and Hellflame:
You gain a 10 ft radius of dim light made from embers of hellfire produces around you]
[block: these embers resemble tiny eyelike shades.
Creatures that enter 10 ft of you or start their turn within it must make a Charisma Saving throw against your spellcasting DC. Upon failure they are under the Dominate spell traits (Person]
[block: on success they are immune to it for 1d4 turns.
Creatures that are Evil have disadvantage on the saves.
The World in Ash: Once per day]
[block: this health fed this way cant be regained until you finish a long rest.
You are empowered by the realm and gain Hells Rage]
[block: but gain all the positive attributes.
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You gain the following lair actions that you can use as a legendary actions twice or once depending on the points spend a turn:
Chains of the Damned (1 point): You can designate up to your proficiency modifier creatures within the realm to be struck by chains of the damned]
[block: they deal 5d6 hellfire damage and restrain the target. The target can attack the chains on their turn needing to deal minimum of 30 damage to break them or make a DC strength save against your spellcasting DC to not be restrained at the end of their turn.
Wrath of the Dark Flame below (2 points): You can choose for the area to shrink too 100 ft radius but in doing so open the ground beneath the shrinked area to become a giant maw of hellfire]