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                          




Blast Rod                    500gp           1d8                2lb.                 Magic Bolt
Duelist Wand             400gp           1d6                1lb.                 Light, Magic Bolt
Garrote                         30gp           1d6                ---                 Special, Finesse, Two-Handed
Gauntlet Blade              15gp           ---                5lb.                 Fixed
Hideout Dagger             2gp            1d4               ---                  Finesse, Light, Concealed
Parry Dagger                10gp            1d4                1lb.                 Finesse, Light, Parry
Rapier                            25gp            1d8               2lb.                 Finesse, Parry
Sap                                   4gp            1d6               3lb.                 Finesse, Special
War Mages Staff        600gp           1d10              4lb.                 Magic Bolt, Two-Handed
 

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