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Help with tier 1 magic items
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<blockquote data-quote="FireLance" data-source="post: 8063742" data-attributes="member: 3424"><p>Here are some examples of rewards (not necessarily magic items) from a paladin solo campaign I'm working on. </p><p></p><p><u>Charms</u></p><p>The PC earns these charms by completing rituals which are story goals in the adventure. </p><p></p><p><strong>Charm of Warding. </strong>This charm allows you to use your reaction to create a defensive ward when you take hit point damage. The ward reduces the damage you take by 1d10 + your proficiency bonus (to a minimum of 0 damage). Once you do so, the charm vanishes from you. </p><p></p><p><strong>Charm of the Watcher's Ward.</strong> This charm allows you to cast the <em>protection from evil and good</em> spell as an action, no components required. Once you do so, the charm vanishes from you. </p><p></p><p><strong>Charm of Guiding Flame.</strong> This charm allows you to cast the <em>faerie fire</em> spell as an action, no components required. Once you do so, the charm vanishes from you.</p><p></p><p><u>Alchemical Clubs</u></p><p>Alchemical clubs are single-use items created by attaching a handle to a ceramic bulb containing an alchemical compound. An alchemical club weighs 2 lb and has the Light weapon property. A character proficient with clubs is proficient with alchemical </p><p>clubs. </p><p></p><p>When an alchemical club hits a target, the ceramic bulb shatters, releasing the alchemical compound onto the target. The target takes damage as though it was hit by a club and suffers an additional effect, as follows:</p><p>• <strong>Alchemical Acid Club: </strong>The target takes 2d6 acid damage. </p><p>• <strong>Alchemist’s Fire Club:</strong> The target is affected as though it was hit by a flask of alchemist’s fire. </p><p>• <strong>Tangler Club:</strong> The target is affected as though it was hit by a net.</p><p></p><p><u>Others</u></p><p></p><p><strong>The Sunshield </strong>(requires attunement by a character with the Channel Divinity feature). When you are attacked by a creature within 5 feet of you that you can see while holding this shield, you can use your Channel Divinity as a reaction to cause the shield to flare with dazzling light, imposing disadvantage on the attack roll before it hits or misses. An attacker that can't be blinded is immune to this effect. </p><p></p><p><strong>Vigilance</strong> (requires attunement). This magic longsword allows you to instinctively notice and react to danger. When you roll for initiative while holding Vigilance, you may make a Wisdom (Perception) check instead of a Dexterity check to determine your initiative. When you finish a short rest or a long rest, you can also change Vigilance's form into any melee weapon you are proficient with that does not have the Heavy, Reach or Two-handed properties.</p></blockquote><p></p>
[QUOTE="FireLance, post: 8063742, member: 3424"] Here are some examples of rewards (not necessarily magic items) from a paladin solo campaign I'm working on. [U]Charms[/U] The PC earns these charms by completing rituals which are story goals in the adventure. [B]Charm of Warding. [/B]This charm allows you to use your reaction to create a defensive ward when you take hit point damage. The ward reduces the damage you take by 1d10 + your proficiency bonus (to a minimum of 0 damage). Once you do so, the charm vanishes from you. [B]Charm of the Watcher's Ward.[/B] This charm allows you to cast the [I]protection from evil and good[/I] spell as an action, no components required. Once you do so, the charm vanishes from you. [B]Charm of Guiding Flame.[/B] This charm allows you to cast the [I]faerie fire[/I] spell as an action, no components required. Once you do so, the charm vanishes from you. [U]Alchemical Clubs[/U] Alchemical clubs are single-use items created by attaching a handle to a ceramic bulb containing an alchemical compound. An alchemical club weighs 2 lb and has the Light weapon property. A character proficient with clubs is proficient with alchemical clubs. When an alchemical club hits a target, the ceramic bulb shatters, releasing the alchemical compound onto the target. The target takes damage as though it was hit by a club and suffers an additional effect, as follows: • [B]Alchemical Acid Club: [/B]The target takes 2d6 acid damage. • [B]Alchemist’s Fire Club:[/B] The target is affected as though it was hit by a flask of alchemist’s fire. • [B]Tangler Club:[/B] The target is affected as though it was hit by a net. [U]Others[/U] [B]The Sunshield [/B](requires attunement by a character with the Channel Divinity feature). When you are attacked by a creature within 5 feet of you that you can see while holding this shield, you can use your Channel Divinity as a reaction to cause the shield to flare with dazzling light, imposing disadvantage on the attack roll before it hits or misses. An attacker that can't be blinded is immune to this effect. [B]Vigilance[/B] (requires attunement). This magic longsword allows you to instinctively notice and react to danger. When you roll for initiative while holding Vigilance, you may make a Wisdom (Perception) check instead of a Dexterity check to determine your initiative. When you finish a short rest or a long rest, you can also change Vigilance's form into any melee weapon you are proficient with that does not have the Heavy, Reach or Two-handed properties. [/QUOTE]
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