New Equipment and Item Properties
Many wonderful advancements have been made in Nixia since the Feywild portals were ripped open, both mundane and magical. The whimsy of the Fey and the wonders of the Feywild Gnomes, combined with the innovation and determination to overcome of the inhabitants of the Nixians, has led to many new advancements.
New equipment properties
Concealed: The weapon is not initially obvious and may easily be hidden or disguised. When you attack with this weapon immediately after revealing it while it was concealed, you have advantage.
Fixed: A weapon with the fixed property is affixed to armor or similar equipment, and does not fill the hand, but you can’t use the weapon while the hand is full. You can't be disarmed of the weapon unless the armor it is affixed to is destroyed.
Magic Bolt: These weapons make a ranged attack, firing a bolt of magical energy. The type of damage is decided upon creation, but the most common cause Force damage. You make a normal ranged attack roll, unless you're a caster, in which case you can use your Spell Casting Ability for this weapon, adding your modifier to the attack and damage roll, like a normal weapon.
Parry: If a creature hits you with a melee weapon attack while you are wielding a weapon/using a shield with the parry property that you are proficient with, you can use your reaction to add half your proficiency bonus to your AC for that attack, potentially causing it to miss. If you do so while wielding two items with the parrying property, you add your entire proficiency bonus instead.
You can parry a weapon no more than one size category larger than your parrying weapon(s). While wielding two parrying weapons, use the size of the largest one.
New Equipment
Armor
Buckler: This small shield, preferred by duelists, is easily held in one hand, providing a small amount of protection, but a high level of maneuverability.
Tower Shield: This large, cumbersome shield was made famous by the Vagnian Legion.
Special: You can use your reaction to
gain three-quarters cover against harmful area-of-effects such as breath
weapons or spells when targeted by such effects, unless the effect travels
around corners. If you are directly between another creature of your size or
smaller and the effect's origin, that creature gains half cover against the
effect.
Name | Armor Class (AC) | Strength | Stealth | Weight | Cost Properties |
---|
Buckler AC +1 3 lb. 10 gp Parry
Tower Shield AC +3 Str 15 Disadvantage 18 lb. 25 gp Special
Weapons
Blast Rod: These 2 to 3 foot long rods can range from simple to ornately carved and decorated, made of wood and/or metal, and are commonly used by the city guard of Fey cities.
Duelist Wand: Small rods about 1 foot, and can be made from almost anything. The amount of decoration depends on the maker/owner. Commonly used in Mage Duels, in an attempt to level the playing field.
Garrote: A short length of wire, about 2 foot in length, with handles or rings at each end. Used to choke someone into unconsciousness or worse death. If found on someone it will raise suspicion.
Special: To attack with a Garrote you make a Grapple attack, on a success you start choking the target and it is unable to talk. On your turn you can take the attack action against the creature you have Grappled, you take your normal number of attacks, but you don't roll to attack, instead you automatically hit, doing 1d6 + Strength modifier, these attacks qualify for Sneak Attack damage.
If you Grapple the same creature for a successive number of rounds equal to their proficiency bonus + their Constitution modifier, they have to start making a Constitution saving throw, DC = 8 + your proficiency bonus + your Strength modifier, every time you damage them with the Garrote. On a failure they fall to 0 hp, and must start making Death Saves.
Gauntlet Blade: A blade ranging from the size of a dagger to a long-sword, affixed to a gauntlet, to prevent being disarmed.
Hideout Dagger: A slim blade with a handle usually made of cord or leather, made to be low profile and easily concealed.
Parry Dagger: A stout blade, usually around 1 foot long, made more for defense than offense, with long curved quillion making the dagger look a little like the fork of a trident.
Sap: This semi-flexible club, made of leather with a weighted end, making for a brutal weapon that is easy at knocking out enemies.
Special: On a successful hit the target must make a Constitution saving throw, DC = 8 + your proficiency bonus + your Strength modifier. On a failure the target is Dazed until the start of your next turn. If the hit is a critical, the target must make a Constitution saving throw or be Stunned.
War Mages Staff: These staff range from 5 to 7 foot in length, ranging the whole spectrum of decoration, although the most famous are those of the Arcane Guard of Azrimor.
Name Cost Damage Weight Properties |
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Blast Rod 500gp 1d8 2lb. Magic Bolt |
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Duelist Wand 400gp 1d6 1lb. Light, Magic Bolt |
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Garrote 30gp 1d6 --- Special, Finesse, Two-Handed |
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Gauntlet Blade 15gp --- 5lb. Fixed |
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Hideout Dagger 2gp 1d4 --- Finesse, Light, Concealed |
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Parry Dagger 10gp 1d4 1lb. Finesse, Light, Parry |
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Rapier 25gp 1d8 2lb. Finesse, Parry |
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Sap 4gp 1d6 3lb. Finesse, Special |
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War Mages Staff 600gp 1d10 4lb. Magic Bolt, Two-Handed |
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