(Longsword), Legendary, Attunement by a sorcerer
longsword gleams with natural magical energy. It has a purple gem on its hilt
that glows in pulses in the presence of magic. The stronger the magic the more
intense the glow. When a Sorcerer attunes themselves to this sword, it shares
it’s magical energy. Every successful attack against a creature that has innate
magical energy (Ie. Dragons, Hags, Constructs etc.) the sorcerer regains 1
sorcerer point. (Can’t go over maximum sorcerer points)
(Mace), Rare, Requires Attunement by a Cleric
gold mace with a round head, knobs of divine rubies surround the head and act
as flanges. When the creature attuned to this weapon makes a melee attack – on
a hit that player can heal any creatures within 30 feet for an amount equal to
their Cleric level. The player can assign the healing in any way they want,
however they can only heal themselves for a max of 50% of the available points
(Ex. Level 10 Cleric can only heal self for 5 out of available 10) This ability
can only be used once per round.
heavy shield made of Orc oak and Dwarven steel. Its crest in the center is that
of an anvil. When you successfully shove a creature with this shield, you may force
the creature to make a constitution saving throw, becoming stunned for 1 minute
on a fail. The saving throw is 8+STR+Proficiency. The stunned creature can
repeat the saving throw every time they take damage and at the end of their
turn. A creature who passes the saving throw is immune to being stunned by
“Hammer” again for 24 hours.
(Greataxe), Rare, Requires Attunement
double-bitted hefty greataxe, each bit has a vicious edge that thirsts for the
enemies of its wielder. This axe gains a +1 bonus to all attack and damage
rolls. Also, once per long rest the person attuned to this weapon can select a
foe it can see within 30 feet. This effect lasts for 24 hours or until the
attuned creature or the foe dies, until then - double all damage modifiers on
attacks done to the foe. The wielder can only have one foe at a time. (Does not
stack with great weapon master or similar abilities)
(Halberd), Very Rare, Requires Attunement
halberd, comes to a hooked over steel curl at it’s tip, the base of the blade
is bejeweled with pink gems. Attacks done with this weapon can deal an
additional 1d12 psychic damage once per turn. Additionally once per turn on
attack the wielder can force the recipient to make a wisdom saving throw of
become stunned for 1 minute on a fail. The saving throw is 8+CHA+Proficiency.
The stunned creature can repeat the saving throw every time they take damage
and at the end of their turn. A creature who passes the saving throw is immune
to being stunned by “The Mind Flayer” again for 24 hours.
i’m binge watching jude and cody videos and i am a soft baby boy and it fills me with happiness to see comfortable and happy trans people whose entire identities aren’t about being trans and also their relationship is so loving and supportive so basically if ur a trans ball of sadness like me u should watch some jude and cody videos 2 cheer urself up !
No matter what I attempt, even if it’s the most simple of tasks, it always ends in failure. Unfortunately, I find that my life is one big regret after another. Yet, after all these years, I still don’t know when to give up. Is it my fault to keep trying when the results are always the same? Is it impossible for me to make things right? Even if I’d try to give up, I don’t think I could. It’s not in my nature to submit in the face of disappointment. In the end, I guess I’m just a glutton for punishment. I really am an idiot.