Sherris Equipment of Legend (SEoL)

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Sherris Weapons of Legend

Exotic Weaponry

Name Damage Weight Properties
 Brass Dragonskin Quiver 1d8 Fire 2 lb. Charges equal to your level
 Sunmote Ammunition 2d6 Radiant 1 lb. DC 14 con save or blinded
 Clanes-Helm Sword 1d6 Piecing 2 lb. Half of attached liquid damage
 Wacko Damage 1 lb. -
 Josh Damage 1 lb. -
 Mech Damage 1 lb. -

Brass Dragonskin Quiver

Ammunition (arrow or bolt), rare (requires attunement)

An exquisit quiver embued with the mysic power of the slain brass dragon. Crafted using the skin and scales of the beast, hues of orange and red gleam in the light almost as if the quiver is on fire.

The quiver has charges equal to your level and it regains its expended charges when place into a fire for 1 minute. As a bonus action you can expend a charge and draw an arrow or bolt holstered in this quiver, main action to shoot it via a bow.

Using these arrows grant you an extra 1d8 fire damage to the damage roll.

Sunmote Arrow

Ammunition (arrow), rare (requires attunement)

As an action this magical arrow deals an additional 2d6 radiant damage when it hits. The target rolls a DC 14 Constitution saving throw; on a failure, they are blinded until the beginning of your next turn.

This arrow disappears when used and reappears in your quiver, or otherwise in your possession if you have no quiver, the next morning at dawn.

Sunmote Arrow Lore

The rare and precious arrows known as sunmotes are made by the Keepers of the Sun, for the exclusive use of archers who have pledged themselves to the protection of the planar city of Amraoth. The Keepers of the Sun would sooner see these arrows destroyed than wielded by anyone they deem unworthy

Clanes-Helm Sword

Weapon (shortsword), rare

An iron sword that is surprisingly light, appears to have the remains of a cardiovascular system moulded in it.

When a liquid housed in a vial, a flask or by other means, is attached to the sword via a small hole in its handle, it leaks out of the blade like dew off of grass.

Attaching a vial grants 3 uses, a flask will grant 5 uses and anything larger will grant 8 uses of the attached liquid. Doing so gives the sword the corresponding effect of the liquid, halved (no less than 1) eg. a vial of attached acid grants an additional 1d6 acid damage die.

On close inspection...

It appears to have either been construed via magical means, or by somehow using a creature’s cardiovascular system to mold the rest of the blade..

Types of liquid that can be used
Liquid Damage Type
Acid 1d6 Acid Damage
Basic Poison 1d4 Poison Damage
Holy Water 1d6 Radiant Damage (Fiend or Undead)
Oil 5 Fire Damage (when lit, for 1 minute)
Alch Fire 1d4 Fire Damage (start of creatures turn)
Perfume They now smell nice
Sherris Equipment of Legend | Weaponry

The Chicken

History

It is thought to be a descendant of the red red junglefowl, with some hybridization with the grey junglefowl. The red junglefowl was first domesticated at least five thousand years ago.

Since then it has spread around the world, and the domestic form is kept globally as a very productive food source. It's also thought that the greatest chicken ever, Cole the Chicken Lord, once slew the Pig king thus earning his place in legend.

Social

Chickens are known to be quite social birds, and live together in flocks. Individual chickens will establish a hierarchy within their flock called a "pecking order".

Chickens higher up in the pecking order have first call when it comes to food. However, roosters have been known to crow in a high pitched call in order to gather other chickens around to eat first.


The Chicken, Bigsby

Bigsby was going to be cooked into a pie by a Night Hag, until he was rescued, by the Legendary grave cleric Fable, from the delicious death that would be pie.


The Chicken

Tiny beast, neutral


  • armour Class 11 (Natural Armour)
  • Hit Points 2 (1d4-1)
  • Speed 25 ft, fly 15 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

  • Senses passive Perception 11, Senses if other chickens are within 15ft
  • Languages Chicken
  • Challenge 0

Clumsy Flyer. A chicken cannot sustain flight for more than one turn.

Harmlessly Cute. Making them undetectable as a threat, unless a successful Insight check is done. Save DC = 10+ prof+ wis.

Actions

Peck. Melee Weapon Attack:* +4 to hit, reach 5ft., one target. Hit 1 (1d1) piercing damage

Sherris Equipment of Legend | Familiar

Sherris Familiar Rules

THESE RULES ARE SUBJECT TO CHANGE.
These rules are for those who do not have access to the Find Familiar spell. If you have access to the find familiar spell, you can use these rules to level up your familiar, however your familiar will innately have access to more abilities at 1st level eg. Share Senses and Pocket Dimension

To gain a familiar, whether it is an animal you happen across on the road, or a magical creature you want as a pet, you will have to roll Animal Handling for beasts, monstrosities, etc., or Persuasion for magical creatures, to gain the trust of the familiar. It must have a size of small or less.

The maximum number of homebrew familiars in a party at anyone time can be half the party amount rounded up. If the owner is unconscious, another trusted ally can command the familiar, to do this the trusted ally must have spent at least 6 hours training with the familiar. The familiar will never do something that directly conflicts with the will of their owner, even while unconscious.

When familiar’s fall to 0 HP, they enter a dying state, and can be healed to stabilise them and bring them back. When familiar’s fully die, they disappear in ash. The owner must spend a long rest in mourning before going to the Tiny Creature Emporium to buy a new familiar. This familiar will have half the level rounded up of the previous familiar. It takes half the training time to regain the missing levels.

If an owner cannot find a suitable replacement within a week, and successfully roll to gain its trust, if you can’t find an owl to replace your slain owl, the levels are lost entirely and you must start again with a new familiar. Having the find familiar spell enables your familiar to retain all levels when recalled after death. It also allows you to change the shape of your familiar, while still retaining these levels.

Level

Familiars begin at 1st level. For a familiar to gain a level, the owner must spend 6h training with it. They begin with its base hit points eg. 1d4-1 for 3hp. Additionally, they begin with any other innate abilities based on the creature you choose eg. for Owls, Flyby.

On a level up, the creature gains its hit die +5 in HP and one ability. A familiar’s level cannot exceed their owners. In addition, the familiar can swap out a number of their known abilities equal to their proficiency.

If a player with the find familiar spell recalls their familiar after death, they must still wait until the next level up to swap out abilities.

At 4th, 8th, 12th, 16th and 19th level, the familiars gains an additional Ability Score Increase and an Ability.

Proficiency Bonus by Level
Level Initiative
1st – 4th +2
5th – 8th +3
9th – 12th +4
13th – 20th +5

Actions and Ability

When you take your action on your turn, you can take your bonus actions to command the familiar. At 1st level it knows the attack action, along with the help action. Familiars always share their owner’s turn.

For instance, you take your action to cast a spell or attack, use then take your bonus action to use Command Familiar. Commanding it to move and attack.

Another instance is to use your bonus action Command Familiar, commanding it to move and use the Help Action. To use the help action, reasonable descriptions are necessary to how they grant you advantage. example an owl may fly in the face of the enemy will grant the owner advantage. A centipede wiggling around at the enemy’s feet will do nothing. This then allows for you to take an attacks with Advantage.

Familiar Abilities

Each time a familiar gains a level; they gain an ability. These can be customised abilities via consultation from the DM, or from the list below.

Pocket Dimension. As a reaction, the owner may hide their familiar in a pocket dimension, negating the damage from an attack roll. It then takes a bonus action to make it reappear. The familiar will reappear in an unoccupied square within 5ft of their owner.

Caster’s Delivery Service. Your familiar can deliver spells for you. To do this, they must be within 5ft of the caster and are not unconscious. They carry the spell to its destination and are then able to deliver the spell for you, increasing the spells range by up to 30ft (Touch and range spell attacks. An attack roll must still be made. Spells with saving throws cannot be delivered). If you want your familiar to gain magic abilities down the line, they must have this ability first.

Independent. Your familiar gains a connection to you, allowing you to command it without the use of a bonus action. To use this, you must be within 90ft of your familiar, be able to see it, and it must be able to hear you.

Independent Wamen. Your familiars independence has grown, as has your connection, granting you telepathy with your familiar. This enhanced connection enables it to work separate from you while within 1 mile and is not inhibited by sight or hearing ranges. To gain this ability you must have the Independent ability.

Sense Share. You are able to look through your familiar’s eyes, using all its senses. While doing this, you are unable to see or hear through your original form. You gain the incapacitated trait. You are able to move around, but you are blind, deaf and mute in your original form.

Trained in Weapons. Gains proficiency with all weapons the owner knows, allowing the familiar to be equipped (within reason) with these weapons.

Trained in Armour. Gain proficiency with all armour the owner knows, allowing the owner to raise the AC of their familiar.

Speed Runner/Flier/Clumber/Swimmer. Doubles one of the creature’s base movements.

Magic Paws/Claws/Jaws. Your familiars attacks are magical for the purpose of overcoming resistances and immunities.

Sherris Equipment of Legend | Familiar

Big Hitter. Increases the base damage (peck, bite, claws,
etc.) by one die. This can be taken more than once to
further increase the damage. 1d1-> 1d4-> 1d6-> 1d8 to
a max of 1d8. Instead of taking a damage die increase, you
can take an additional die, the second die must be lower
than the first. A familiar cannot have more than two total damage dice (maxing out at 1d6+1d8).

Damage Die Combinations
1d1 + 1d4 1d4 + 1d6
1d1 + 1d6 1d4 + 1d8
1d1 + 1d8 1d6 + 1d8

Innate 1st level Abilities by Creature

Chickens

Chickens begin with the following abilities.

Harmlessly Cute. Making them undetectable as a threat, unless a successful Insight check is done. Save DC = 10+ prof+ wis.

Clumsy Flyer. A chicken cannot sustain flight for more than one turn.

Owls

Owls begin with the following abilities.

Flyby. The owl does not provoke opportunity attacks when it flies out of an enemies reach.

Keen Hearing and Sight. Advantage on Perception checks that rely on hearing or sight.

Sherris Equipment of Legend | Familiar