Equipment/Potions Found Around the Mansion

Roll a d20 to determine what equipment the party member receives (DM decides if it's armor or weapon). Roll a d12 to determine what potion(s) a player receives (potions are found in cabinets, drawers, crates and chests). Bolded means it is legendary, legendary weapons can only be found once. If you roll a number that is a legendary weapon roll again or choose another weapon to grant.

Note: Some of the armor abilities have been modified for this campaign since Armor Class doesn't apply. I've also added damage resistances that may be pertinent to this campaign. Damage has also been upped on some weapons to account for the Hit Points of my monsters. I also randomly selected equipment and potions cause they're scattered everywhere.

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Armor:

1
Absorbing Shield
Has four charges which can be expended to cast the darkness spell and one to cast the disintegrate spell.

2
Dragon Shield
It's a fancy-ass shield that gives you draconic flight.

3
Anti Magic Shield
A 10-foot area around the shield is always under the effects of the anti magic field spell. Items that are worn/carried aren't affected.

4
Plate Armor
Adds a +3 to strength, disadvantage on stealth checks

5
Scale Male
Adds a +2 to strength

6
Armor of False Wings
Can be light, medium or heavy (DM's choice). Sprout a pair of wings that grant a 40 foot flying speed. Grants them for about 2 hours.

7
Armor of Boosting
This armor has two charges, you can use a bonus action to use one of the charges and add 7 Hit Points to your maximum.

8
Armor of Speed
While you wear this armor your base speed increases by 10ft.

9
Armor of Thorns
The armor is decorated with small metal spikes, and when an enemy attacks you with a melee attack you can deal 4d6 of force damage as magical purple spikes pulse from the metal ones.

10
Armor of the Warpath
As an action you choose to gain resistance to bludgeoning, piercing and slashing damage. A surge of fighting vigor surges through you and you gain 10 additional Hit Points plus your Con modifier.

11
Cloak of Displacement
This cloak masks your exact location, you may appear to be standing several feet from your precise location. If you're injured the illusion is broken until your next turn.

12
Cloak of Arachnida
Allows you to go wherever a spider can- even on walls and ceilings. You can also cast a web spell that creates a large web that restrains enemies unless they succeed a DC 12 strength roll.

13
Avian Armor
This studded leather armor is decorated with large bird feathers. You can use a bonus action to transform into a giant eagle for one hour, and choose when to transform back.

14
Artificed Plate
This armor provides the same protection as ate but you don't have disadvantage on stealth checks and doesn't have strength requirements. It is lighter and much easier to move in.

15
Armor of Dawn
At each dawn you may choose one of the following to be resistant too: Fire, cold, poison, acid, psychic, necrotic, radiant, lightning, thunder or force damage.

16
Armor of Immunity
You have immunity to one of these things (DM chooses or it's randomly chosen): Acid, fire, force, cold, lightning, necrotic or poison.

17
Battle Armor
You gain resistance to non magical bludgeoning, piercing or slashing damage. It increases strength (+4) and speed (60ft unless it's higher). Speed isn't reduced from wearing heavy armor.

18
Armor of the Blood Fisted
This armor deals no less than 4d8 of bludgeoning damage. They overcome damage resistance to bludgeoning damage, dealing full damage.

19
Armor of Undead Fortitude
If damage reduces you to 0 Hit Points while wearing this armor you make a Constitution saving throw (5 plus whatever damage you took) unless the damage is radiant or from the citical hit.

20
Armor of the Phoenix
This armor has three charges which can be spent to regain 5d12 hit points and return to consciousness if you die.
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Weapons:

1
Aquamarine Dagger
Dagger has an aquamarine gem in its hilt. You have a plus two to attack rolls with this weapon. You can activate the magic in the gem and turn it into a longsword encrusted in blue gems as a bonus action.
Longsowrd deals force damage instead of piercing damage. Dagger stays in its longsword form for 10 minutes. Property can't be used again until the next dawn.

2
Diode
Smaller green dagger that looks like it's made out of a motherboard. It gives you a +1 to attack and damage rolls made with this weapon. The dagger has seven red LED lights in the hilt. You can press the button to use the energy in the LEDs and cause 1d8 lightning damage for each LED used. If you use more than three at a time it overloads- roll a d20, on a 1 all the LEDs burn out and nothing happens. All LEDs relight after a long rest. 

3
Arcane Dagger
You can duplicate these daggers three times, using a charge each time. Charges reset at dawn.

4
Alley Cat Fangs
Dual daggers.
Pounce:When you make a successful surprise attack they deal an extra 2d4 piercing damage.
Cat's Eyes: When wielding these daggers you have darkvision up to 60ft.
Cat's Grace: Grants a +4 for your Dexterity modifier. Doesn't take damage from falling 20 feet or less.
Magical Return: If, for instance, you throw one of these daggers you can use a bonus action to summon it back to you.

5
Alchemist's Blade
(Any sword, DM chooses)
Choose from these effects:
Alchemist's Flame
Essence of Frost
Acidic Coating
Electrified Blade

6
Astorian Sword
Any sword (DM's choice)
You get a +1 to attack and damage rolls. If attacking a fiend or undead it deals an extra 2d6 radiant damage.

7
Bare
Longsword
When you pick up this weapon a white cloth will tie itself around your eyes.
While you have the cloth over your eyes you gain Blindsight and 30ft of Truesight.

8
Black Prince
Longsword
Strange From: Deals an extra 2d8 slashing damage and has the Finesse property.
Fire Reliance: Any action below fails in water.
Spark Out: As a bonus action uou can cause your next attack with this weapon to cause 2d8 extra fire damage.
Black Fury: If you hit something that isn't a creature while Spark Out is active you can launch yourself. Everything within 5ft of you takes 3d6 fire damage and you may move up to your walk speed (minimum of half your walk speed. If you can't move more than 5ft you take 3d6 fire damage as well.
Prince's Roar: As an action you may release a massive 20ft cloud of black powder (centered on you). If you or a party member make an attack that deals fire damage it explodes. Everything within the cloud takes 4d6 fire damage, within 5ft takes 5d6 damage. The cloud lingers for five minutes prior to ignition. You can do this once, regaining the ability after an hour.

9
Blade of Olympus
Greatsword, a large gilded sword
You deal an extra 4d8 of damage.

10
Bladed Bracer
Shortsword, used to block attacks
When a creature attacks you you can attempt to parry, using an action to block damage. You reduce the damage dealt by 2d8 + Strength modifier

11
Black Axe of the Monster
Greataxe
Magical Weapon: You have a +3 to damage and attack rolls and have resistance to slashing damage.
Damage from Strength: Deals an extra 4d12 slashing damage.
Mighty Slash: You deal the maximum amount of damage. Can't be used again until your next turn.
Power From Magic: you succeed on a saving throw to halve damage from a spell you can infuse the weapon. If you choose your next successful attack with this weapon deals an extra 2d12 damage of the type you took. Can be infused by one spell at a time. If the spell dealt multiple damage types choose 1. 

12
Blitzkrieg
Greataxe
This axe has 3 charges and you can expend one to set a target on fire. It takes an extra 2d6 fire damage and at the start of its turns must make a DC 15 dexterity check. On a failed save the target takes 2d6 fire damage, on a success the effect ends.
Storm: When you hit a creature you can expend a charge to deal an extra 2d6 lightning damage. Target has disadvantage on attack roll on its next turn and takes another 2d6 of thunder damage.

13
Deceivingly Small Axe
Greataxe
The axe appears to be abnormally small, but when you attack an enemy they must succeed a saving throw equal to 13 + your wisdom modifier. On a failure they underestimate you and you gain a plus 2 to hit. Axe deal damage equal to your Strength modifier plus your Dexterity modifier * 2.

14
Ancient Arrow
The arrowhead glows dimly with blue light (DM chooses how many are found).
A creature hit with this arrow takes an extra 4d10 force damage. If the creature is below 50 hit points the arrow explodes apart and kills the creature, leaving nothing behind (Super zombies and the undead beholder are taken down to 10 hit points).

15
Angelic Bow (Variant)
Longbow
Has three charges you can expend to deal an extra 3d4 fire, radiant or lightning damage. Recheages at dawn.
Deals an extra 1d10 radiant damage to fiends or undead.

16
Arrows of Unrelenting Flame
Can only have 10 at a time. Unrelenting Flame: Arrows are constantly burning and painful to remove. If hit by the arrow, the target must make a DC 15 saving throw or take 3d6 of fire damage on top of the regular piercing damage. On a success the target takes half the damage. Until the arrow is removed the target must continue to make the saving throw above.

17
Angel's Cry
Spear
Angel's Fury: +2 to attack rolls
Angel's Might: Deals an extra 3d4 radiant damage before your first kill in combat.
Angel's Sorrow: Weapon deals an extra 3d4 of necrotic damage after your first kill in combat.
Angel's Peace: Damage type returns to radiant after combat.
Angel's Embrace: Because it was forged by a Battle Angel if you wield Angel's Cry as a one handed weapon with heavy armor and a shield you gain 5 extra Hit Points.

18
Annihilator
Heavy Flail
You have a +2 to attacks with this weapon. Weapon as a number of charges that's your proficiency bonus -2. When you attack you deal an extra 2d6 radiant damage and you can expend a charge to deal an additional 2d6 radiant damage if you choose.

19
Armor Decimator
Lucerne hammer
A huge, two-handed hammer.
When you roll a critical hit with the bludgeoning side of this weapon the target takes an additional 3d6 of force damage.

20
Berserk Hammer
Warhammer
Hammer that is said to break hoards. All creatures within a ten foot radius mist make a Strength check of 8 + your strength modifier. On a failure they fall prone. Large or larger creatures automatically succeed.

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Potions:

1
Potion of Heroism
You gain temporary Hit Points and are under the effects of the bless spell.

2
Potion of Gaseous Form
You are under thethe Gaseous Form spell for one hour

3
Elixir of Health
Cures any disease or condition you suffer.

4
Potion of Healing
Regain 2d4+2 Hit Points

5
Potion of Speed
You gain the effects of the Haste spell for one minute.

6
Potion of Resistance
You gain resistance to any type of damage (DM chooses or it can be randomly assigned).

7
Potion of Invisibility
You become invisible for an hour. Any equipment you have is invisible with you. The effect ends early if you cast a spell or attack a target.

8
Superior Potion of Healing
Regain 8d4+8 Hit Points

9
Potion of Growth
You are under the enlarge/reduce spell effects for 1d4 hours

10
Potion of Climbing
You are granted a climbing speed equal to your walking speed and have advantage on Athletics and Strength checks.

11
Supreme Potion of Healing
Regain 10d4 Hit Points

12
Potion of Giant Strength
You gain the strength of a Hill Giant (21), Frost/Stone Giant (23), Fire Giant (25), Cloud Giant (27) and Storm Giant (29) (roll a d6) This score modifies your strength score.

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