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Special Magic Items and Upgrades

Magic Items and Upgrades

Yokai

    • Shadow Body - As an action you can summon a shadow eye and a shadow arm. These spawn within your own shadow, and can only move within continuous shadows from other objects that lead back to your own shadow. If this shadow is at all severed by a light source, the spell will deactivate. All night devoid of light source counts as shadow. Both the eye and the hand are visible to normal sight. Both the eye and the arm have an AC of 13, and an HP of 1. Either one being hit will deactivate both. Each section can be sent to separate parts of your shadow path to a maximum range of 500ft. The eye can see as a normal eye can, but cannot hear. The shadow hand acts as a mage hand, but with a black appearance.
    • Become Shadow - As an action If you or your own shadow touch darkness or the shadow of another object you can meld into it and move at a speed of 10 within the darkness. You are effectively nonexistent to any spectator unless they see you in the act of absorbing into a shadow, or see a shadow eye or hand you summon, in which case they will be able to follow your movements. Without the use of shadow body you are only able to see via blindsight. You are only able to use non-attack shadow based spells while you are absorbed into a shadow. Any attack against you by a person who can trace your presence will be done against your AC, and you will immediately be forced to emerge from the shadow upon taking any damage. If anyone stes on you or an object strikes or falls onto you, you will also be forced to emerge. You are able to move between any openings that are greater than water-tight sized. You are also unaffected by gravity and can move through vertical shadows as well.
    • Shadow silence
    • Shadows jaws
    • Upgrade shadow body
    • black sand
    • Ishida mask

 

Moon Rabbit

    • Moonbeam Miko Chimes
    • Scythe boomerang
    • Teiketsu necklace - cant be frightened or charmed
    • Celestial Mallet - Only wieldable by a moon rabbit, Enables its user to create magical mochi and elixirs. Hit the ground with this mallet and target up to 3 creatures within 15ft of you to apply either bless or bane. This mallet has 3 uses, and recharges after a long rest
    • Miko Form: Your eyes begin to glow, and a red crescent appears on your forehead, and your miko outfit magically dons you. Activated as a bonus action, this form lasts for 1 minute. Allies within a 10ft radius of you gets a +1 to AC. Able to create a 5f wide magical platform as a bonus action that you can use as a jumping point. When you create a new platform, the previous one dissipates. Only you can interact with these platforms, and they do not act as a physical barrier against attacks. 4 throwable duplicates of your scythe made of magical energy appear around you. You are proficient with using them, and use dex as a modifier. Each one has a range of 30/90, and does 2D6 force. *change to conjure barrage once
    • Kamigakari Headdress - You must spend at least 1 minute in concentration, after which the connection is established. For the next 10 minutes, that soul or deity will use your mouth to speak. Other people can ask the soul or deity up to 5 questions regarding present or future events, or for more specific guidance concerning a problem. How the question is answered is up to GM discretion, and they are under no obligation to answer truthfully. This connection can end early by your choice, or if your body reaches 0 hit points. You may only perform this ritual once, and regain the ability to perform it again when you finish a long rest. During this ritual, the soul or deity may attempt to wrest control over your body. You then must make a Charisma saving throw with a DC of 15. Failure means that the soul or deity takes full control over your body for the remainder of the ritual and you can no longer end this by your choice. After which, you have no memory of what they were using your body to do. During the time, the DM (if it was a NPC) or player (if it was a dead player's character) is in full control of your character. While in control, instead of yours, they instead have the proficiencies and know the languages they had in life while using your body, and can use any of your racial or class features as they please. You are aware of attempts to take control, and can choose to end the connection immediately on a successful save to prevent more attempts.
    • Kagura: Target up to 3 creatures within 60 feet of you and grant them either the blessing or curse of the ritual, as listed below. If the target moves farther than 60 feet away from you, they lose the effects of blessings or curses. At the start of your turn while kagura is active, you target up to 3 creatures again, and grant those targets either blessing or curse. These do not stack unless otherwise stated. Some kagura effects require saving throws. When you use such an effect from this class, the DC equals your spell save DC. Kagura and its effects end after one minute since it started or when you stop dancing, either by your choice (no action required by you) or if you become unconscious, paralyzed, grappled or your movement speed is reduced to zero. The blessing counts as a magical effect and can be dispelled by Dispel Magic and similar effects with DC equaling your shrine maiden spell save DC. The curse effects can be removed by Remove Curse and similar effects. During kagura, by using a bonus action, you are able to change a ritual into a different one. The effects of the old one will cease in the place of the new one. You must finish a short or long rest to use kagura again
    • Shukaku Kagura -Blessing: Targeted creatures gain a +5 feet bonus to its movement speed, ignore terrain penalties if they move on the ground, and gain 1d8 temporary hit points. This increases to 2d8 at level 13. Curse: Targeted creatures must make a Dexterity saving throw. If the creature fails its saving throw, they become restrained. However, they can use their action to make a Strength saving throw against the same DC. On a success, they are freed.
    • Unsei Kagura -Blessing: Targeted creatures gain one Small Luck die (a d6). The creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Small Luck die, but must decide before the DM announces whether the roll succeeds or fails. Once the Small Luck die is rolled, it is lost. A creature can have only one Small Luck die at a time. Curse: Targeted creatures must make a Wisdom saving throw. If the creature fails its saving throw, they receive one Small Curse. When that creature successfully lands an attack, as a reaction, their target can spend one of that creature's Small Curse to force a reroll on that attack roll and take the worse result. Creatures can have any number of the Small Curses applied to them.
    • Ame Kagura - By changing the weather, this effect greatly improves the surrounding area's crops and vegetation within half a mile away from you. Rain comes down falling, dousing off all surrounding fires in a 200 foot cube centered on you. You automatically attempt to dose magical fires within 200 feet using your spellcasting ability at the beginning of your round when this ritual is active. The DC for magical fires is 10 + the spell's level. Failure decreases their duration by half, while success means that they are extinguished. Blessing: Targeted creatures are freed from any natural weather penalties and they have advantage on the next ability check, attack roll, or saving throw they make. Curse: Targeted creatures must make a Constitution saving throw. If that creature fails its saving throw, they are affected by a wind storm. As long as the enemies remain targeted by you in consecutive rounds, a failure means that they receive cumulative penalties each time they fail. First time they fail, their movement speed is halved. Second time they fail, their ranged attacks gain a disadvantage against all targets. Third time they fail, at the beginning of their turn, they must succeed on a Strength saving throw or they can't perform an action nor move during that turn.
    • Fukugen Kagura - Blessing: Targeted creatures have their exhaustion level decreased by 1 and they regain 1d8 + your Charisma modifier hit points. Curse: Targeted creatures must make a Constitution Saving throw. If that creature fails its saving throw, they take 2d8 Force damage and gain one level of Exhaustion. Exhaustion gained this way only goes up to level 3.
    • Seisei Kagura - Blessing: Targeted creatures additionally deal an extra 2d8 radiant damage when they hit with an attack. Curse: Targeted creatures must make a Wisdom Saving throw if it's an Aberrations, Fiend, Monstrosity, or Undead type or is Ethereal. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If that creature that failed its saving throw is of CR 4 or below, the creature is instantly destroyed instead
    • Omatsuri Kagura - This ritual can only be performed outdoors, or in spaces where the ceiling is at least 100 feet high. You conjure fireworks that shoot into the sky, flying within a 200 foot cube centered on you is considered difficult terrain. Darkness turns to dim light, and dim light to bright light in this area. Blessing: Targeted creatures receive cold, fire, lightning, and thunder resistance. Curse: Targeted creatures must succeed on a Constitution Saving Throw. If that creature fails its saving throw, they take 2d6 Fire and 2d6 Thunder damage and half as much on a success.

 

Kamiyoki

    • Kami’s Aspect - Unchain the power of your Kami. Partial Manifestation - Cast Unseen Servant once per long rest, Meditating to consult your Kami now only takes one minute, +3 to religion checks, Summon the visage of your kami's weapon to unleash a single powerful arrow or slash. 2D8+dex radiant. Add +2 on top of dex and proficiency modifiers to hit
    • Special material sword
    • Nimbus and power pole (10ft x lvl)
    • Detect thoughts and other divination spells
    • Phase cut (limited material use)
    • Transformation Temari (kinda like the wabbajack but with a limited # of uses)
    • Psionics and telekinetics
    • Detect thoughts
    • Mind blank
    • Telepathic bond
    • Telekenisis
    • Psychic defense?

 

Sage

    • White Tiger -Partial Manifestation - You may use the find familiar spell to summon the white tiger once per day.
    • Autumn - Maple Leaf Whirlwind
    • Scorching Autumn Strike
    • Steel - Steel wind strike
    • Instant cut

 

Ainu

    • Bear Hide Skin - Skin is passively thick like a beast's. AC = 13 + dex
    • Bear Claw Amulet - While wearing the amulet, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical
    • Club of Punishment - This club can be wielded as a magic club that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The club has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the club loses its properties and becomes a non magical quarterstaff. You can use an action to expend 1 or more of the club's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with plants (3 charges), wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the club without using any charges. Tree Form - You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the club into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the club to its normal form. Any creature in the tree falls when it reverts to a staff.

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