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# Remnants of The Great Hunt ## What Great Hunt? After pistols and steam-crafted armor became more common in the world a lot of things changed. A simple farmer could kill a goblin from a safe distance with just a week of training. Knights in power-armor could even destroy dragons. Monsters were not that big a danger anymore. Cities started to expand, they grew and grew as the monsters were driven back into the night. Eventually the liches, who had not feared simple knights and kings for a very long time, banded together. Together they combined souls from their philactery with the most ancient of magics. They threw the entire land into darkness. During this time monsters fought back with efficiency and took back mile after mile, eventually driving people back into their giant cities. There they now sit, relatively safe from the outside. But the monsters still wait in the darkness, for when the walls finally fall... The time from the first ancient dragon death until the flee back into the cities is known as the great hunt... by both parties. > ##### What now?! > These are basically my own spin on the *Vestiges of Divergence*. As they are adapted to my own campaign, feel free to copy and adapt. > ##### Dormant, Awakened and Exalted > All these items are kind of balanced into three stages. Dormant is for around level 5, Awakened for level 10 and Exalted for 15. > I give a sample of what to do when characters reach that level for each weapon, the awakening and exalting can be done just by level up, but I like the style of weird requirements more...personally. But do whatever you want, I'm not looking...or AM I ?!
Part 1 | Introduction
\pagebreakNum ## The Silken Cloak *Wonderous item (cloak), Legendary, requires attunement* This cloak looks normal to all but the most discerning eye, it looks to be made from a rather thin layer of black silk. The hooded cloak itself looks nothing really special although when the light hits it just right it seems to almost pass through. ### Dormant When the user attunes to the cloak it has a sudden sensation as the cloak seems almost wrap itself around the clothes of its new bearer. While attuned and wearing the cloak the user has access to these abilities: * Cast *Disguise self* at will * Advantage on Stealth checks ### Awakened When the user succeeds on a Stealth check under a full moon the cloak awakens and new abilities and bonuses are unlocked. It also takes on a darker black color interrupted by small stars. The cloak now seems to even blend into environments, always changing to better suit the wearer. It gains the following effects on top of the dormant effects. * Wearer gets a +5 to Stealth even in bright daylight * Cast *Invisibility* on self 5 times every day, reset at midnight ### Exalted After the cloak fully accept the wearer and becomes exalted it goes through one last change. The cloak allows the user to disappear into the background, making him hard to spot for even the most experienced and perceptive eyes. It gains the following benefits (replaces all previous effects): * Wearer is permanently under the effect of *Pass without a Trace* * Cast *Disguise Self* and *Invisibility* on self at will * Creatures with True Sight must succeed on a perception check to spot the wearer, if they succeed the wearer becomes visible to them. > In my own setting this cloak was created by a vampire in the early days of the hunt as he had to sneak in and out of cities to feed. > When he was later found and killed the cloak fell into the hands of a museum. Several art pieces that depict this rather famous vampire have the cloak somewhere visible, but most people have not made the connection to an old cloak gathering dust behind the glass.
## Edge *Weapon (Longsword), Legendary, requires attunement* This sword is slightly curved, its handle is silvery and woven with very fine wire. The blade is made from a metal which was only found once, in a meteorite. It has a pearl in its pommel, which seems clear except for a small cloud that moves through it. When swung it seems to move faster than the user intended making it difficult to control. ### Dormant When the user first touches the sword it has trouble controlling it properly, when swung it seems to move faster. While attuned to this weapon you gain the following benefits: * When you hit Edge deals 2d4 extra slashing damage * It has a +1 bonus to hit and damage ### Awakened Edge awakens when its user kills an Air Elemental. Air seems to move around the weapon, avoiding it almost like it repels from weapon. It also seems like the user moves with the weapon, faster and faster. You gain the following benefits: * It has a +2 bonus to hit and damage * When hit with Edge you deal an extra 4d4 slashing damage. * You gain 15 feet bonus to your movement speed. ### Exalted When Edge becomes exalted air seems to move repel from the sword and now the user, almost making way for the user. The user becomes more fluid and moves almost without thinking. The user gains the following benefits when using the sword in battle. * It has a +3 bonus to hit and damage * When you hit with Edge you deal an extra 6d4 slashing damage * You gain 20 feet of extra movement * You are not slowed down by all but extreme wind speed * Twice a day you can move at extreme speeds you can teleport up to your movement speed dealing 2d10 damage to everything in your way. > In my setting this sword was given to elite warriors. Few survived the hunt and all seem to have been lost in the later years. A decade ago this sword was found inside the stomach of a slain purple wurm. It has since then been featured all across the country. > There are rumours that it will be sold on auction later this year.
Part 2 | Silken Cloak & Edge
\pagebreakNum ## Staff of Evorium *Staff, Legendary (requires attunement by druid, sorcerer, wizard or warlock)* The staff looks like any simple old branch in normal daylight. At night a small point of light seems to come from the top of the staff, when closely observed the light shifts to different colors. ### Dormant Any idiot can swing a stick but it takes a true spellcaster to unlock the true potential of this staff. When a spellcaster attunes to this staff it gains the following benefits: * You gain resistance to force damage. * You have a +1 bonus to attacks, damage rolls, spell attacks and spell save DC made with the staff. * The staff has 5 charges and regains 1d4+1 every dawn. These charges can be used to do 1d6 force damage for every charge in a 20 foot circle around the caster, this also hits the caster, this can be done as an action. ### Awakened When the spellcaster uses all charges in a single burst of force damage, the staff of Evorium awakens. The top of the staff explodes as the biggest shards hover around the now exposed gem. This gem's light shifts from color to color. Any spellcaster attuned to the staff gains the following benefits: * Resistance to force damage. * You have a +2 to attacks, damage rolls, spell attacks and spell save DC made with the staff. * The staff has 10 charges and regains 1d6+2 every dawn, these charges can be used for the following abilities: * **Spells** While holding the staff you can use an action to spend a certain amount of charges to cast one of the following spells, all spells cast this way use the casters spell attack and spell save DC. *Thunderwave* (1 charge), *Shatter* (2 charges), *Lightning Bolt* (3 charges), *Wall of Force* (5 charges) and *Chain Lightning* (6 charges). ### Exalted When the staff becomes exalted, the gem starts giving of light, the attuned spellcaster gains the following benefits: * The staff gives of 10 feet of bright light and 20 feet of dim light. * Resistance to force damage. * You have a +3 to attacks, damage rolls, spell attacks and spell save DC made with the staff. * Every spell cast throught this staff give all the dice the exploding quality. *Every dice that rolls the maximum of that dice may be rolled again and added to the total.* * The staff has 40 charges and regains 4d6+8 every dawn, these charges can be used for the following abilities: * **Spells** While holding the staff you can use an action to spend a certain amount of charges to cast one of the following spells, all spells cast this way use the casters spell attack and spell save DC. *Thunderwave* (1 charge), *Shatter* (1 charge), *Lightning Bolt* (2 charges), *Wall of Force* (4 charges), *Chain Lightning* (5 charges) and finally *Earthquake* (7 charges). ## Strings of Music *Wonderous item, Legendary (requires attunement by a bard)* These strings can be applied to any stringed instrument. When they are they start to shimmer slightly in sunlight. Any music played on this newly stringed instrument seems to flow more methodically and even those who don't generally enjoy music seem to be unable to stop their feet from tapping to the rhythm. ### Dormant These string seem to always fit the instrument, whether it be a harp or a violin, their length seems just perfect. When attuned to these string you gain the following benefits: * Any music played with the stringed instrument gains a +5 to Performance checks * The stringed instrument can be used to cast *Charm Person* twice every dawn, this uses the casters save DC. ### Awakened The strings become awakened when the bard uses the instrument to charm at least 10 people. The strings now seem to enthrall any who look upon them, as they have problems looking away from the instrument, especially when it is played. A bard attuned to these strings now gains the following benefits: * Any music played with the stringed instrument gains a +8 to Performance and has advantage. * The bard gains a +1 to their spell attack rolls and spell save DC as long as they use this instrument to cast. * It can cast the following spells, using the bards own spell attack and save DC. * **Spells:** *Charm Person* (3/day) , *Cure Wounds (3th level)* (2/day) , *Invisibility* (2/day) , *Enthrall* (2/day) and *Compulsion* (1/day) ### Exalted When the string become exalted they start to give of a bright light when played, this light does not seem to harm any viewers as much as it calms them down, you gain the following benefits: * Any music played with the stringed instrument gains a +10 to Performance and has advantage. * The bard gains a +2 to their spell attack rolls and spell save DC as long as they use this instrument to cast. * It can cast the following spells, using the bards own spell attack and save DC. * **Spells:** *Charm Person* (4/day) , *Cure Wounds (5th level)* (3/day) , *Enthrall* (3/day) , *Invisibility* (2/day) , *Compulsion* (2/day) , *Mass Suggestion* (1/day) , *Otto's Irresistible Dance* (1/day) and *Dominate Monster* (1/day) . > In my own setting these weapons are guarded by respected spellcasters until someone is found to succeed the makers of these weapons. The staff is with the Druids and the Strings are on display at the grand Bard college in the capital.
Part 3 | Staff of Evorium and Strings of Music
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