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Mjolnir
Weapon (Warhammer), artifact (requires
attunement)
This powerful artifact can only be wielded in the
hands of a character of good alignment, dealing
1d6 +1 thunder damage with every strike, and
granting greater powers to those of higher
levels.
Thown Hammer: If you are 3rd level or higher,
Mjolnir can be thrown (range 50/100) and
becomes imbued with Returning.
Power Hammer: At 5th level and every 5 levels
thereafter, Mjolnir receives and additional +1
bonus (maximum of +5 at level 20).
The Thunder God: If you are 8th level or higher,
Mjolnir begins to accumulate 1 charge per day
(for a maximum of 5 charges). As a bonus
action, you may use 1 charge create a 5 by 30
feet line of lightning that deals 1d4 damage (no
save). You may choose to use more than one
charge this way, increasing the damage by 1d4
for additional charge (for a max of 5d4 if you
use all five charges)
Mjolnir's Vortex: If you are 13th level or higher,
you may use Mjolnir to create a localized vortex
of wind within 50 feet of you -- this vortex
impacts 1 square. Anyone caught in the Vortex
must make a successful Dexterity check (DC 20)
or be knocked prone. You may do this once per
long rest.
Advanced Doom Wind: At 16th level or higher,
your Mjolnir's Vortex increases in size -- it
impacts a 5x5 square area.
Hawk's Bow
Weapon (longbow), legendary (requires
attunement)
When found, this ancient longbow contains 6d4
charges. When used to fire an arrow, you can
spend one or more charges to imbue the arrow
with one of the following effects:
Fire (1 charge): The arrow deals fire damage
Cold (1 charge): The arrow deals cold damage
Thunder (2 charges): On impact, the arrow
deals an additional 1d4 points of thunder
damage to the target and any creature within
10 feet of it
Flare (2 charges): The arrow deals no damage,
but impact the target is covered with a bright
colored chemical that glows in the dark. Until
the end of the next round of combat, the target
receives a -2 penalty to its AC.
Rope (2 charges): If the arrow hits a non-living
target, it will magically attach itself to the point
of impact and create a magical rope from it to
you (with an extra 5 feet). The rope is strong
enough to hold up to 300 lbs of weight. The
arrow will detach itself from the object 20
minutes later.
A charge is only used when an arrow is imbued,
which only happens when you fire the arrow. A
missed attack will render the arrow back to
normal, and you will have used up the charge.
The bow will regenerate 1d2 charges per day; it
cannot hold more than 24 charges.
Hulk's Rage
Hulking Creature
Hit Points: Your current Hit Points x 5 (cannot
exceed 60)
Size: Large Humanoid
Attributes: same as existing, with these
modifications:
+4 STR, +2 DEX, +4 CON, -4 INT, -4 WIS, -6 CHA.
Speed: same as existing + 20 feet.
Attacks: 2 x smash (2d6
bludgeoning)
Reach: 10 ft.
Other abilities: Regenerate
1d2 hit points and the end of
your turns.