My current tentative ideas. Give me feedback on what you like and don’t like, if I matched your character’s thematic well, along with suggestions if it is lacking in something you’re interested in.
[glow=purple:6o41du0r]Atten’Das Legacy:[/glow:6o41du0r]
[glow=orange:6o41du0r]Equipment of the Templar[/glow:6o41du0r]
[glow=blue:6o41du0r]Runic Blade[/glow:6o41du0r]
Forged from Arcanite–a magically infused mithral–dipped in the pools of the Atten’Das Mana Pools, etched and empowered by magic runes, this Blade is a symbol of the Arcane Templar: men dedicated to the defense, proliferation, and discovery of arcane magic.
You wield a runic longsword forged from arcanite and dipped in the mana pools of Atten’Das. Features of the weapon are as follows:
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Weighs 3 lbs., deals 1d8 slashing damage, Versatile (1d10)
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This weapon is considered magical
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You are proficient with this weapon
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There is a slot for your Mana Orb to be placed on the center
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This blade radiates a magical glow, providing illumination in a 5ft. radius. You can toggle this passive illumination as a bonus action. The blade glows extremely bright, up to a 20ft. radius, when within 100ft. of a magical object that has not been near it in the last 24 hours. Touching the magical object with the blade will dim the blade back to its passive illumination
The blade also has runes inscribed along its fuller, providing several benefits:
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Rune of Piercing – Your attacks with this weapon ignore resistances your target may have against damage or weapon material types.
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Rune of Bonding – You cannot be disarmed of this weapon.
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Rune of Blessing – You activate this rune by raising your greataxe into the air, expending a spell slot to release a gradual healing power. For a number of rounds equal to 1+1 per level of spell slot used, allies within 30 ft. of you are healed for 1d6+your Int. mod. per round. This effect ends early if you make an attack with this weapon or lose your concentration. The rune recharges after a long rest.
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Rune of Regeneration – This weapon is harder to sunder. It gains a -1 penalty to damage and attack rolls only every 2 successful sunder attempts. The blade self-repairs any ‘sunder penalties’ after it rests for 8 consecutive hours.
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Rune of Flare – On a successful attack, you can choose to have this rune unleash a bright light at your target, blinding them for 1 minute on a failed Constitution save (target makes a new saving throw at the start of every new turn). This can happen two times per short rest.
[glow=blue:6o41du0r]Runic Armor[/glow:6o41du0r]
Forged from Arcanite–a magically infused mithral–each individual plate dipped in the pools of the Atten’Das Mana Pools, etched and empowered by magic runes, this plate armor is worn on the body and supported not by leather straps and buckles, but by arcane magic locking each place into its position and providing its user with unparalleled protection. Prized by the Arcane Templars of Atten’Das, this armor is a crown jewel for the Atten’Das Worm Knights.
You wear a set of plate armor, forged from arcanite and dipped in the mana pools of Atten’Das. Features of the armor are as follows:
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Weighs 20 lbs., AC 16, no Str requirement, no Stealth disadvantage (the magic of plates allow them to glide past each other silently as you move)
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This armor is considered magical
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You are proficient with this armor
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It only takes you 1 minute to don or doff this armor
The armor also has runes inscribed on its plates, providing several benefits:
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Rune of Warding – As a reaction, you can unleash the rune’s power to make you resistant to magic damage for one round. This can happen one time per short rest.
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Rune of Regeneration – This armor is harder to sunder. It gains a -1 penalty to armor class only every 2 successful sunder attempts. The armor self-repairs any ‘sunder penalties’ after it rests for 8 consecutive hours.
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Rune of Structure – If you are in danger of being outright killed by physical means, such as being crushed by crumbling terrain, falling toward a solid surface from an immense height, etc., or have become incapacitated while wearing this armor, this rune will automatically activate, making the armor completely rigid and hard enough to withstand the danger until the danger is gone or 10 minutes have elapsed. This dispels the magic in all of the runes on the armor, which can be recharged in a Mana Pool.
[glow=blue:6o41du0r]Mana Orb[/glow:6o41du0r]
This orb, made of glass, holds some of the very waters of the Mana Pools. What powers it grants its wielder are locked within the runes etched on the stones and kept in the secrets of the ancients who built the pools themselves. A gift to Arcane Templars by the Atten’Das, these Orbs allow the strength of the Pools to leave their sacred sanctuaries.
You carry with you a glass orb containing some of the mana-charged waters in Atten’Das. Features of the orb are as follows:
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Weighs 2 lbs. Passively radiates a blue light in a 5 ft. radius at all times.
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This item is considered magical.
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This item acts as an arcane focus for you.
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This item has 30hp, 10 hardness, and is invulnerable to slashing and piercing damage. Any damage sustained is self-repaired after 8 consecutive hours without being used.
This Mana Orb also provides you with a usable pool of mana that empower your magic. The features of this mana pool are as follows:
- This pool has 8 max mana points. This pool recharges at a rate of 1 mana point every 2 turns.
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Potent Arcane (1 mana point) – You can increase the Save DC of a spell by 2. This bonus can be stacked.
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Precise Arcane (1 mana point) – You add a +2 bonus to a spell attack roll. This bonus can be stacked.
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Proxy Spell (2 mana points) – When you have a familiar and it is within 100 ft. of you, your spells can originate from your familiar. Doing so imposes disadvantage on the reaction(s) of your target(s) and any counterspells being invoked against you. You must declare you are using this feature when casting the spell.
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Higher Arcane (2 mana points) – You can cast a spell with the benefits of a spell slot of 1 level higher. This bonus can be stacked.
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Desperate Power (4 mana points; Special) – You place the Mana Orb into the quillion of your Runic Blade, combining the power of the items. For the next minute, your attacks with the runic blade gain the benefit of the Banishing Smite spell. After this effect ends, your Mana Orb must recharge for 24 hours before being usable again.
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Rune Replenishment (Special) – When you doff your runic armor, you can set your Mana Orb inside the runic armor to restore any of the dispelled powers of the runes on the armor set. This runic armor restoration process takes 48 hours. After the restoration process, the Mana Orb must recharge for 24 hours before being usable again.
[glow=orange:6o41du0r]Mount of the Templar[/glow:6o41du0r]
You have an Ashworm mount.
[glow=orange:6o41du0r]Rune Scribe[/glow:6o41du0r]
You have the knowledge and ability to scribe runes onto written mediums and solid surfaces.
Written Runes
To be reworked.
Etched Runes
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You etch the rune on a stationary, solid surface (such as carving into the bark of a tree) and imbue it with a spell that you know, expending the appropriate spell slot. This process takes 1 minute per spell slot level. The size of the rune must be approximately the size of your hand. You must have the appropriate tool to etch with (a knife for wood, a stone-carving tool for stone, etc.)
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You specify the conditions in which this rune’s magic triggers, such as a time delay, proximity detection, the presence of someone else’s magic, etc. If the trigger is proximity based, the proximity range cannot exceed the cast/effect range of the base spell.
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When the rune triggers, it glows with a magical light for the duration of the spell effect. If the spell effect is instantaneous, a magical light flashes briefly.
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After an etched rune has been triggered, the rune’s magic dissipates, leaving the rune dormant but still visible. If the rune has been dormant for at least 1 hour, you can revitalize the magic in it using your Mana Orb, expending all mana points. Your Mana Orb will not regenerate mana points for 10 minutes per spell level of the rune.
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Intelligent creatures who succeed on an Investigation check can see a rune before and after it triggers, but must succeed on an Arcana check to ascertain that it is magical. The rune cannot be removed by non-magical means unless its spell has triggered and the rune is dormant.
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You cannot at any time have an active amount of etched runes exceeding your Proficiency Bonus+your Int. Mod. When you etch a new rune that exceeds this limit, you can choose which of your other etched runes become dormant, losing their magic.
[November 17, 2015 at 1:01 pm]