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Two new 5e magic items: Serpent's Tongue and Horn of Inspiration
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<blockquote data-quote="bmcdaniel" data-source="post: 6535230" data-attributes="member: 1772"><p>Made these for a my 5e game and thought someone else might enjoy.</p><p></p><p>-Brian</p><p></p><p></p><p><strong>Serpent's Tongue. </strong></p><p>Weapon (quarterstaff or spear), legendary</p><p></p><p>Serpent's Tongue is a quarerstaff made completely out of dark brass. The shaft is grooved to appear as snake scales, terminating in a cast snake's head. </p><p></p><p>You gain a +1 bonus to attack and damage rolls made with this magic weapon.</p><p></p><p>Serpent's Tongue is a sentient weapon. It is a neutral weapon that speaks Geatish and was created for Beccor, an ancient Geatish hero, who was a famour giant-killer. The spear is primarily interested in discovering Beccor's fate (he was kidnapped, tortured and killed by Vecna). You can attune Serpent's Tongue if you speak Getaish and convince it that you may become a hero in Beccor's mold. Serpent's Tongue is more likely to be impressed by lightly armored and dynamic combatants.</p><p></p><p>If attuned, Serpent's Tongue has the additional powers:</p><p>* You can freely make a spearhead emerge or retract into the snake head portion of the shaft. While emerged, Serpent's Tongue functions as a spear; while retracted it functions as a quarterstaff. This can be done so quickly that spear and quarterstaff attacks can be interspersed, and enemies may be surprised. </p><p>* If you use Serpent's Tongue with two hands, it has the finesse property.</p><p>* Serpent's Tongue has three charges, and regains 1d3 charges each long rest. By expending a charge after you hit a creature using Serpent's Tongue as a spear, the creature takes 7d8 poison damage, or half if it succeeds on a DC 15 Constitution saving throw.</p><p>* You can use a bonus action to fix Serpent's Tongue in place, as an immovable rod. It is released only when you use another bonus action while touching it.</p><p>* You can use a bonus action to cause Serpent's Tongue to extend into a 60 foot flexible chain, similar to a rope of climbing. While held, Serpent's Tongue will move the other end to a destination you choose at a rate of 10 feet on each of your turns, up its maximum length. It can also "bite" with its snake head to fasten onto a suitable protuberance (taking a DC 20 Strength check to disengage). However, Serpent's Tongue is not as flexible as an actual rope, and can't tie itself in knots. While extended, it cannot be fixed in place as an immovable rod. Another bonus action will cause Serpent's Tongue to resume its form as a spear. </p><p></p><p></p><p><strong>Horn of Inspiration</strong>. </p><p>This bulky horn appears to be carved from the tusk of a large animal and is bound in brass. You can blow the horn once per long rest. Each time you blow the horn, you choose to roll from 1 to 4 d8s, which varies the effects as described below.</p><p></p><p>When you blow the horn, all enemies within 120 feet of you (that can hear it) must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute. While frightened, a creature must take the dash action on each of its turns and move away from you by the safest available route, unless there is nowhere to move. The DC of the saving throw is equal to the highest d8 you rolled, plus your Con modifier and proficiency bonus.</p><p></p><p>In addition, all allies within 120 feet of you that can hear the horn have advantage on saving throws against being frightened and gain temporary hit points equal to the sum of all your d8 rolls, plus your Con modifier and proficiency bonus. After one minute, these temporary hit points are lost.</p><p></p><p>If the result of any d8 roll is an 8, the effects work as normal, but when blown, the horn splits and no longer functions.</p></blockquote><p></p>
[QUOTE="bmcdaniel, post: 6535230, member: 1772"] Made these for a my 5e game and thought someone else might enjoy. -Brian [B]Serpent's Tongue. [/B] Weapon (quarterstaff or spear), legendary Serpent's Tongue is a quarerstaff made completely out of dark brass. The shaft is grooved to appear as snake scales, terminating in a cast snake's head. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Serpent's Tongue is a sentient weapon. It is a neutral weapon that speaks Geatish and was created for Beccor, an ancient Geatish hero, who was a famour giant-killer. The spear is primarily interested in discovering Beccor's fate (he was kidnapped, tortured and killed by Vecna). You can attune Serpent's Tongue if you speak Getaish and convince it that you may become a hero in Beccor's mold. Serpent's Tongue is more likely to be impressed by lightly armored and dynamic combatants. If attuned, Serpent's Tongue has the additional powers: * You can freely make a spearhead emerge or retract into the snake head portion of the shaft. While emerged, Serpent's Tongue functions as a spear; while retracted it functions as a quarterstaff. This can be done so quickly that spear and quarterstaff attacks can be interspersed, and enemies may be surprised. * If you use Serpent's Tongue with two hands, it has the finesse property. * Serpent's Tongue has three charges, and regains 1d3 charges each long rest. By expending a charge after you hit a creature using Serpent's Tongue as a spear, the creature takes 7d8 poison damage, or half if it succeeds on a DC 15 Constitution saving throw. * You can use a bonus action to fix Serpent's Tongue in place, as an immovable rod. It is released only when you use another bonus action while touching it. * You can use a bonus action to cause Serpent's Tongue to extend into a 60 foot flexible chain, similar to a rope of climbing. While held, Serpent's Tongue will move the other end to a destination you choose at a rate of 10 feet on each of your turns, up its maximum length. It can also "bite" with its snake head to fasten onto a suitable protuberance (taking a DC 20 Strength check to disengage). However, Serpent's Tongue is not as flexible as an actual rope, and can't tie itself in knots. While extended, it cannot be fixed in place as an immovable rod. Another bonus action will cause Serpent's Tongue to resume its form as a spear. [B]Horn of Inspiration[/B]. This bulky horn appears to be carved from the tusk of a large animal and is bound in brass. You can blow the horn once per long rest. Each time you blow the horn, you choose to roll from 1 to 4 d8s, which varies the effects as described below. When you blow the horn, all enemies within 120 feet of you (that can hear it) must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute. While frightened, a creature must take the dash action on each of its turns and move away from you by the safest available route, unless there is nowhere to move. The DC of the saving throw is equal to the highest d8 you rolled, plus your Con modifier and proficiency bonus. In addition, all allies within 120 feet of you that can hear the horn have advantage on saving throws against being frightened and gain temporary hit points equal to the sum of all your d8 rolls, plus your Con modifier and proficiency bonus. After one minute, these temporary hit points are lost. If the result of any d8 roll is an 8, the effects work as normal, but when blown, the horn splits and no longer functions. [/QUOTE]
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