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<blockquote data-quote="Shades of Eternity" data-source="post: 9552529" data-attributes="member: 10869"><p><h3>Stewing some items:</h3><p></p><h3><strong>Lance of the High King</strong></h3><p><em>Weapon (lance), artifact (requires attunement by a lawful-aligned creature)</em></p><p></p><p>This ornately decorated lance symbolizes the authority and strength of the High King of Aerdy.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Unerring Strikes</strong>: When you attack a chaotic creature with this lance, your attack rolls gain a +3 bonus, and the weapon deals an additional 2d6 radiant damage.</li> <li data-xf-list-type="ul"><strong>Inspiring Presence</strong>: Allies within 30 feet of you who can see you have an advantage on saving throws against being frightened or charmed.</li> <li data-xf-list-type="ul"><strong>Commander's Aura</strong>: As a bonus action, you can grant up to 10 allies within 60 feet who can hear you an extra 10 feet of movement until the start of your next turn.</li> <li data-xf-list-type="ul"><strong>Sentience</strong>: The lance is sentient (Int 16, Wis 14, Cha 20). It has hearing and darkvision out to 120 feet and communicates telepathically. It seeks to unite the land under a just ruler.</li> </ul><p>[HR][/HR]</p><h3><strong>Eternal Vigilance</strong></h3><p><em>Weapon (glaive), artifact (requires attunement by a paladin or cleric of Heironeous)</em></p><p></p><p>This gleaming glaive shines with holy light, symbolizing Furyondy’s resolve.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Holy Light</strong>: The glaive sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Undead and fiends within the bright light have a disadvantage in saving throws.</li> <li data-xf-list-type="ul"><strong>Radiant Smite</strong>: When you hit a creature with this glaive, you can use a bonus action to deal an extra 4d8 radiant damage. You can use this feature three times per long rest.</li> <li data-xf-list-type="ul"><strong>Turn the Tide</strong>: As an action, you can emit a wave of radiant energy. Each hostile creature within 30 feet of you must succeed on a DC 17 Wisdom saving throw or be turned for 1 minute. Once used, this feature can’t be used again until the next dawn.</li> <li data-xf-list-type="ul"><strong>Blessing of Heironeous</strong>: You gain a +3 bonus to AC while wielding this weapon.</li> </ul><p>[HR][/HR]</p><h3><strong>Halberd of Elemental Fury</strong></h3><p><em>Weapon (halberd), artifact (requires attunement)</em></p><p></p><p>Forged by dwarves with elemental power, this halberd harnesses the destructive forces of nature.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Elemental Power</strong>: You can choose fire, ice, or lightning damage for your attacks when you hit with the halberd. Add 2d6 damage of the chosen type.</li> <li data-xf-list-type="ul"><strong>Elemental Strike</strong>: As an action, you can unleash a powerful blast of elemental energy. Each creature in a 30-foot cone must make a DC 18 Dexterity saving throw, taking 8d8 damage of your chosen type on a failed save or half as much on a success. This feature recharges after a long rest.</li> <li data-xf-list-type="ul"><strong>Elemental Resistance</strong>: You gain resistance to fire, cold, and lightning damage while attuned to the weapon.</li> </ul><p>[HR][/HR]</p><h3><strong>Oeridian Pike of Victory</strong></h3><p><em>Weapon (pike), artifact (requires attunement)</em></p><p></p><p>A relic of the old Oeridian tribes, this pike inspires unity and valor in battle.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Unity’s Edge</strong>: With this weapon, you gain a +3 bonus to attack and damage rolls. When attacking alongside at least one ally within 10 feet, the pike deals an additional 2d6 radiant damage.</li> <li data-xf-list-type="ul"><strong>Leadership Aura</strong>: Allies within 30 feet of you gain a +2 bonus to attack rolls and saving throws while you’re conscious.</li> <li data-xf-list-type="ul"><strong>Commander's Rally</strong>: As an action, you can grant up to 10 allies within 60 feet who can see or hear you temporary hit points equal to your level + your Charisma modifier. Once used, this feature can’t be used again until you finish a long rest.</li> </ul><p>[HR][/HR]</p><h3><strong>Bardiche of the Feral King</strong></h3><p><em>Weapon (bardiche), artifact (requires attunement by a barbarian)</em></p><p></p><p>This primal weapon channels the ferocity of the Fists and unleashes devastating power in battle.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Primal Might</strong>: When raging, your attack rolls with the bardiche have advantage, and the weapon deals an extra 2d12 slashing damage.</li> <li data-xf-list-type="ul"><strong>Feral Rage</strong>: You gain a +2 bonus to AC while raging.</li> <li data-xf-list-type="ul"><strong>Critical Devastation</strong>: When you score a critical hit with the bardiche, you can roll all damage dice one additional time.</li> <li data-xf-list-type="ul"><strong>Howl of Fury</strong>: As an action, you unleash a feral roar. Each creature of your choice within 30 feet must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. Once used, this feature can’t be used again until you finish a long rest.</li> </ul></blockquote><p></p>
[QUOTE="Shades of Eternity, post: 9552529, member: 10869"] [HEADING=2]Stewing some items:[/HEADING] [HEADING=2][B]Lance of the High King[/B][/HEADING] [I]Weapon (lance), artifact (requires attunement by a lawful-aligned creature)[/I] This ornately decorated lance symbolizes the authority and strength of the High King of Aerdy. [LIST] [*][B]Unerring Strikes[/B]: When you attack a chaotic creature with this lance, your attack rolls gain a +3 bonus, and the weapon deals an additional 2d6 radiant damage. [*][B]Inspiring Presence[/B]: Allies within 30 feet of you who can see you have an advantage on saving throws against being frightened or charmed. [*][B]Commander's Aura[/B]: As a bonus action, you can grant up to 10 allies within 60 feet who can hear you an extra 10 feet of movement until the start of your next turn. [*][B]Sentience[/B]: The lance is sentient (Int 16, Wis 14, Cha 20). It has hearing and darkvision out to 120 feet and communicates telepathically. It seeks to unite the land under a just ruler. [/LIST] [HR][/HR] [HEADING=2][B]Eternal Vigilance[/B][/HEADING] [I]Weapon (glaive), artifact (requires attunement by a paladin or cleric of Heironeous)[/I] This gleaming glaive shines with holy light, symbolizing Furyondy’s resolve. [LIST] [*][B]Holy Light[/B]: The glaive sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Undead and fiends within the bright light have a disadvantage in saving throws. [*][B]Radiant Smite[/B]: When you hit a creature with this glaive, you can use a bonus action to deal an extra 4d8 radiant damage. You can use this feature three times per long rest. [*][B]Turn the Tide[/B]: As an action, you can emit a wave of radiant energy. Each hostile creature within 30 feet of you must succeed on a DC 17 Wisdom saving throw or be turned for 1 minute. Once used, this feature can’t be used again until the next dawn. [*][B]Blessing of Heironeous[/B]: You gain a +3 bonus to AC while wielding this weapon. [/LIST] [HR][/HR] [HEADING=2][B]Halberd of Elemental Fury[/B][/HEADING] [I]Weapon (halberd), artifact (requires attunement)[/I] Forged by dwarves with elemental power, this halberd harnesses the destructive forces of nature. [LIST] [*][B]Elemental Power[/B]: You can choose fire, ice, or lightning damage for your attacks when you hit with the halberd. Add 2d6 damage of the chosen type. [*][B]Elemental Strike[/B]: As an action, you can unleash a powerful blast of elemental energy. Each creature in a 30-foot cone must make a DC 18 Dexterity saving throw, taking 8d8 damage of your chosen type on a failed save or half as much on a success. This feature recharges after a long rest. [*][B]Elemental Resistance[/B]: You gain resistance to fire, cold, and lightning damage while attuned to the weapon. [/LIST] [HR][/HR] [HEADING=2][B]Oeridian Pike of Victory[/B][/HEADING] [I]Weapon (pike), artifact (requires attunement)[/I] A relic of the old Oeridian tribes, this pike inspires unity and valor in battle. [LIST] [*][B]Unity’s Edge[/B]: With this weapon, you gain a +3 bonus to attack and damage rolls. When attacking alongside at least one ally within 10 feet, the pike deals an additional 2d6 radiant damage. [*][B]Leadership Aura[/B]: Allies within 30 feet of you gain a +2 bonus to attack rolls and saving throws while you’re conscious. [*][B]Commander's Rally[/B]: As an action, you can grant up to 10 allies within 60 feet who can see or hear you temporary hit points equal to your level + your Charisma modifier. Once used, this feature can’t be used again until you finish a long rest. [/LIST] [HR][/HR] [HEADING=2][B]Bardiche of the Feral King[/B][/HEADING] [I]Weapon (bardiche), artifact (requires attunement by a barbarian)[/I] This primal weapon channels the ferocity of the Fists and unleashes devastating power in battle. [LIST] [*][B]Primal Might[/B]: When raging, your attack rolls with the bardiche have advantage, and the weapon deals an extra 2d12 slashing damage. [*][B]Feral Rage[/B]: You gain a +2 bonus to AC while raging. [*][B]Critical Devastation[/B]: When you score a critical hit with the bardiche, you can roll all damage dice one additional time. [*][B]Howl of Fury[/B]: As an action, you unleash a feral roar. Each creature of your choice within 30 feet must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. Once used, this feature can’t be used again until you finish a long rest. [/LIST] [/QUOTE]
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