Astromagical Items - Pouch of Stardust and Revelationist's Lightward

by Illiana

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Pouch of Stardust

Wondrous Item, very rare


This pouch contains 1d4+1 pinches of glittering powder, which seems to scintillate even without light present. You may spend an action to take a pinch from this pouch and toss it into the air around you. Up to 4 creatures of your choice within 10 feet of you gain the effects of true seeing for 1 hour.












































Art Credit: Blizzard Entertainment - World of Warcraft


























                             Art Credit: Sony Entertainment - God of War


Revelationist's Lightward

Armor (shield), very rare (requires attunement)


This shield is a radiant aegis, marked with astromagical runes and inlaid with luminous gems. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. While holding this shield, you also have resistance to radiant damage.

The shield has 3 charges and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • Blinding Retribution. When you are hit by an attack by a creature within 30 feet of you, you can use your reaction to expend 1 charge to cause a brilliant flash, forcing the attacking creature to make a DC 15 Constitution saving throw or become blinded until the end of their turn.
  • Divine Intervention. When a creature within 30 feet of you takes damage, you can use your reaction to expend 1 charge to halve the damage the creature takes and then take damage equal to the amount of damage prevented. This property does not transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
  • Martyrdom. You can use a bonus action to expend 2 charges to shed bright light in a 20-foot radius and dim light for an additional 10 feet, as well as give yourself advantage on all attack rolls and saving throws until the end of your next turn. You may only expend charges in this way if you start your turn in combat with fewer than half of your hit points remaining. This effect ends early if you have more than half of your hit points.
 

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