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<blockquote data-quote="ZenBear" data-source="post: 7511703" data-attributes="member: 6957489"><p>During our game session last night League of Legends came up randomly in conversation and it got me thinking about the items, so I decided to translate a couple to 5e. Check 'em out!</p><p></p><p><a href="http://leagueoflegends.wikia.com/wiki/The_Lightbringer" target="_blank">Lightbringer</a></p><p>Weapon, Legendary (requires attunement, any bow)</p><p><a href="https://www.youtube.com/watch?v=oUiOylPbfV0" target="_blank">https://www.youtube.com/watch?v=oUiOylPbfV0</a></p><p>You gain a +3 bonus to attack and damage rolls made with this weapon.</p><p>Critical hits cause your target to bleed for 3 rounds, taking radiant damage equal to your Dexterity modifier at the start of their turn. The target becomes visible if it's invisible, and it sheds a 5-foot radius of dim light. They can't become invisible until the effect ends.</p><p>As an action, you can fire an arrow of light at a location within the weapon’s range and cause bright light to glow within a 15-foot radius of the target for 3 rounds. Until the effect ends, enemies that enter the area become visible if they are invisible, and can’t become invisible until the effect ends. You can’t use this property of the weapon again until the next dawn.</p><p></p><p><a href="http://leagueoflegends.wikia.com/wiki/Deathfire_Grasp" target="_blank">Deathfire Grasp</a></p><p>Staff, Legendary (requires attunement, sorcerer, warlock, wizard)</p><p><a href="https://www.youtube.com/watch?v=be1waE9myCU&list=PLJ9wRRCY-gY1YMnDTThA6HW-5dFIc9z-V&index=2" target="_blank">https://www.youtube.com/watch?v=be1waE9myCU&list=PLJ9wRRCY-gY1YMnDTThA6HW-5dFIc9z-V&index=2</a> </p><p>This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While you hold it, you gain +3 to spell attack rolls.</p><p>The staff has 5 charges. While holding it, you can use a bonus action to expend 1 charge to make a ranged spell attack against a target you can see within 60 ft. If you hit, the target takes damage equal to its total Hit Dice and is vulnerable to damage from your spells for 3 rounds.</p><p>The staff regains 1d4+1 charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the staff ignites in green flame, crumbles into cinders, and is destroyed.</p><p></p><p>Obviously these won't be making appearances in my game any time soon, but they would be pretty fun to play with late-game IMO.</p><p></p><p>I need help coming up with another magic item though. My brother is playing a Battle Master Fighter and he already has two magic weapons (<a href="https://the-lost-mine-of-phandelver-9.obsidianportal.com/wikis/talon" target="_blank">Talon</a> and <a href="https://the-lost-mine-of-phandelver.obsidianportal.com/wikis/hew" target="_blank">Hew</a> from <a href="http://members.chello.nl/b.boom7/Dean/Lost%20Mine%20of%20Phandelver.pdf" target="_blank">Lost Mine of Phandelver</a>) and he'll be getting magic armor soon as well. At this point he's quite capable in combat, but he doesn't have much to do out of combat. He's a very quiet guy and stutters a bit, so he's not very active when it comes to role playing and chatting with NPCs. He is, however, the only character trained in Insight and as the <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/StraightMan" target="_blank">straight man</a> of the party he's become the de facto put-upon party leader role. An idea came up in conversation for a magic badge that changes appearance based on the region it's in and grants him an air of <a href="https://www.youtube.com/watch?v=PaKjRMMU9HI" target="_blank">authoritah</a> so NPCs automatically assume him to be the leader. I'm trying to come up with ways to make this happen that don't rely on simple "Advantage on X skill checks" or fiddly bonuses. Perhaps it would grant him a non-mechanical feature like Bad Reputation from the Sailor background, but instead of being intimidating he's respected?</p></blockquote><p></p>
[QUOTE="ZenBear, post: 7511703, member: 6957489"] During our game session last night League of Legends came up randomly in conversation and it got me thinking about the items, so I decided to translate a couple to 5e. Check 'em out! [URL="http://leagueoflegends.wikia.com/wiki/The_Lightbringer"]Lightbringer[/URL] Weapon, Legendary (requires attunement, any bow) [url]https://www.youtube.com/watch?v=oUiOylPbfV0[/url] You gain a +3 bonus to attack and damage rolls made with this weapon. Critical hits cause your target to bleed for 3 rounds, taking radiant damage equal to your Dexterity modifier at the start of their turn. The target becomes visible if it's invisible, and it sheds a 5-foot radius of dim light. They can't become invisible until the effect ends. As an action, you can fire an arrow of light at a location within the weapon’s range and cause bright light to glow within a 15-foot radius of the target for 3 rounds. Until the effect ends, enemies that enter the area become visible if they are invisible, and can’t become invisible until the effect ends. You can’t use this property of the weapon again until the next dawn. [URL="http://leagueoflegends.wikia.com/wiki/Deathfire_Grasp"]Deathfire Grasp[/URL] Staff, Legendary (requires attunement, sorcerer, warlock, wizard) [url]https://www.youtube.com/watch?v=be1waE9myCU&list=PLJ9wRRCY-gY1YMnDTThA6HW-5dFIc9z-V&index=2[/url] This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While you hold it, you gain +3 to spell attack rolls. The staff has 5 charges. While holding it, you can use a bonus action to expend 1 charge to make a ranged spell attack against a target you can see within 60 ft. If you hit, the target takes damage equal to its total Hit Dice and is vulnerable to damage from your spells for 3 rounds. The staff regains 1d4+1 charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the staff ignites in green flame, crumbles into cinders, and is destroyed. Obviously these won't be making appearances in my game any time soon, but they would be pretty fun to play with late-game IMO. I need help coming up with another magic item though. My brother is playing a Battle Master Fighter and he already has two magic weapons ([URL="https://the-lost-mine-of-phandelver-9.obsidianportal.com/wikis/talon"]Talon[/URL] and [URL="https://the-lost-mine-of-phandelver.obsidianportal.com/wikis/hew"]Hew[/URL] from [URL="http://members.chello.nl/b.boom7/Dean/Lost%20Mine%20of%20Phandelver.pdf"]Lost Mine of Phandelver[/URL]) and he'll be getting magic armor soon as well. At this point he's quite capable in combat, but he doesn't have much to do out of combat. He's a very quiet guy and stutters a bit, so he's not very active when it comes to role playing and chatting with NPCs. He is, however, the only character trained in Insight and as the [URL="https://tvtropes.org/pmwiki/pmwiki.php/Main/StraightMan"]straight man[/URL] of the party he's become the de facto put-upon party leader role. An idea came up in conversation for a magic badge that changes appearance based on the region it's in and grants him an air of [URL="https://www.youtube.com/watch?v=PaKjRMMU9HI"]authoritah[/URL] so NPCs automatically assume him to be the leader. I'm trying to come up with ways to make this happen that don't rely on simple "Advantage on X skill checks" or fiddly bonuses. Perhaps it would grant him a non-mechanical feature like Bad Reputation from the Sailor background, but instead of being intimidating he's respected? [/QUOTE]
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