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🔧🐴⚙️ The arena is packed with cheering crowds. Flags of various colors flutter as vendors hustle about, selling snacks and drinks. At the center of the arena, contestants are preparing for the next round. A stout gnome steps forward, his armor shining under the sun. In each hand, he holds a mace: one with a design like a mechanical horse head and the other looking almost identical but more playful.

An announcer's voice booms, "Next up, Glim Gearspinner, the Gnomish Mechanic!"

The bell rings, and Glim's opponent, a tall elf with a longbow, takes aim. But before the elf can release an arrow, Glim swings his mace, Galloper's Giddyup, and sprints forward with surprising speed. The crowd gasps.

With a swift motion, Glim strikes, reducing the elf's movement. The elf tries to retreat, but Glim is too quick. He strikes again, this time with Galloper's Gavel, and the elf is knocked back, landing with a thud.

The audience erupts in cheers. But Glim isn't done. He places both maces on the ground. With a series of clicks and gears turning, a mechanical warhorse forms, and Glim hops on. He parades around the arena, waving to the ecstatic crowd.

The announcer shouts, "And the winner is... Glim Gearspinner!" 🔧🐴⚙️

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Galloper's Gavel

Weapon (mace), very rare (requires attunement)

This mace is a blend of ancient birchwood and a head designed as a mechanical horse with intricate gears.

After landing a successful hit with this weapon, roll a d4. Multiply the result by 10 to determine the increase in your movement speed for the next turn.

The mace also holds 7 charges and regains 1d6 + 1 expended charges at dawn.

With the mace in hand, you can use the following abilities:

Silverhoof's Strike. As a bonus action, expend 1 charge to call upon Silverhoof's spirit. The next successful hit within 1 minute deals an extra 3d6 bludgeoning damage and forces the target to make a Strength saving throw (DC 16). On a failed save, the target is pushed back 10 feet and knocked prone.

Gearwork Grapple. As an action, expend 2 charges to release a grapple hook. It has a range of 30 feet and can latch onto objects or creatures. On a creature hit, choose to either pull it 20 feet toward you or vice versa. The grapple retracts at the end of your turn.

Galloper's Giddyup

Weapon (mace), rare (requires attunement)

Its head is fashioned as a whimsical mechanical horse head, complete with rotating gears and springs that animate its expression.

If you move at least 10 feet in a straight line toward a target and then hit it with this mace on the same turn, you can activate a whirling lasso mechanism. The target becomes entangled and is forced to move 10 feet in a direction of your choice. The direction can be backward, sideward, or even closer to you, as the lasso's spin confuses and redirects their movement. Additionally, for each successful hit on a target with this weapon during your turn, the target's movement speed is reduced by 5 feet, stacking up to a maximum of 20 feet. This reduction lasts until the start of your next turn.

2 Set Bonus

As an action, you can place both maces on the ground and speak the command word. In a whirl of cogs, springs, and steam, the maces transform into a mechanical warhorse that obeys your commands for 8 hours. Once summoned, the warhorse remains for the duration or until you use a bonus action to dismiss it, at which point it disassembles back into the two separate maces. The mechanical warhorse uses the same statistics as a warhorse but is considered a construct rather than a beast.

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