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Hey heroes! I'm live! come hang out!

 https://picarto.tv/TheGriffonsSaddlebag/a2df49c0b57bea41425072d055023685 

If you get asked for a code, it's  a2df49c0b57bea41425072d055023685 .
See you there!

-g

Hey heroes!

Let's make something spiritual! Thanks for all the suggestions in the comments yesterday! I combined a couple ideas from the comments yesterday that were along the same lines into items that I felt were a little simpler to use and enjoy. Remember that these are initial balances and writeups that are subject to change.

I'll be updating this post just before 7:30pm EST tonight with the exclusive Picarto link to the stream. You should get an email alerting you to the change! Picarto has, so far, been a more reliable host for streaming. You don't even need an account to participate in chat!  Come hang out!

Ideas

  • Spirit Sheath — A silver scimitar and sheath that channel your inner willpower, requiring attunement by either a cleric, druid, monk, paladin, or warlock. You use your spellcasting modifier (Wisdom, for monks) for the weapon's attack and damage rolls, instead of Strength or Dexterity. Once a day, you can use a bonus action to cast the spiritual weapon spell from it while you're wielding the scimitar.
  • Diadem of the Soul Seeker — An age-old bronze diadem set with a single pearl. It has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the diadem, you can expend 1 of its charges to cast the etherealness spell from it with the following additional properties:

    • Your body remains motionless, as your spiritual form leaves your body and moves about on its own. While you're separated from your body, your body is unconscious.

    • You have a flying speed of 30 feet and can hover.

    • You can only move up to 30 feet away from your body while on the ethereal plane.

    • The spell has a duration of 1 minute.
  • Soulbreaker — A club or greatclub that has been used through generations of tribal shamans and soul-seekers. The club has 4 charges and regains 1d4 expended charges daily at dawn. When you hit a creature with the club, you can expend 1 of its charges to attempt to temporarily overpower the creature's soul with your own, separating its soul from its body. When you do, make a contested Wisdom (Insight) check against the creature's Wisdom (Insight) check. If you win the contest, the creature is incapacitated until the end of its next turn, and you know the creature's current surface level ideals and fears. If you lose, the creature's spirit begins to overpower your own, getting insight into your own weaknesses and granting it advantage on the next attack roll it makes against you before the end of your next turn. Once a creature's been incapacitated in this way, it's immune to this property of the club for 24 hours. This property has no effect on undead creatures and constructs.

    Curse. This weapon is cursed and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the club or greatclub, keeping it within reach at all times. In addition, when you lose a Wisdom (Insight) contest by 5 or more, you temporarily lose touch with core parts of your personality: you forget your ideals and fears for 1 hour after losing a contested Wisdom (Insight) roll in this way. 

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