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Exposed to the Elements, Part 7

The previous, part 6, is here.

Lesser Humor Weapon 3000

A weak humor elemental has been bound to this weapon, allowing its influence to seep through and provide power for its wielder. When this weapon strikes a creature with proficiency in its opposed attribute, it reacts violently. Melancholy(INT) deals an extra 1d8 acid damage against Sanguine (CHA) which deals an extra 1d8 electricity damage against Melancholy (INT). Phlegmatic (WIS) deals an extra 1d8 cold damage to Choleric (CON) which deals an extra 1d8 fire damage to Phlegmatic (WIS).

Humor Weapon 9000

Humor Weapons draw their power from the elemental woven into its form, showcasing its influence by changes to the appearance of the weapon. A sanguine weapon is decorated and elaborate. A choleric weapon is jagged and fearsome. Melancholic weapons are solid and sturdy. Phlegmatic weapons are intricate and awkward. When this weapon strikes a creature with proficiency in its opposed attribute, it reacts violently. Melancholy(INT) deals an extra 2d6 acid damage against Sanguine (CHA) which deals an extra 2d6 electricity damage against Melancholy (INT). Phlegmatic (WIS) deals an extra 2d6 cold damage to Choleric (CON) which deals an extra 2d6 fire damage to Phlegmatic (WIS). Additionally, the base weapon damage of the Humor Weapon reacts to situations reflecting its nature, increasing the damage die size of the weapon for the wielders attacks:

 Sanguine: Increase the damage die size of attacks made against a creature or creatures that the wielder has not hit in the last three rounds.

Melancholy: Increase the damage die size if the target creature is flanked.

Choleric: Increase the die size if the target has not attacked the wielder since their last turn. 

Phlegmatic: Increase the die size if the target has used its reaction, taken the withdraw action, or used a bonus action to move since the wielder’s last turn.

Greater Humor Weapon 30000

Greater Humor Weapons draw their power from the powerful elemental woven into its form, showcasing its influence by changes to the appearance of the weapon. A sanguine weapon is decorated and elaborate, drawing upon elements of blood. A choleric weapon is jagged and fearsome, incorporating stomach acid. Melancholic weapons are solid and sturdy, with accents of black bile. Phlegmatic weapons are intricate and awkward, utilizing dripping fluid or phlegm. When this weapon strikes a creature with proficiency in its opposed attribute, it reacts violently. Melancholy(INT) deals an extra 3d6 acid damage against Sanguine (CHA) which deals an extra 3d6 electricity damage against Melancholy (INT). Phlegmatic (WIS) deals an extra 3d6 cold damage to Choleric (CON) which deals an extra 3d6 fire damage to Phlegmatic (WIS). Additionally, the base weapon damage of the Greater Humor Weapon reacts to situations reflecting its nature, increasing the damage die size of the weapon for the wielders attacks:

 Sanguine: Increase the damage die size of attacks made against a creature or creatures that the wielder has not hit since the beginning of their last turn. 

Melancholy: Increase the damage die size if the target creature is flanked or is within reach of its ally.

Choleric: Increase the weapon damage die size if the target has not hit the wielder since their last turn. 

Phlegmatic: Increase the die size if the target has used its reaction, taken the withdraw action, or used a bonus action to move in any of their last three turns.

On the following turn, if the weapon damage die bonus would be applied again, it stacks, to a maximum of twice. If an invalid target for the weapon damage die increase is attacked, the entire bonus is lost, restarting from the base weapon damage die.

Lesser Humor Armor 3000

Sanguine, Choleric, Phlegmatic, or Melancholy, this armor has a bound humor elemental inside of it. It’s wearer can initiate or cancel a 10 ft. aura of psychically charged magic. Hostile creatures within the radius that are proficient in the attribute opposed to the humor type of the armor take a -1 penalty to attacks and opposed checks. The opposing humors are as follows: Melancholy(INT) vs Sanguine (CHA) and Phlegmatic (WIS) vs Choleric (CON).  

Humor Armor 9000

The elemental bound within this armor shifts the appearance of the armor. A sanguine armor is cheery and revealing. A choleric armor is hostile and dangerous. Melancholic armor is sturdy and rigid. Phlegmatic armor is withdrawn and cold. As a bonus action, the wearer of the armor can initiate or cancel a 20 ft. aura. Hostile creatures in the aura suffer a -2 penalty to attacks and opposed checks if they are proficient in the attribute opposed to the humor’s type: Melancholy(INT) vs Sanguine (CHA) and Phlegmatic (WIS) vs Choleric (CON). Additionally, each type has one ability that can be triggered as a reaction. 

Sanguine: Deal 2d6 electricity damage to a creature within the aura if that creature takes the same action as its previous turn. 

Melancholy: Deal 2d6 acid damage to a creature within the aura if that creature ends it turn within reach of a friendly creature. 

Choleric: Deal 2d6 fire damage to a creature within the aura if that creature ends its turn without making an attack. 

Phlegmatic: Deal 2d6 cold damage to a creature leaving the aura on its turn. 

Greater Humor Armor 30000

he elemental bound within this armor shifts the appearance of the armor. A sanguine armor is cheery and revealing, with a motif of blood. A choleric armor is hostile and dangerous, showing splashes of yellow bile. Melancholic armor is sturdy and rigid, with accents of black bile. Phlegmatic armor is withdrawn and cold, painted with a clear phlegm. As a bonus action, the wearer of the armor can initiate or cancel a 30 ft. aura. Hostile creatures in the aura suffer disadvantage on attacks and opposed checks if they are proficient in the attribute opposed to the humor’s type: Melancholy(INT) vs Sanguine (CHA) and Phlegmatic (WIS) vs Choleric (CON). Additionally, each type has one ability that can be triggered as a reaction. 

Sanguine: Deal 3d6 electricity damage to all enemies in the aura if a creature takes the same action as its previous turn. 

Melancholy: Deal 3d6 acid damage to all enemies in the aura if a hostile creature ends its turn within reach of a creature it is friendly to. 

Choleric: Deal 3d6 fire damage to all enemies in the aura if a creature ends its turn without making an attack. 

Phlegmatic: Deal 3d6 cold damage to all enemies in the aura, when a creature attempts to leave the aura on its turn.

Lesser Emotion Weapon 3000

Swirls of paint decorate this weapon, a lingering display by the bound elemental soul within. Anger (Intimidate), Courage (Religion), Disgust (Deception), Joy (Performance), Fear (Perception), Calm (History), Sadness (Insight), Curiosity (Investigation), each is tied to most closely to one skill and while wielding the weapon, a creature can use their weapon attack bonus for that skill instead of their normal skill bonus. After the wearer uses the associated skill successfully, they gain advantage on attacks with this weapon for the next attack action made using it. This bonus is lost if the wielder goes unconscious or attempts to use a different skill than the one their emotion weapon is keyed to.

Emotion Weapon 9000

Bits of decoration hangs off the weapon or juts from non-critical sections of the weapon as the personality of the emotion bound in this Emotion Weapon makes itself known. The wielder of this weapon can use their attack bonus with it instead of the normal bonus they would use for the associated skill check. When they succeed on a skill check using that skill, the weapon grows stronger. It grants advantage on attack rolls and deals an extra 1d6 damage during the next attack action made with it. This bonus is lost if the wielder loses consciousness or attempts a skill not associated with the emotion bound to the weapon. The emotions and their related skills are: Anger (Intimidate), Courage (Religion), Disgust (Deception), Joy (Performance), Fear (Perception), Calm (History), Sadness (Insight), Curiosity (Investigation).

Greater Emotion Weapon 30000

A Greater Emotion Weapon exudes a faint aura that colors everything an inch around itself as if they were viewed through a dyed lens, a color palpably emotional to those in its vicinity. The wielder of this weapon can use their attack bonus with it instead of the normal bonus they would use for the associated skill check. When they succeed on a skill check using that skill, the weapon grows stronger. It grants advantage on attack rolls and deals an extra 1d6 damage on the next attack action made with the Greater Emotion Weapon. Each consecutive successful use of the skill before the attack action increases the bonus damage by +1, to a maximum of +5. This bonus is lost if the wielder loses consciousness or attempts a skill not associated with the emotion bound to the weapon. If the wielder fails a skill check of the associated skill, the bonus damage beyond the 1d6 is reset to +0. The emotions and their related skills are: Anger (Intimidate), Courage (Religion), Disgust (Deception), Joy (Performance), Fear (Perception), Calm (History), Sadness (Insight), Curiosity (Investigation).

Lesser Emotion Armor 3000

Splashes of color and engravings line this armor, depicting the emotion its power is drawn from:  Red grimacing faces for anger or bloodshot yellow eyes for fear. One of the eight types of emotion elementals has been bound to this armor to provide a portion of its power to the wearer. Each type of emotion is most closely tied to one type of skill, and when a hostile creature within 20 ft. attempts a different skill check, they recieve a 1d4 penalty to their result: Anger (Intimidate), Courage (Religion), Disgust (Deception), Joy (Performance), Fear (Perception), Calm (History), Sadness (Insight), Curiosity (Investigation). Creatures that fail a skill check while within the aura take 1 point of psychic damage.

Emotion Armor 9000

Small crystals and sculpted pieces emphasize the type of emotion bound to the armor. Emotion Armor exudes a stifling aura of raw feelings that distract hostile creatures within 30 ft. If those creatures attempt a skill check within the aura they roll a 1d4. If the skill check is not the one that aligns with the armor, they suffer the result plus one as a penalty to their skill check result. If it is the same skill, the wearer of the armor heals that many hit points. Creatures that fail a skill check within the aura take 1d4 point of psychic damage. The emotions and their related skills are: Anger (Intimidate), Courage (Religion), Disgust (Deception), Joy (Performance), Fear (Perception), Calm (History), Sadness (Insight), Curiosity (Investigation).

Greater Emotion Armor 30000

Greater Emotion Armor is heavily decorated with artistic depictions of the emotion bound to the armor and a thick aura surrounds its wearer, almost palpable. Hostile creatures within 60ft that attempt the skill the armor is keyed to heal the wearer for 1d6+1 hit points. Enemies attempting a skill check for all other skills within the aura suffer disadvantage. Creatures that fail a skill check within the aura suffer 1d6 psychic damage. The emotions and their related skills are: Anger (Intimidate), Courage (Religion), Disgust (Deception), Joy (Performance), Fear (Perception), Calm (History), Sadness (Insight), Curiosity (Investigation).

Cracked Bloodstone 800

Dark red crystal can be seen in the cracks of this fist-sized geode and dried blood flakes off of its rough exterior. Hung from a belt, scabbard, or chain, the Cracked Bloodstone seems whisper a grating static that only the wearer can hear and once between rests they can enter a short rage. Until the end of their next turn, the wearer has advantage on strength checks, saves, and melee attacks while also having resistance to bludgeoning, slashing, and piercing damage. If the wearer has any levels in barbarian, the red glowing cracks flow over the body of the wearer while they are raging. This grants them a +2 bonus to their armor class that is diminished by +1 for each hit  the wearer has suffered since their last long rest, to a minimum minimum of +0 when the light from the geode fades.

Golden Harp String 800

When this shining harp string is used as part of a held instrument or as an accessory while performing, it grants a small boon to its wearer. Once between rests, the wearer may use their reaction to provide a 1d4 bonus another creature within earshot. That creature may expend this inspiration to add its result to a skill check, attack roll, or damage roll. For a wearer with any levels in bard, when a creature using one of their inspiration dice fails on its resulting skill check or attack roll or has its resulting damage reduced to 1 or less, the bard may use their reaction to reassure the creature. It faintly glows with gold light and gains temporary hit points equal to the result of that inspiration die roll plus half the wearer’s Charisma bonus, rounded down, minimum of 1.

Consecrated Book of Prayers 800

Reading from this well-worn, leatherbound book of general religious rites that allows its holder to perform a short religious ceremony over the course of a short rest. This ritual calls to the attention of a deity or demi-god in alignment with the user for a minor intervention. This intervention takes the form of the user preparing a single cantrip from the cleric spell list that they can cast once before their next rest. If they perform this ritual again, their previous call for aid is forgotten and replaced by the new spell. Should the user of the Consecrated Book of Prayers have any levels in cleric, they may also perform a longer ritual as part of a long rest. During this longer ritual, they reach out to a deity of a domain different from their own for aid and this request is answered. When they would use their channel divinity feature, they may instead use the power granted by the domain chosen during the ritual. This can only be done one time and if the ritual is performed again before being used, the previous domain is ignored.

Bandolier of Morphology 800

A bandolier of scraps of animal hide, claws, antlers, scales, and teeth is strapped across the wearer’s chest. As an action, the wearer can take on a minor physical aspect of an animal they have encountered, gaining proficiency with one skill that animals of that type are proficient in. This effect lasts for 1 minute and during that time, the wearer gains a small visual trait of that animal such as a tuft of fur, a patch of scales, hair coloration, or the like. Once used, this effect cannot be performed again until a short rest is completed. If the wearer has any levels in druid, they may, within the normal duration of their wild shape, temporarily take on another form as a bonus action for 1 round. This does not count as a new use of wild shape and at the start of their next turn, they revert back to the previous form. This does not extend the duration of the wild shape and once used, cannot be used again during the same wild shape. 

Whetstone Pendant 800

By using the Whetstone Pendant to sharpen, hone, or maintain their weapons during a short rest, the wearer of this flat, stone pendant gains a single d6 superiority die. This die can be expended to add 1d6 to a single attack or damage roll with a weapon. For a wearer with any levels in fighter, they may copy the keyword of a weapon they are proficient with as a free action and apply it to a held weapon. The bonus keyword only functions while in the wearer’s hands and may be transferred to a new held weapon as a bonus action. This bonus keyword lasts for one minute and after use, the ability cannot be called on again until the wearer completes a short rest.

Joint Wrap 800

A Joint Wrap is a sturdy length of flaxen cloth decorated with a long mantra or verse of black ink. Wrapping it around a joint, hand, or foot, the wearer can draw upon it power to strike with an unarmed attack as part of the attack action against a creature within reach, using Strength or Dexterity for the attack with proficiency and dealing 1d4 damage plus strength or dexterity. After successfully landing a hit with this bonus attack, the wearer must complete a short rest before being able to do so again. If the wearer has any levels in monk, they can, as part of an attack action once between short rests, take the disengage action.

Metal Stamp Icon 800

This cheap, stamped, metal religious symbol is battered and worn, but its iconography is unmarred despite the damage. They can be worn pinned to a cloth garment or on a necklace. While worn, its wearer can call upon the divine power as a bonus action to heal a creature with a touch, expending the icon’s hit points to heal the target. After each long rest, the Metal Stamp Icon is infused with 1d4 hit points, replacing any remaining hit points it previously had stored. A wearer with any levels in paladin may expend hit dice in order to refill either their lay on hands ability or the Metal Stamp Icon by the amount rolled. This is done as an action, expending up to two hit dice, and cannot be repeated until the wearer completes a long rest.

Charred Map Fragments 800

Unreadable fragments of a charred map have been sewn into a cloth worn as a trinket. Calling upon sympathetic magic from the ruined map, the wearer can claim advantage on one skill, attack, or damage roll related to natural terrain, beasts, or weather. After using this power, the wearer must complete a long rest to use it again. For a wearer with any levels in ranger, the Charred Map Fragments also have another power, the wearer may designate one target creature who will find that the terrain is uncooperative, putting them off-balance so that they suffer an additional two damage from each of the wearer’s attacks. On marking a target, roll 1d10, and if the cumulative added damage is greater than the result at the end of the wearer’s turn, the mark fades. This is done as a bonus action and once used cannot be used again until a long rest has been completed.

Blinding Mirror 800

This smoked mirror is obscured to the point that it barely reflects light and is worn on a shoulder or upper arm with strings and springs that allow its wearer to angle it with the twitch of a muscle. Its wearer can command it to shine a coin-sized spot of light on a target, momentarily blinding or distracting a creature that its wearer already has advantage against, allowing them to deal an additional Dexterity or Strength modifier damage on a hit. A Blinding Mirror can do this three times before it requires a long rest to recharge. For a wearer with any levels of rogue, if they miss on an attack against a creature when they have advantage, they retain that advantage until they hit.

Turning Finger Lace 800

Magical energies dance and spark across the thin fabric of these lace, fingerless gloves. Their wearer can use them to cast a single sorcerer cantrip as a bonus action, but they cannot be used again this way until the wearer completes a short rest. If the wearer has any levels of sorcerer, when they regain sorcery points, they may choose to empower the Turning Finger Lace, increasing the DC of the next spell they cast by 2. Once they do this, they may not do so again until they complete a long rest. 

Whispering Tooth Earring 800

The acid damage on this polished tooth has left it pitted with tiny holes that whistle and whisper in the slightest breeze. Worn as an earring, its wearer may call upon it to cast Eldritch Blast as a bonus action. It can be commanded twice this way before the wearer must complete a short rest to use it again. For a wearer with at least one Warlock level, the Whispering Tooth Earring grants a second boon. As part of a long rest, the warlock may meditate to replace one unexpended invocation with another that they meet the requirements for. When the warlock begins their next long rest, the original invocation returns and the gained invocation is lost. 

Quartz Monocle 800

This monocle is formed from a single piece of polished quartz, rough and opaque at the edges but crystal clear at the center. Once between each long rest, it can be used as an action to examine as the Identify spell or study an incoming spell as a reaction, releasing orderly magical energies to attempt to counterspell a 1st level or lower spell. A creature with one or more Wizard levels can access a stronger ability: once each long rest, they may replace a prepared 3rd level or lower spell with a spell up to one level lower from another class’ spell list. The user loses that prepared spell after casting it once and the original prepared spell returns after completing a short or long rest.

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