You puzzle over the items, suspiciously numbered to mirror your party. Only one of you, to be fair the one poised to put a scorpion around their finger, seems suspicious of the timely boon this gear provides.
Zesty's arcane puzzling provides great success, in that an instruction manual falls off of a ruined shelf he nudges, which hits him squarely in the horny bits. This serendipitously happens to be a catalog of items that had been housed in this library.
@Jon - Temporal Adjustment Bricks
Item Type: Wondrous Item, Trinket (Requires attunement by an Artificer)
Required Level: 4
Description:The Temporal Adjustment Bricks are a pair of enigmatic blocks crafted from
Chronoglass, a rare material mined from the veins of time-distorted geodes. The material has a subtle luminescence, pulsing softly as if breathing in the flow of time itself. Each block is engraved with a rune in bold, white lettering; one reads "CTRL" and the other, slightly smaller cube, reads "Z".
Properties: As a reaction, when the bearer witnesses an event such as an enemy's successful attack, a failed saving throw by an ally, or any similar discrete action, they can press these two blocks firmly together. By invoking their entwined magic, the user can reverse the last action witnessed, essentially "undoing" it as if it never happened. This could negate a critical hit from an enemy, revert a spell that just took effect, or cancel a disastrous skill check failure.
The power of the Temporal Adjustment Bricks is not without limits; the dramatic reversal of fate's flow can only be enacted as an immediate reaction following an event, and only once per long rest. Further, due to their chaotic nature and the strain they put on the fabric of reality, repeated use might attract unwanted attention...
Mechanics:
- Activation: Reaction
- Use Conditions: Can be used once per long rest.
- Effect: Reverses the last action that occurred within the reaction time, provided it happened within the last 6 seconds (1 round in combat).
Lore: The Temporal Adjustment Bricks were discovered by a wandering artificer named Iliara Maelstrom during a catastrophic event known as the Reality Convergence. This event briefly merged multiple dimensions, causing chaos and anomalies in the fabric of each participating universe. Iliara found the blocks amidst the wreckage of an interdimensional machine, pulsing with a strange energy that resonated with the temporal instabilities around her. Legends suggest that the Bricks are not just tools but sentient artifacts, aware of their effect on time and choosing their owner wisely. They are said to be bound by a cosmic duty to prevent temporal paradoxes and are thus inherently self-limiting. Only those who understand the gravity of their powers and the consequences of tampering with time can truly harness their potential.
Attunement: The would-be attuner must first enter a state of deep meditation, ideally during a lunar or solar eclipse, which symbolizes the convergence of different timelines. This meditation should last at least one hour, during which the user must remain undisturbed to align their mental frequencies with the pulsating Chronoglass of the Bricks. Holding each block in either hand, the attuner must then recite an oath, which binds the user to respect the sanctity of the timeline and to intervene only in ways that do not lead to catastrophic paradoxes. Following the oath, the attuner experiences visions of potential pasts and futures, a test to gauge their ability to handle the Bricks responsibly. They must demonstrate restraint, choosing to act only in a scenario that aligns with the greater good across these temporal echoes. Successfully navigating these visions proves their worthiness to control the Bricks' power. To complete the attunement, the user must press the two blocks together while envisioning a personal moment of significant regret or mistake. This symbolic act binds the user's own timeline to the Bricks, creating a metaphysical link that allows them to 'control' and 'undo' as necessary, albeit responsibly.
@Smacktard -
Echoing Aegis
Item Type: Wondrous Item, Shield (Requires attunement by a Bard)
Required Level: 4
Description: The Echoing Aegis is a beautifully crafted shield made from gleaming silver, shaped and styled to resemble a classical harp. Its strings, crafted from a shimmering, ethereal material, resonate with a soft, melodious hum when struck by light or breeze. This shield is not just a protective device but also a symbol of artistry and defense, embodying the bard's dual nature as both performer and adventurer.
Properties:
- Shield Bonus: +2 to AC. This is a standard bonus provided by a shield, enhancing the bard's defensive capabilities.
- Sound and Force Reflection: The Echoing Aegis has the unique magical property to reflect sound and force-based attacks. The first attack that deals force damage or is sound-based (such as the thunderwave spell or a thunderous strike)--and strikes the shield--will have its damage reflected in the direction of the bard's choosing, at a magnitude determined by a 1d4 roll. This can only occur once per long-rest.
Lore: The Echoing Aegis was forged during the twilight hours of the Harmonic Convergence, a rare celestial alignment celebrated by bards and musicians across the realms. Created by Elyndra Silverchord, a master bard and renowned artisan, the shield was her masterpiece, designed to protect her beloved troupe, the Wandering Whispers, from the perils encountered on their travels. The shield's core was said to be infused with a shard from the Mirror of Retorno, a mystical artifact that could reflect any force directed towards it. It was within the molten silver and the reverberating halls of the Echoing Caverns that Elyndra chanted ancient hymns and plucked ethereal melodies to imbue the shield with its unique properties. The Aegis not only protected its bearers with its sturdy frame but also mirrored their assailants' aggression, turning their own power against them. It has since become a coveted relic among bards, symbolizing the perfect harmony of beauty and resilience.
Attunement: The bard must compose and perform (during a long-rest) a piece of music that captures their spirit and journey thus far. This piece should be reflective of the bard's own experiences and emotions, played using their preferred musical instrument. The performance should be conducted in a place of significance to the bard, ideally somewhere that resonates with their past or aspirations. The ritual must be performed from dusk till dawn without interruption. As the first light of dawn illuminates the shield, the bard concludes their performance with a silent vow to uphold the balance between artistry and defense, sealing the attunement.
@A Gradient -
Scorpion's Grasp
Item Type: Wondrous Item. Ring (Requires attunement by a Druid)
Required Level: 4
Description: This magical ring is fashioned from dark, chitinous material that gleams with a faint greenish hue under direct light. The band of the ring twists and turns around the finger, culminating in a small but intricately detailed scorpion poised as if ready to strike. Its tail, elegantly crafted, serves as the centerpiece of this unique item.
Properties: Once per long rest, the wearer of the Scorpion's Grasp can activate the ring with a specific gesture reminiscent of a scorpion's pincers closing. Upon activation, the ring releases a shimmering, ethereal tether from the tip of the scorpion's tail. This magical tether can extend up to 20 feet and will latch onto the first solid object it contacts.
The tether is composed of a magical force that can support up to 8,000 pounds of weight without breaking. It remains connected until the user chooses to release it, or until the maximum duration of 10 minutes is reached. While the tether is active, the user can use an action to pull themselves toward the attached object or vice versa, depending on relative weights and anchor points.
Lore: In a time shrouded by the mists of forgotten histories, a tale of tragic devotion and demonic trickery birthed the Scorpion's Grasp. It began with two brothers, inseparable in life but divided by fate. The younger, lured by promises of power and prestige, foolishly struck a pact with a demon of the Nine Hells. As the pact was sealed, demonic chains dragged him screaming into the fiery abyss, leaving the elder brother, Morian, in despair. Morian's grief turned to resolve, vowing to reclaim his brother from the clutches of eternal torment. At the height of his desperation, the very demon who ensnared his sibling offered a twisted boon—a chitinous ring that formed around Morian's finger, its tail poised like a scorpion ready to strike. With a surge of dark power, the ring unleashed a magical tether that speared through dimensions and latched on to Morian's brother's form. But as Morian pulled, the tether did not rescue his brother; instead, it dragged Morian toward the hellish portal. Hellfire scorched Morian's flesh, searing his face as he glimpsed the horrors of the Hells. With a final, heroic effort, he retreated, the tether pulling back a gruesome trophy—his brother's charred skeleton. Morian, his face a mask of burned scars and his screams unending, became a spectral guardian of the ring. Thus, the Scorpion's Grasp was born—imbued with the power to draw two beings together, yet forever marked by the pain of a rescue that came too late.
Attunement: The individual seeking to attune to this ring must first locate a site of great loss or tragedy, such as a battlefield, a forsaken graveyard, or a place where the veil between the Material Plane and the Lower Planes is thin. At sunset, the would-be attuner must light a small fire using remnants found at the site (e.g., old battle relics, decayed flowers, bones) to symbolize the burning portal to the Nine Hells. As the flames rise, the individual must place the Scorpion's Grasp within the fire, allowing the fire's heat to activate the ring's dormant powers. While the ring lies in the fire, the attuner must recount aloud a tale of loss and sacrifice personal to them, connecting their own experiences of pain and desire for redemption to the story of the brothers. This narrative serves to align the attuner's spirit with the ring's essence, bonding their fates. To complete the attunement, the attuner must reach into the fire barehanded and retrieve the ring, symbolizing their willingness to face suffering for the sake of others, much like Morian braved the hellfire to retrieve his brother. As they clasp the hot ring, they should feel a spectral tether momentarily linking their spirit to the souls who suffered in that place, completing the attunement.
@Nae'blis -
Sash of the Blind Guardian
Item Type: Wondrous Item, Trinket (Requires attunement by a Monk)
Required Level: 4
Description: This sash is crafted from a flowing red cloth, embroidered with subtle, silver sigils that flicker faintly in moonlight. It feels almost ethereal to the touch and carries a comforting warmth. When tied around the eyes as a blindfold, it grants the wearer a mystical sense of their surroundings.
Properties:
- Blindsight: While blindfolded with this sash, you gain blindsight out to a range of 30 feet. This allows you to perceive your surroundings without needing to rely on sight, within this radius. This extraordinary sense can detect shapes, textures, movement, and other nuances typically visible only to the sighted.
- Enhanced Reflexes: When wearing the blindfold and utilizing your blindsight, you gain a +1 bonus to Dexterity saving throws against effects that originate from creatures you can detect with your blindsight.
- Spiritual Transference: Once per long rest, as a bonus action, you can channel your inner calm and defensive mastery to another creature you can see within 30 feet. The chosen creature gains the benefits of the Dodge action for their next turn, mirroring the effect of your Patient Defense skill. This does consume a use of your Ki.
Lore: In the secluded Cloudspire Mountains, Hansi, a blind monk from the Monastery of the Heavenly Gaze, was renowned for his unique ability to perceive the world through his heightened senses. During a critical siege by mountain goblins, Hansi crafted the Sash of the Blind Guardian from enchanted silk and silver sigils, inspired by a vision granted by the monastery's ancient founder. This magical sash granted blindsight and defensive prowess to its wearer, mirroring Hansi's own mystical perceptions. Leading the monastery's defense while blindfolded with the sash, Hansi was instrumental in repelling the invaders. Following this victory, he placed the Sash in the monastery's reliquary, intending it for those who aspired to transcend physical sight and embrace spiritual insight. The Sash remains a revered artifact, symbolizing protection and enlightenment, embodying Hansi's legacy of overcoming physical limitations through spiritual strength.
Attunement: The character must spend a total of 8 hours in meditation with the sash, spread over a minimum of two days. This meditation involves the character blindfolding themselves with the sash, sitting in a quiet place, and focusing deeply on syncing their breathing and heartbeat. This process symbolizes the character's willingness to 'see' beyond their physical senses and to trust in their inner vision. To complete the attunement, the character must use the sash to successfully navigate a challenging environment or combat scenario without relying on their sight. This trial proves their mastery over their other senses and their ability to trust in the sash's power, fulfilling Hansi's legacy of overcoming physical limitations through spiritual insight, completing the attunement.
@Jawneh -
Junaar Kriid
Item Type: Wondrous Item, Two-Handed Battleaxe (Requires attunement by Barbarian)
Required Level: 4
Item Description: This battleaxe is intricately forged in the likeness of a pair of large, majestic dragon wings. The metal gleams with a silver-blue hue, resembling the scales of a mighty dragon. During a barbarian's rage, the wings of the axe visually and magically expand, becoming larger and more fearsome, enveloping the axe in an aura of draconic might.
Magical Properties:
- Enhanced Accuracy and Damage: As a +1 weapon, Junaar Kriid grants a +1 bonus to attack and damage rolls.
- Draconic Roar: Once per rage, the wielder can unleash a terrifying draconic roar as a bonus action. All enemies within 10 feet must make a Wisdom (DC14) saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Lore: Junaar Kriid, draconic for "King Killer", was forged by the
Sect of the Dragon's Ascendancy, a cult devoted to harnessing draconic powers. Intended to sacrifice the powerful blue dragon, Sylthorion the Stormbringer, to claim his powerful essence, the ritual backfired when Sylthorion decimated the cult and took the battleaxe as a trophy. Stored in his hoard for centuries, the axe resurfaced in the trove of a young blue dragon, after Sylthorion's death.
Attunement: To attune to Junaar Kriid, a barbarian must undergo the Test of Rage. This ritualistic test requires the barbarian to enter a state of rage while standing within a tempest or severe storm, symbolizing the stormy power of the dragon Sylthorion. During this test, the barbarian must maintain their rage
for a continuous hour, fighting against and overcoming spectral apparitions of the Sect of the Dragon's Ascendancy cultists. This challenge not only proves their physical prowess but also their ability to sustain rage under duress, aligning their spirit with the battleaxe's tumultuous history. The barbarian must willingly give a few drops of their own blood to the battleaxe while recounting a personal battle or conflict that tested their limits, akin to the battle Sylthorion fought against the cult. This offering symbolizes a pact of mutual respect and power sharing between the spirit of the battleaxe and its wielder. The blood acts as a conduit, mingling the barbarian's life force with the residual draconic energies within the axe, to complete the attunement.
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