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## Lancia di Longinius _Weapon, Double-pointed Lance, Legendary_
This is an extremely powerful magical weapon, that exudes with divine energy. It requires a special attunement. It grants +3 on attack and damage rolls. This lance doesn’t impose disadvantage on targets 5ft from you. Anytime you make a successful attack on a target with this lance, you can also hit it with its other end, at reach 10ft, for an additional 1d12 piercing dmg (no attack roll required).
Once per day, you can shout the command word while striking this lance into some non-living material to mold and animate it. It must be an appropriate quantity of such substance, otherwise it fails and the power is used for the day. While wielding this lance you can mentally command such creature, no action required. It follows your tasks issued this way at the best of its abilities, otherwise it stays armless. If you animate another creature this way while another one is still alive, the previous one crumbles to dust. The construct you conjure use the stats of the monsters below, depending on the material and at the DM's discretion: * Fresh corpse: Flesh Golem * Stone: Stone Defender * Metal: Shield Guardian, but medium size, without the bound and spell storing properties. * Wood: Wood Woat ___
___ **Special attunement requirements**
Permanent: Both STR and DEX scores > 19.
Contingent: Owner needs to have slayed (reduced to 0 hit points) a creature from another plane in the last 24 h prior to attunement process.
Special attunement time: it takes an entire long rest to attune with it. \columnbreak ## Tridente di Tussi _Weapon, Trident, Legendary_
This is an extremely powerful magical weapon, that exudes with divine energy. It requires a special attunement. It grants +3 on attack and damage rolls. While you are under water, double such bonuses and this weapon deal an additional 1d6 while one-handed, 1d8 while two-handed. While wielding this weapon, any watery, underwater or sea creature you can see with level/CR below or equal to your own level must obey mental command you issue through this trident. If the target of your commands is intelligent (INT>5) and such commands go directly against its interests, for each command issued or each day that passes under its influence, it can make a WIS sav throw
DC = 14 + the difference between your levels
with advantage if the task causes it harm. On a successful save it frees itself and it’s immune to the trident mind controlling ability for 1 day. This weapon has also 10 charges. It recharges 1d6+4 per day spent underwater (can’t go over the maximum, 10). While wielding this weapon, you can cast these spells expending charges, with no further requirements: * 2 charges: *Create Food and Water*, but you can create only water, albeit 5 times the amount (so 150 gallons) * 2 charges: *Wall of Water* * 2 charges: *Tidal Wave* * 3 charges: *Watery Sphere* * 4 charges: *Conjure Elemental*, only water * 10 charges: *Tsunami* ___
___ **Special attunement requirements**
Permanent: Swimming speed >= walking or flying speed, whichever is higher.
Contingent: Owner needs to do the whole attunement process while at least 1000ft underwater.
Special attunement time: it takes an entire long rest to attune with it. \pagebreak ## Globo di Monofemo _Wondrous Item, Legendary_
This is an extremely powerful magical artifact, that exudes with divine energy. It requires a special attunement. While holding this orb with one hand, as an action you can cast *Clairvoyance* at will or *Legend Lore* once per day, with no further requirements. While holding this orb with two hands, you are surrounded by a *Wall of Force*, shaped around you a few inches from your skin, that moves with you. If you throw this orb while shouting its command word, upon hitting your intended target, the orb explodes, releasing a 20-foot radius blast of *Antimagic Field* that deals 100d6+1 dmg. The orb disintegrates in the process and you lose your attunement with it. After 1d4 months, the orb reform itself somewhere random in the world. ___
___ **Special attunement requirements**
Permanent: WIS score > 19 and INT score > 17.
Contingent: Owner needs to have Truesight for the whole attunement process.
Special attunement time: it takes an entire long rest to attune with it. \columnbreak ## Arco di Buchinpett _Weapon, Longbow, Legendary_
This is an extremely powerful magical weapon, that exudes with divine energy. It requires a special attunement.
It grants +5 on attack rolls and +10 on damage rolls. When you score a critical hit with this weapon, if the target is of lower level/CR than you, it dies instantly. As a bonus action, when you fire with this weapon a non-magical ammunition, you can create a shadow copy of it, that follows the exact same trajectory. If you hit with the attack, roll twice for the damage, bonuses included. ___
___ **Special attunement requirements**
Permanent: CHA score > 19.
Contingent: Owner needs to have successfully hit enemies with a ranged attack at least ten consecutive times in the last 24 h prior to attunement process.
Special attunement time: it takes an entire long rest to attune with it. \pagebreak ## Dagger della Staedler _Weapon, Dagger, Legendary_
This is an extremely powerful magical weapon, that exudes with divine energy. It requires a special attunement. It grants +3 on attack rolls and damage rolls. This weapon counts also as an arcane focus and grants +3 to spell attacks and CDs of spells casted through it. While wielding this dagger, opportunity attacks counts as free reaction for you and you can use up to 2nd lv spells for them, as long as they deal damage and require at most 1 action. When finishing a long rest, you can store one spell you know lv 5th or lower in the dagger (no spell slot consumed) or replace the stored spell with a different one, same conditions. No more than one spell can be stored at a time. Once per short rest, as a bonus action you can cast the spell using up to a 5th lv spell slot.
If the dagger has a spell stored, as an action you can stab yourself in the chest with this weapon shouting its command word. When you do, for 1 minute you become a construct in addition to your other types and gains the following benefits: * The dagger can’t be removed from your chest. While there, it counts as you wielding it. * You have immunity to all damage, conditions and harmful effects. * You can’t maintain concentration but casting spells doesn’t consume spell slots. * During your turn, aside from moving, the only action you can take is casting the stored spell at 5th lv.
When the minute ends, you fall unconscious at 0 hp and the dagger falls from your chest leaving no wound, having expended the stored spell. This power takes a great toll on your body, once used you age 1d4+1 years and lose 1d4-1 STR. These effects cannot be prevented in any way. ___
**Special attunement requirements**
Permanent: Having lived more than 100 years and at least one offspring alive.
Contingent: Owner needs to be under the effect of four different spells for the whole attunement process.
Special attunement time: it takes an entire long rest to attune with it.