| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +8 | Strength | |
| +1 | Dexterity | |
| +8 | Constitution | |
| +0 | Intelligence | |
| +0 | Wisdom | |
| +1 | Charisma |
| +4 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| +0 | Arcana | INT | |
| +8 | Athletics | STR | |
| +1 | Deception | CHA | |
| +0 | History | INT | |
| +0 | Insight | WIS | |
| +4 | Intimidation | CHA | |
| +0 | Investigation | INT |
| +0 | Medicine | WIS | |
| +0 | Nature | INT | |
| +0 | Perception | WIS | |
| +4 | Performance | CHA | |
| +1 | Persuasion | CHA | |
| +0 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| +0 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|
Breath weapon (force)
Gem Resistance (force)
Rage
Reckless attack
Danger sense
Great weapon mastery
Durable
The statblocks of your Weapons, armor and other important/magical equipment
Wondrous Item
Rare Requires Attunement
When you read for at least 2 hours using these glasses and you are willing, an Ethereal copy of your mind is created in the Ethereal plane and keeps on reading the book for half the time you have read it in the Material plane.
While on the Ethereal plane, you may be able to see other creatures or be exposed to them for the time you are reading the book.
Curse:
Roll a d20. On a 1 or 20, your Ethereal mind was exposed and vulnerable during its time there.
What your Ethereal mind read it has forgotten, and it could have been attacked by a creature (DM will roll for this option).
Else, roll an INT saving throw and a WIS saving throw. On a failure, your saving throws for the respective ability will be done with disadvantage for the next 24 hours. When the period has passed, another saving throw must be made to shake off the vulnerability.
If in that time period you are again exposed and made vulnerable in the Ethereal plane, the next saving throws to restore this condition will be also done with disadvantage.
If it continues to happen, you will start accumulating points of exhaustion and your mind might get lost and trapped forever in the Ethereal plane.
Cost: 500GP
WBW
Weapon
Very Rare Requires Attunement By A Good-Aligned Creature
Longsword
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Revivify: You can use an action to cast the Revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can't be used again until the next dawn.
Sentience: Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn't like to back down from a fight.
Cost: 5,001 gp - 50,000 gp
BOMT
Weapon
Rare Requires Attunement
Flail
This ash-gray flail is cold to the touch. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals double damage to objects and structures.
Additionally, when you hit a creature with this weapon, you can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. The poisoned creature takes 2d4 necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used in this way, it can’t be used again until the next dawn.
Cost: 501 gp - 5,000 gp
Wondrous Item
Rare Requires Attunement
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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