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Heroes of Silvermoon, Chapter 1: The Cultist & Chapter 2: Arena Games

I recently switched jobs (from editing to coding! Woo hoo!), and possibly my only disappointment in doing so is leaving the first D&D gr...

Wednesday, April 25, 2018

Knight Guy 5e

Hey, I just for kicks and giggles felt like adapting Knight Guy to D&D 5e. I tend to resort to spending free time adding to my D&D 5e Tables project, and after I finally resumed Knight Guy, this was a natural consequence. I may add to this in the future.

Weapon (longsword), very rare

This +1 longsword automatically attunes to you the moment you speak directly to it after killing a creature with it. It does not count against the other items you are attuned to, and you cannot break the attunement unless Humdring wills it or unless you cast a greater restoration or remove curse spell on it.
While you are attuned to it, the sword acts as a +2 longsword. On a critical hit, the target's AC is reduced by -2 until the end of your next turn, and its damage resistances (if any) are suppressed for this duration. Against evil or chaotic creatures (who are clearly acting in accordance with their alignment), you can choose to make a rune attack with Humdring. You make the attack with advantage, and on a hit, the target takes an additional 3d10 force damage. Humdring regains the ability to do this again daily at dawn. During this time, Humdring falls asleep.
Humdring is a sentient weapon of lawful neutral alignment. It can speak, understand, and read all languages and has hearing and darkvision out to 120 feet. It has 16 Charisma, 18 Intelligence, and 12 Wisdom. Humdring is convinced that he is a hero's sword, and demands to be treated as such, being placed in a heroic scabbard, presented and worn proudly, and wielded by someone courageous who seeks to kill evildoers and protect the weak. While you are attuned to Humdring, it can communicate telepathically with you as long as you are on the same plane of existence, and it can hear your spoken words.

Wondrous item, uncommon

This tool is used by blacksmiths to mend metal and protect themselves against errant flames, and resembles a ring with two loops in it. While wearing the pyrestone on your middle and ring fingers, you can cast the control flames cantrip, as well as the mending cantrip (but only on metal objects). When you would take fire damage, you can use your reaction to absorb the damage, taking no damage and instead storing it in the pyrestone. This power stays in the pyrestone until the end of your next turn, after which it disappears. Until it disappears, you can use your action to blast a target within 10 feet of you with a jet of the stored flame. The target must make a Dexterity saving throw (the DC is 8 + your proficiency bonus + your Dexterity modifier), taking up to the damage stored on a failure, or half as much on a success. If the pyrestone ever stores more than 50 fire damage at one time, is submerged in lava, or contains more than 50 damage at the start of your turn, it explodes, dealing 10d10 fire damage to you and every creature within 10 feet of you (other creatures can make a Dexterity saving throw for half damage).

Character Stats

  • Corlis: Level 2 fighter, proficiency with farmer's tools. Folk hero background.
  • Attikos: Level 2 Forge Domain cleric, proficiency with smith's tools and cook's utensils. Guild artisan background.
  • Salleigh: Level 3 ranger (hunter). Outlander background.

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