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Remove feats and replace as magic items
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<blockquote data-quote="Nebulous" data-source="post: 8003109" data-attributes="member: 31465"><p>I don't know if the +2 bump AND the feats are too much. </p><p></p><p>Here's a quick look at what some of them might look like:</p><p></p><p><em><strong>Helmet of Delving.</strong> </em>This helmet belonged to the dwarven adventurer Thargos the Bullheaded, who was a masterful thief of ruins and dungeons, until a stone slab trap crushed him to death and his helmet was knocked off, the only part of him that survived. A sliver of his spirit dwells in the helmet now, still trying to find hidden treasures. Once attuned, you gain the <strong>Dungeon Delver</strong> feat.</p><p></p><p>Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:</p><ul> <li data-xf-list-type="ul">You have advantage on Wisdom (Perception) and Intelligence (Investigation) made to detect the presence of secret doors.</li> <li data-xf-list-type="ul">You have advantage on saving throws made to avoid or resist traps.</li> <li data-xf-list-type="ul">You have resistance to the damage dealt by traps.</li> <li data-xf-list-type="ul">You can search for traps while traveling at a normal pace, instead of only at a slow pace</li> </ul><p><strong><em>Headband of Keen Thoughts. </em></strong>Once attuned, you gain the <strong>Keen Mind </strong>feat<strong><em>. </em></strong></p><p></p><p>You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:</p><p>• Increase your Intelligence by 1, to a maximum of 20.</p><p>• You always know which way is north.</p><p>• You always know how the number of hours left before the next sunrise or sunset.</p><p>• You can accurately recall anything you have seen or heard within the past month.</p><p></p><p><strong><em>Wand of Phelegathos. (No attunement, and the INT boost is removed). </em></strong></p><p>When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.</p><p></p><p>Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.</p></blockquote><p></p>
[QUOTE="Nebulous, post: 8003109, member: 31465"] I don't know if the +2 bump AND the feats are too much. Here's a quick look at what some of them might look like: [I][B]Helmet of Delving.[/B] [/I]This helmet belonged to the dwarven adventurer Thargos the Bullheaded, who was a masterful thief of ruins and dungeons, until a stone slab trap crushed him to death and his helmet was knocked off, the only part of him that survived. A sliver of his spirit dwells in the helmet now, still trying to find hidden treasures. Once attuned, you gain the [B]Dungeon Delver[/B] feat. Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: [LIST] [*]You have advantage on Wisdom (Perception) and Intelligence (Investigation) made to detect the presence of secret doors. [*]You have advantage on saving throws made to avoid or resist traps. [*]You have resistance to the damage dealt by traps. [*]You can search for traps while traveling at a normal pace, instead of only at a slow pace [/LIST] [B][I]Headband of Keen Thoughts. [/I][/B]Once attuned, you gain the [B]Keen Mind [/B]feat[B][I]. [/I][/B] You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: • Increase your Intelligence by 1, to a maximum of 20. • You always know which way is north. • You always know how the number of hours left before the next sunrise or sunset. • You can accurately recall anything you have seen or heard within the past month. [B][I]Wand of Phelegathos. (No attunement, and the INT boost is removed). [/I][/B] When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. [/QUOTE]
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