Giant themed magic items (WIP)
Animated Shield of the Uven Rune
Armor (shield), Legendary (requires attunement)
This shield is made from the scale of an ancient white dragon and imbued with the rune by the frost giants from XXXXX. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.
While the shield is attached to your back, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield flies back and attaches to the back of your armor. While the shield is active in this way, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Also while you are attuned to the shield, you benefit from the following properties.
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Winter’s Friend. You are immune to cold damage.
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Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
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Bane. You can cast the bane spell from the shield (save DC 19). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest.
Plate Armor of the Krig Rune
Armor (Plate), legendary (requires attunement)
This armor is forged by an ancient duo of fire giant blacksmith brothers. It has a rune burned onto its chest. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as a krig (“war” in Giant) rune that confers great power.
While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Giant. In addition, you can stand on and walk across molten rock as if it were solid ground.
Also while wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.
Greatmaul of the Dod Rune
Weapon (Maul), legendary (requires attunement)
This oversized darkened stone maul once belonged to the leader of a stone giant clan. It has a rune engraved on it. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as a dod (“death” in Giant) rune that confers great power.
You gain a +3 bonus to attack and damage rolls made with this weapon. This magic maul has the reach property.
While wielding this greatmaul, your Strength score changes to 30, unless it already is equal to or greater than 30.
You can use an action to strike the ground and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 19 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.
Crown of the Runed King
Wondrus item, Artifact (requires attunement)
The crown is adorned with 20 runes engraved around it. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes them as runes in Giant language that confers great power.
If you are attuned to this crown, items with a Giant rune engraved on it does not require an additional attunement slot.
While you are attuned to the crown and wearing it, you gain the following benefits:
- You have advantage on all saving throws.
- You have resistance to all damage.
- You can’t be blinded, charmed, deafened, frightened, petrified, or stunned.
- You have a flying speed of 60 ft. and can hover.
- You have truesight up to 60 ft.
- You are always considered to be under effects of detect thoughts spell.
- You are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
- You can telepathically communicate with any creature you can see within 60 feet of you. You do not need to share a language.
- You are immune to spells that are 5th level or lower unless you wish to be effected.
The crown has 18 charges and recharges 1d12+6 expended charges daily at dawn. While wearing the crown, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability or DC:19 and attack bonus +12, whichever is higher.
- Power Word Kill (9 charges)
- Time Stop (9 charges)
- Dominate Monster (8 charges)
- Glibness (8 charges)
- Crown of Stars (7 charges)
- Magic Jar (6 charges)
- Mass Suggestion (6 charges)
- Destructive Wave (5 charges)
- Hold Monster (5 charges)
- Freedom of Movement (4 charges)
- Fear (3 charges)
- Hold Person (2 charges)
- Suggestion (2 charges)
- Command (1 charge)
- Thaumaturgy (0 charge)
Punish the Wicked - When you take damage from a source, you can spend 2 charges as a reaction to deal same damage to the source.
Posessive Nature - The crown can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, roll a wisdom saving throw. On a 25 or higher, your attunement to the crown ends, and it detaches from you.