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Exposed to the Elements, Part 2

You can find part 1 here.

Elemental Aura Armor 10000

A weak planar anchor ties Elemental Aura Armor to its chosen elemental plane. This causes the armor to exude a 15 ft radius aura of energy. The aura inflicts itself on creatures within, except the wearer, dealing 1d6 damage to creatures that start their turn in its area of effect or enter it for the first time on their turn. The aura gives off a dim light and can be extinguished and reactivated at will.

Elemental Explosiveness Armor 40000

This armor constantly produces ectoplasmic energy of the chosen type. These bubble out from the armor, gathering together in larger chunks if other creatures draw near. When the wearer is attacked, the energy leaps onto the attacker dealing 2d6 elemental damage to the attacker if they are within 120 ft. If either of the damage dice of this retributive blow result in a 6, another 2d6 damage is added, repeating this process until no further 6’s are rolled. Occasionally, the tangible elemental goo reacts with itself, triggering unstable discharges of greater potency. If the armor comes into contact with a source of the opposite elemental type, both the wearer and the source of that elemental energy are struck by the armor’s damage. Elemental backlash like this cannot occur again until at least a minute has passed.

Elemental Explosiveness Weapon 40000

When an Elemental Explosiveness Weapon is created, it is keyed to constantly generate and store elemental energy as a viscous plasma. The plasma draws together on the attack surface of the weapon, and on a successful hit, explodes in a cloud of unstable elemental energy. This explosion deals weapon damage plus 2d6 elemental damage in a 10 ft. burst, excluding the wielder. If either of the damage dice of this retributive blow result in a 6, another 2d6 damage is added, repeating this process until no further 6’s are rolled. Occasionally, the tangible elemental plasma reacts with itself, triggering cascading explosions. If this weapon comes into direct contact with a source of the opposite elemental type, it triggers a separate explosion that does not exclude the wielder. Elemental backlash like this cannot occur again until at least a minute has passed. The weapon no longer has its normal slashing, piercing, or bludgeoning damage type.

Elemental Resistance Armor 6000

Draconic runes glow a dull red, but their engravings divert one type of elemental damage away from the wearer. This grants the wearer resistance to damage from and advantage on saves against one elemental type.

Elemental Weapon 2000

The soul of a lesser elemental creature has been bound to this weapon, granting it a bonus 1d4 damage of the chosen type on each hit. 

Elemental, Greater Weapon 8000

For greater power, a strong elemental creature has been captured and bound to this weapon.  The trick in crafting a Greater Elemental Weapon is finding a creature strong enough to provide the power needed without sentience that could see the binding broken from within. Elemental energy flows off of this weapon, adding 1d10 elemental damage to each hit. The creature bound inside has a sympathetic link to its energy type, and with an action, can be used to locate strong elemental sources and creatures of that element or its opposite within 120ft.

Endless Ooze Vial 9000

Endless Ooze Vials are twisting glass containers stoppered with blackened, metal corks. If unstoppered, ooze slides out in a perpetual, sticky rope, ounce after ounce. The ooze is acidic, and deals 1d6 acid damage each round to whatever it is touching, which builds up cumulatively as it is pooled against the same target by 1d6 each round, to a maximum of 4d6 acid damage. On a flat surface, it will pool out to a maximum surface area of a ten foot square, dealing damage to the surface it rests on at initiative count 0. Once stoppered, the acid weakens as it eats, losing a die if any of its damage dice rolled a 1 on the damage roll against the surface it rests on. The caustic ooze deals its damage to creatures that start their turn in its area of effect, come into contact with it for the first time on their turn, or are struck by an object coated in it. Its acid eats through all non-magical materials but glass, silver, gold, and platinum. It draws its slime from the sludge and detritus filled demi-plane between the Plane of Earth and the Plane of Water.

Etherealness Armor 25000

A thin trickle of pale green fog falls off this armor that feels cool to the touch. With a reaction, an attuned wearer of Etherealness Armor can shift planes along with their equipment, becoming ethereal. While ethereal, the wearer is immune to non-magical attacks and resistance against magical attacks originating from non-ethereal creatures. The wearer’s non-magical attacks deal no damage and their magical attacks deal half damage to material creatures while ethereal. When shifting planes, the wearer’s held and worn items are made ethereal as well, up to their maximum carrying capacity. With a reaction, the etherealness effect can be ended. The armor can remain ethereal for a total of 10 minutes each day, but each activation rounds up to the nearest minute of usage. 

Explosives 1000

Inside the lantern-sized wood barrel lies a deadly payload. A massive shrapnel burst of sharpened metal bits and jagged rocks awaits ignition to deal 8d6 slashing damage to all targets in a 50 ft. radius. A Dexterity save, DC 15, will reduce the damage by half. Object hardness is considered doubled against this damage and objects automatically succeed on their saving throws. Creatures damaged by the shrapnel receive one point of ongoing bleed damage for every 5 damage taken from the blast. Those that failed their saves suffer disadvantage on their death saving throws until their bleed damage is healed. The explosives go off 1d4+1 rounds after the fuse is lit. The user can make an Intelligence check, DC 10, while lighting the fuse to increase or decrease the fuse timer by 1, decided after rolling the fuse. On a failure, the fuse time is 1d6-2. If the check is succeeded by 5 or more, they may increase or decrease the fuse timer by up to 1 more for every 5 above the DC. A fuse time reduced to 0 goes off at the end of the turn and a fuse time reduced below 0 goes off immediately.

Explosives, Crude 400

Crude Explosives are small wooden barrel shrapnel bombs made with a combination of alchemical accelerants and loose gravel. It deals 4d6 slashing damage to all targets within 30 ft. A Dexterity save, DC 14, reduces the damage by half. Object hardness is considered doubled against this damage and objects automatically succeed on their saving throws. Creatures damaged by Crude Explosives take 1 ongoing bleed damage. Crude explosives detonate 1d6 rounds after the fuse is lit. With a DC 15 Intelligence check, a user can attempt to modify the fuse while lighting it. On a success, they may increase or decrease the fuse length by 1 round. On a failure, the fuse length becomes 1d4-2. A fuse time reduced to 0 goes off at the end of the turn and a fuse time reduced below 0 goes off immediately.

Explosives, Refined 5000

A deafening explosion precedes a cloud of spiralling ceramic needles and spinning razor-wire  bursting from this fist sized metal canister. 1d3+2 rounds after the fuse is lit, this explosive deals 15d6 slashing damage to all targets in a 60 ft. radius. A Dexterity save, DC 17, reduces this damage by half. Objects have double their normal hardness against this damage and automatically succeed on their saving throws. The shrapnel contained within is made from the shavings of leftover seeking weaponry and will curve around cover, negating any bonus short of total cover. Like hungry slugs, the debris from Refined Explosives will burrow and crawl in those damaged by the blast, resulting in bleed damage equal to one quarter of the damage taken, rounded up. Bleeding creatures have disadvantage on their death saving throws and must succeed an additional time before becoming stable. While lighting the fuse, a creature may attempt an Intelligence check, DC 5, to modify the timing. On a success, they may increase or decrease the timer by up to 1 round for every 5 of the result. On a failure, the fuse time becomes 1d8-2. A fuse time reduced to 0 goes off at the end of the turn and a fuse time reduced below 0 goes off immediately.

Field-Fire Spear 800

This slightly-singed, oak spear can summon fires at the feet of its target. Three times each day, it can be called upon to start a 5 ft diameter fire as part of an attack. The non-magical fire burns for 5 rounds in normal conditions. Any creature that starts its turn in the fire or enters its area of effect for the first time on its turn takes 1d6 fire damage.

Fiery Armor 8000

Covered in a fine layer of dark oil and black soot, Fiery Armor is hot to the touch and releases the occasional floating ember. When hit by an attack from a source within 60 ft. the armor retaliates with a bolt of fire for 1d10 fire damage. 

Fire & Ice 15000

Fire flickers down the oiled half of this shortsword and icy fog billows down from the frost covering the other half. It is a +1 weapon that deals an additional 1d6 fire and 1d6 cold damage on each hit. After making a successful hit, the wielder may spend their reaction to cause the firey half to disgorge a firebolt at a target within 60 ft. that deals 2d6 fire damage and send a chill into themselves that calms the mind, restoring a 1st or 2nd level spell slot.

Flametongue 5000

Long used by Salamanders for their foot-soldiers in their mortal plane invasion forces, this +1 longsword can be set ablaze or wielded to lash out with fire at distant foes. It deals an additional 1d6 fire damage when ablaze, can be lit or extinguished on command, and provides light as a torch when lit. By focusing on a target up to 60 ft. away, Flametongue can be swung to unleash a burst of fire dealing 2d6 damage. It can throw this fire at a single target as part of an attack action or at up to two targets as an action. Each day it can be called upon to launch firebolts five times, and after it has thrown its last firebolt, it is extinguished and cannot be set ablaze again until dawn.

Frostbrand 7000

Frostbrands are commonly made from reforging frost giant weaponry into multiple weapons of smaller size. Made for their rank-and-file, frigid metal greets the hand holding this magical longsword and its crossguard and blade are blanketed in frost from the chill. The wielder of this sword can call forth its chill or return it to normal on command. It acts as a +1 longsword that deals an additional 1d6 cold damage with each hit so long as it is currently frozen. Additionally, its icy core can be unleashed within 5 ft. as a 10 ft. burst of frigid mist that deals 1d6 damage. This can be done as part of an attack action or released twice as an action. This fog hangs in the air, dealing 1d6 cold damage to any creature that starts its turn in the area of effect or enters it for the first time on their turn. It disperses after three rounds. A Frostbrand can be called for this power five times each day, and after it has released its last frost burst, it returns to room temperature and cannot be chilled against until sunset. 

Frozen Armor 8000

An array of dispelling magic constantly disperses heat from this armor into far flung planar reaches, chilling the armor dangerously. Any successful hit against this armor causes the array to temporarily latch onto the source if it is within 60 ft., drawing heat from them and dealing 1d10 cold damage. 

Heated Armor 4000

Fine, black dust coats every surface of this armor. When hit by an attack from a source within 5 ft., the armor sparks and the black soot catches fire momentarily, launching a flare dealing 1d6 fire damage at the source of the attack.

Heated Weapon 4000

A weapon enchanted this way is almost too hot to touch. Metal weapons exude a deep red glow while wooden weapons appear charred. On a hit, a heated weapon engulfs the target in a momentary cloud of embers and soot, dealing an additional 1d6 fire damage. Heat from the wielder’s own vitality empowers this weapon, and they deal an additional 1d6 fire damage if they are at or above their maximum hit point total.

Ice Javelin 400

Made by slowly dripping frigid water over hanging javelin until they are coated in magically enhanced ice, an Ice Javelin is then thawed free, ready to return to its ice-sheathed state. As part of an attack action, the javelin can be coated in ice and on a hit, the ice explodes dealing 1d6 cold damage in a 5ft. burst. That ice thaws and then freezes, turning that area of effect into difficult, icy terrain for one round. If it misses, it explodes in that burst wherever it lands. An Ice Javelin can only perform this feat once each day.

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