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Hex Runners

Wondrous item, uncommon (requires attunement)

Fast. Sleek. Powerful. Cast off your feeble flesh legs for Branton Quark’s brand new hex runnersTM, and get a ‘leg up’ on your competition today! (Self-mutilation is not necessary to enjoy this product. Branton Quark is not responsible for any accidents or injuries that may occur as a result of this advertisement.)

This item can function as a pair of prosthetic legs or can encase already existing legs. Either way, it can’t be removed against your will while you remain attuned to it. While wearing the legs, your walking speed is increased by 5 feet.

Kick into Overdrive. As a bonus action while wearing the legs, you can force the arcane crystals to pump even more energy into them, increasing your speed by 15 feet until the end of your turn. When you do this, you take 1d4 fire damage as the legs overheat.

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Rare variant: The legs have 4 charges and regain all expended charges daily at dawn. The legs have the Pulse Kick and Hextech Recharge properties.

Pulse Kick. When you make an unarmed strike using the legs, you can spend 1 charge (no action required) to eject a pulse of energy from the crystals and propel your leg, adding more speed and power to your attack. On a hit, the attack deals an extra 1d8 bludgeoning damage and, if the target is a creature, it must succeed on a DC 15 Strength saving throw or fall prone.

Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the legs, which immediately destroys the gemstone and regains 1 charge. Once this property of the legs has been used, it can’t be used again until the next dawn.

Very rare variant: The legs have 4 charges and regain all expended charges daily at dawn. The legs have the Pulse Kick and Hextech Recharge properties. Increase the save DC to 16 and the speed increase of Kick into Overdrive to 20 feet.

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Comments

Lucas Gebser

Love these - hoping my DM let's me use these on my warlock! Under the overdrive function, it merely says "increases your speed by 15 feet" for the duration of your turn. Is the walking modifier removed intentionally, so a flying character could increase their flying speed using this function, or simply simplicity of wording?