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<blockquote data-quote="MoutonRustique" data-source="post: 6676326" data-attributes="member: 22362"><p>Weapon/implement/thing : add +1d4 fire dmg to attacks/spells/etc AND add +4d8 fire to <strong>an</strong> attack and the <em>thing</em> shuts down for a while.</p><p> - you have a huge burst, but it costs you on future use</p><p></p><p><em>thing</em>* : if your hps =< your level, you gain +10/+10 and impose disadvantage to your saves.</p><p></p><p><em>thing</em>* : when lit only by fire (torchlight, candle, etc - no "magic glow", no sun, no moon, etc.) you can make a melee attack as a bonus action, this attack deals fire damage.</p><p></p><p><em>thing</em>* : you become partially blind. You can only see things that are either within 10 feet OR between 30 and 60 feet away - you have blindsense in those ranges. You can change which range you perceive with an action.</p><p></p><p><em>thing</em>* : when you slay a creature, you must spend an action in meditative apology else you suffer a -5 penalty to attacks, damage, saves, AC and skill checks for a round.</p><p></p><p><em>thing</em>* : if this thing isn't exposed to sunlight during the day, it transforms the wielder into a wraith during the night. If it isn't exposed to moonlight, it transforms the wielder into an azer (the aggressive kind) during the day. If it is "locked away" during a period where it would transform the wielder, the object itself transforms into a pillar of necrotic or fire - any creature touching the pillar is transformed as if it were the wielder. This transformation lasts until sunup or sundown.</p><p></p><p><em>thing</em>* : the demon energies bound within must be both appeased and battered daily with a mixture of fresh blood and holy water. Failure allows the demon to create an effect where on every attack, the wielder suffers 1 fire and 1 necrotic damage. On a hit, the target also suffers this damage. The effect progresses to 1d4, 1d6, 1d8, 2d6, 3d8 for every missed day. In addition, any healing the wielder receives (including regeneration, Hit Dice spent, etc) is reduced by the extra damage (2, 2d4, 2d6, etc.). Should the end result be negative, that many points of damage are dealt to the wielder. One application of fresh blood and holy water quells the demon. When found, it will probably be on the 3d8 "setting" - wield with caution...</p><p>**The DM should decide how much (if any) damage "fresh blood" represents.</p><p></p><p><em>thing</em>* : when you slay (i.e. <em>kill</em>) a creature, you can use a bonus action to twist the creature's soul into a wraith you create and control within 30 feet. The wraith acts immediately after you and then dissipates.</p><p>Note: this is not a nice thing to do...</p><p></p><p><em>thing</em>* : when you are very sad, you can heal an adjacent creature as an action. Treat this effect as if you had cast <em>cure wounds</em> at the highest level you could cast it if you were a full caster. A good way to "become really sad" is to spend <em>inspiration</em>.</p><p></p><p></p><p>*<em>thing</em> means a weapon, or implement, or armour, or hairpin, or.. you get the drift.</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6676326, member: 22362"] Weapon/implement/thing : add +1d4 fire dmg to attacks/spells/etc AND add +4d8 fire to [B]an[/B] attack and the [I]thing[/I] shuts down for a while. - you have a huge burst, but it costs you on future use [I]thing[/I]* : if your hps =< your level, you gain +10/+10 and impose disadvantage to your saves. [I]thing[/I]* : when lit only by fire (torchlight, candle, etc - no "magic glow", no sun, no moon, etc.) you can make a melee attack as a bonus action, this attack deals fire damage. [I]thing[/I]* : you become partially blind. You can only see things that are either within 10 feet OR between 30 and 60 feet away - you have blindsense in those ranges. You can change which range you perceive with an action. [I]thing[/I]* : when you slay a creature, you must spend an action in meditative apology else you suffer a -5 penalty to attacks, damage, saves, AC and skill checks for a round. [I]thing[/I]* : if this thing isn't exposed to sunlight during the day, it transforms the wielder into a wraith during the night. If it isn't exposed to moonlight, it transforms the wielder into an azer (the aggressive kind) during the day. If it is "locked away" during a period where it would transform the wielder, the object itself transforms into a pillar of necrotic or fire - any creature touching the pillar is transformed as if it were the wielder. This transformation lasts until sunup or sundown. [I]thing[/I]* : the demon energies bound within must be both appeased and battered daily with a mixture of fresh blood and holy water. Failure allows the demon to create an effect where on every attack, the wielder suffers 1 fire and 1 necrotic damage. On a hit, the target also suffers this damage. The effect progresses to 1d4, 1d6, 1d8, 2d6, 3d8 for every missed day. In addition, any healing the wielder receives (including regeneration, Hit Dice spent, etc) is reduced by the extra damage (2, 2d4, 2d6, etc.). Should the end result be negative, that many points of damage are dealt to the wielder. One application of fresh blood and holy water quells the demon. When found, it will probably be on the 3d8 "setting" - wield with caution... **The DM should decide how much (if any) damage "fresh blood" represents. [I]thing[/I]* : when you slay (i.e. [I]kill[/I]) a creature, you can use a bonus action to twist the creature's soul into a wraith you create and control within 30 feet. The wraith acts immediately after you and then dissipates. Note: this is not a nice thing to do... [I]thing[/I]* : when you are very sad, you can heal an adjacent creature as an action. Treat this effect as if you had cast [I]cure wounds[/I] at the highest level you could cast it if you were a full caster. A good way to "become really sad" is to spend [I]inspiration[/I]. *[I]thing[/I] means a weapon, or implement, or armour, or hairpin, or.. you get the drift. [/QUOTE]
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