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• Dragon Rider Lance: [requires attunement]

+2/+2 heavy spear – martial weapon + versatile: 1d8 piercing (1h), 1d10 piercing (2h), spear
can’t be thrown, 7lb weight
special ability (once per long rest): Dragon whirl – swing the spear in a wide arc of dragon-
like flame, attacking everything in a 10ft radius around the user – requires 2 hands. Dexterity
saving throw (Save DC: 8 + constitution modifier + ½ level [rounded downcaps at level 14]). On a
failed save deals 1d10 slashing and 2d8 fire damage. Successful save takes 1d8 fire damage.

• Bow of Bloodthirst: [requires attunement] - special requirement of dealing 200 damage with
the bow.
+0/+4 longbow 1d8 piercing, range 150/600
special ability: Blood forfeit – for one shot, in addition to normal damage, deals 30% of
target’s remaining HP at the cost of 30% of the user’s total HP. If 30% of the user’s total HP
is more than (or equal to) their remaining HP, the user instead falls unconscious and blood
forfeit fails – if this occurs, the ability is still consumed until it is recharged. This ability can be
used in conjunction with enchanted bowstrings and/or ammunition. The blood forfeit affect
cannot do critical damage, but the normal damage may still be critical.
The ability is recharged by dealing 200 damage with the bow, OR by using 5L of fresh blood
on the bow before a long rest (recharged at the end of a long rest). Bow is uncharged when
user becomes unattuned.
An uncharged bow is inert and appears simply as ornate. Conversely, a partially/fully
charged bow emits a sinister aura and the blood it contains noticeably pulsates as if with a
beating heart.

• Final Breath: [requires attunement]


+3/+3 dagger 1d4 piercing, range 20/60 if thrown
weapon of immense power at the cost of one’s own soul. Attuning to this weapon is
irreversible until the user dies. The more the weapon is used, the more the user is
corrupted. Kills with this weapon will seal the soul of the victim within the blade upon a
killing blow. There is no limit to the number of souls that can be sealed.
Special ability: Reaper’s torrent – every captured soul will be forced into the target’s body
during an attack, dealing 1d4 necrotic damage for each soul unleashed. If the attack misses,
the user will take half of the damage that would have been dealt.

• Heimdall’s fists: legendary shields [each shield requires attunement]


these are a pair of shields that function as +1 shields if used alone, however can be dual
wielded with no additional requirements. When dual wielded they give a +3 bonus to AC.
Attacks can be made with the shields as if they’re +1/+1, 1d6 bludgeoning weapons,
however, using the offhand shield in an attack requires the dual wielder feat. No other
weapons may be used when both shields are equipped, and the shields cannot be dropped
quickly as they must be affixed to the user’s forearms to be used properly.
Special ability: Heimdall’s bulwark – as a combined action and bonus action, the shields may
be combined in front of the user to form an impervious spectral shield-wall 10ft wide and 5ft
high. The height of the wall tapers to 1ft high at either end.
If the user crouches behind the shield-wall they have total cover from ranged attacks and
are granted +5 AC (replaces the +3 AC buff given by using both shields). The shield-wall
serves as ¾ cover to those standing immediately adjacent to the shield’s user, or full cover if
they’re crouched. All allies behind the shield-wall gain +1 AC and have advantage on dex
saves. Shots made from behind the shield impose ¾ cover.
Heimdall’s bulwark lasts 30s and can only be used once per long rest. While active, the user
can not make the attack action and their movement is reduced to 0ft. The user may use an
action to move themselves and the shield-wall 5ft in any direction. The effect requires both
hands to be maintained. The effect can be dropped by bonus action.

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