From 6751f429d7dd9f98327baa38947665ffae829a65 Mon Sep 17 00:00:00 2001 From: unknown117343 <174966515+unknown117343@users.noreply.github.com> Date: Fri, 27 Dec 2024 22:30:29 +0000 Subject: [PATCH] added more magic items --- ....; The Ultimate Adventurer's Handbook.json | 370 +++++++++++++++++- 1 file changed, 369 insertions(+), 1 deletion(-) diff --git a/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json b/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json index 824174794..180b4dec5 100755 --- a/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json +++ b/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json @@ -36531,6 +36531,7 @@ "weight": 4, "value": 20, "weaponCategory": "simple", + "bonusAc": "+1", "property": [ "UAH:Def", "2H" @@ -36696,6 +36697,7 @@ "weight": 4, "value": 1500, "weaponCategory": "martial", + "bonusAc": "+1", "property": [ "UAH:Def" ], @@ -36712,6 +36714,7 @@ "weight": 4, "value": 200, "weaponCategory": "martial", + "bonusAc": "+1", "property": [ "UAH:Def", "L" @@ -36741,6 +36744,7 @@ "weight": 7, "value": 1500, "weaponCategory": "martial", + "bonusAc": "+1", "property": [ "UAH:Def" ], @@ -36757,6 +36761,7 @@ "weight": 4, "value": 800, "weaponCategory": "martial", + "bonusAc": "+1", "property": [ "UAH:Def", "T" @@ -39194,7 +39199,7 @@ "3", "Sanguine Ascension", "{@item armor of blood drinking|UltimateAdventurer}", - "{@item weapon of bloodletting}", + "{@item weapon of bloodletting|UltimateAdventurer}", "{@item helm of exsanguination|UltimateAdventurer}" ], [ @@ -39469,6 +39474,29 @@ "This collar comes in a variety of colors and sizes, all with metal spikes protruding around the outside of the collar. A beast wearing this wondrous item has a +3 bonus to its natural weapon attack and damage rolls while wearing this collar." ] }, + { + "name": "Spiked Shield of Retaliation", + "source": "UltimateAdventurer", + "page": 304, + "baseItem": "spiked shield|UltimateAdventurer", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 7, + "weaponCategory": "martial", + "bonusAc": "+1", + "property": [ + "UAH:Def" + ], + "recharge": "dawn", + "rechargeAmount": "{@dice 2d12}", + "charges": 24, + "dmg1": "1d6", + "dmgType": "P", + "entries": [ + "The shield has 24 spikes. When you're hit by an attack while wielding the weapon, you can choose for it to launch one of its spikes at the attacker (no action required). So long as the attacker doesn't benefit from full cover, it takes {@damage 1d6} piercing damage. The weapon regrows {@dice 2d12} spikes each day at dawn." + ] + }, { "name": "Staff of Goodberry", "source": "UltimateAdventurer", @@ -40292,6 +40320,7 @@ "reqAttune": true, "weight": 4, "weaponCategory": "martial", + "bonusAc": "+1", "property": [ "UAH:Def", "L" @@ -40368,6 +40397,55 @@ "thunderclap|xge" ] }, + { + "name": "Wand of Warping", + "source": "UltimateAdventurer", + "page": 310, + "type": "WD|DMG", + "rarity": "very rare", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "The wand has 7 charges you can expend to cast spells from it (listed in the Wand of Warping table). A spell cast from the wand has a spell attack bonus of +7 and a spell save DC of 15.", + "The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the wand's last charge, roll a {@dice d20}. On a 1, unless you are attuned to a {@item ring of weaving|UltimateAdventurer}, the wand crumbles into ashes and is destroyed.", + { + "type": "table", + "caption": "Wand of Warping", + "colLabels": [ + "Charge Cost", + "Enchantment", + "Illusion", + "Necromancy", + "Transmutation" + ], + "colStyles": [ + "col-1 text-center", + "col-2 text-center", + "col-2 text-center", + "col-4 text-center", + "col-3 text-center" + ], + "rows": [ + [ + "1", + "{@spell suggestion}", + "{@spell invisibility}", + "{@spell blindness/deafness}", + "{@spell enlarge/reduce}" + ], + [ + "2", + "{@spell confusion}", + "{@spell fear}", + "{@spell blight}", + "{@spell fly}" + ] + ] + } + ] + }, { "name": "Bullets (10)", "source": "UltimateAdventurer", @@ -41158,6 +41236,173 @@ "vampiric touch" ] }, + { + "name": "Weavesaber", + "source": "UltimateAdventurer", + "page": 311, + "type": "WD|DMG", + "rarity": "varies", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "entries": [ + "Multiple variations of this item exist, as listed below:", + { + "type": "list", + "items": [ + "{@item Weavesaber (Uncommon)|UltimateAdventurer}", + "{@item Weavesaber (Rare)|UltimateAdventurer}", + "{@item Weavesaber (Very Rare)|UltimateAdventurer}", + "{@item Weavesaber (Legendary)|UltimateAdventurer}" + ] + }, + "When you use the wand as a spellcasting focus, you gain a bonus to spell attack rolls and your spell save DC. As a bonus action while holding the wand, you can cause a column of magical energy to extend approximately 4 feet from the wand's tip until the wand leaves your hand or you use your bonus action to cause the column to recede back into the wand. When you attune to the wand, you choose the column's color.", + "While the column is extended, the wand is considered a simple melee weapon that deals {@damage 1d8} force damage on a hit and has the finesse, light, and versatile ({@dice 1d10}) properties. You gain a bonus to attack and damage rolls you make using the wand as a melee weapon.", + "The bonus to spell attack rolls, spell save DC, melee weapon attack rolls, and melee damage rolls using the wand are each determined by the wand's rarity." + ] + }, + { + "name": "Weavesaber (Uncommon)", + "source": "UltimateAdventurer", + "page": 311, + "type": "WD|DMG", + "rarity": "uncommon", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weaponCategory": "simple", + "dmg1": "1d8", + "dmgType": "O", + "property": [ + "F", + "L", + "V" + ], + "entries": [ + "When you use the wand as a spellcasting focus, you gain a +0 bonus to spell attack rolls and your spell save DC. As a bonus action while holding the wand, you can cause a column of magical energy to extend approximately 4 feet from the wand's tip until the wand leaves your hand or you use your bonus action to cause the column to recede back into the wand. When you attune to the wand, you choose the column's color.", + "While the column is extended, the wand is considered a simple melee weapon that deals {@damage 1d8} force damage on a hit and has the finesse, light, and versatile ({@dice 1d10}) properties. You gain a bonus to attack and damage rolls you make using the wand as a melee weapon.", + "The bonus to spell attack rolls, spell save DC, melee weapon attack rolls, and melee damage rolls using the wand are each determined by the wand's rarity." + ] + }, + { + "name": "Weavesaber (Rare)", + "source": "UltimateAdventurer", + "page": 311, + "type": "WD|DMG", + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weaponCategory": "simple", + "dmg1": "1d8", + "dmgType": "O", + "property": [ + "F", + "L", + "V" + ], + "bonusWeapon": "+1", + "bonusSpellAttack": "+1", + "bonusSpellSaveDc": "+1", + "entries": [ + "When you use the wand as a spellcasting focus, you gain a +1 bonus to spell attack rolls and your spell save DC. As a bonus action while holding the wand, you can cause a column of magical energy to extend approximately 4 feet from the wand's tip until the wand leaves your hand or you use your bonus action to cause the column to recede back into the wand. When you attune to the wand, you choose the column's color.", + "While the column is extended, the wand is considered a simple melee weapon that deals {@damage 1d8} force damage on a hit and has the finesse, light, and versatile ({@dice 1d10}) properties. You gain a bonus to attack and damage rolls you make using the wand as a melee weapon." + ] + }, + { + "name": "Weavesaber (Very Rare)", + "source": "UltimateAdventurer", + "page": 311, + "type": "WD|DMG", + "rarity": "very rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weaponCategory": "simple", + "dmg1": "1d8", + "dmgType": "O", + "property": [ + "F", + "L", + "V" + ], + "bonusWeapon": "+2", + "bonusSpellAttack": "+2", + "bonusSpellSaveDc": "+2", + "entries": [ + "When you use the wand as a spellcasting focus, you gain a +2 bonus to spell attack rolls and your spell save DC. As a bonus action while holding the wand, you can cause a column of magical energy to extend approximately 4 feet from the wand's tip until the wand leaves your hand or you use your bonus action to cause the column to recede back into the wand. When you attune to the wand, you choose the column's color.", + "While the column is extended, the wand is considered a simple melee weapon that deals {@damage 1d8} force damage on a hit and has the finesse, light, and versatile ({@dice 1d10}) properties. You gain a bonus to attack and damage rolls you make using the wand as a melee weapon." + ] + }, + { + "name": "Weavesaber (Legendary)", + "source": "UltimateAdventurer", + "page": 311, + "type": "WD|DMG", + "rarity": "legendary", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weaponCategory": "simple", + "dmg1": "1d8", + "dmgType": "O", + "property": [ + "F", + "L", + "V" + ], + "bonusWeapon": "+3", + "bonusSpellAttack": "+3", + "bonusSpellSaveDc": "+3", + "entries": [ + "When you use the wand as a spellcasting focus, you gain a +3 bonus to spell attack rolls and your spell save DC. As a bonus action while holding the wand, you can cause a column of magical energy to extend approximately 4 feet from the wand's tip until the wand leaves your hand or you use your bonus action to cause the column to recede back into the wand. When you attune to the wand, you choose the column's color.", + "While the column is extended, the wand is considered a simple melee weapon that deals {@damage 1d8} force damage on a hit and has the finesse, light, and versatile ({@dice 1d10}) properties. You gain a bonus to attack and damage rolls you make using the wand as a melee weapon." + ] + }, + { + "name": "Whirlwind Boomerang", + "source": "UltimateAdventurer", + "page": 311, + "baseItem": "boomerang|UltimateAdventurer", + "type": "M", + "rarity": "uncommon", + "weight": 2, + "weaponCategory": "martial", + "range": "50/150", + "property": [ + "F", + "L", + "S", + "T" + ], + "dmg1": "1d4", + "dmgType": "B", + "entries": [ + "When you make an attack with the boomerang, it generates a weak cyclone. It picks up objects in its flight path of 5 pounds or less that aren't being worn or carried and deposits them on the ground in your space upon its return.", + { + "type": "entries", + "name": "Special", + "entries": [ + "If you are proficient with a boomerang and miss with an attack, the boomerang returns to you immediately after the attack." + ] + } + ] + }, { "name": "Writ of Execution", "source": "UltimateAdventurer", @@ -41665,6 +41910,129 @@ "When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack." ] } + }, + { + "name": "Volatile Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Volatile ", + "source": "UltimateAdventurer", + "page": 309, + "rarity": "varies", + "reqAttune": true, + "curse": true, + "entries": [ + "Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon's rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "The weapon is cursed, a fact that is revealed only when an {@spell identify} spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the {@spell remove curse} spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target's AC, and you lose {@dice 1d8} hit points." + ] + }, + { + "type": "table", + "caption": "Volatile Weapon", + "colLabels": [ + "Volatility", + "Critical Range", + "Failure Range" + ], + "colStyles": [ + "col-3 text-center", + "col-5 text-center", + "col-4 text-center" + ], + "rows": [ + [ + "dangerous", + "19 or 20", + "1 or 2" + ], + [ + "explosive", + "18-20", + "1-3" + ], + [ + "deadly", + "17-20", + "1-4" + ] + ] + } + ] + } + }, + { + "name": "Weapon of Bloodletting", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "nameSuffix": " of Bloodletting", + "source": "UltimateAdventurer", + "page": 310, + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can't be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can't use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the {@spell aura of life} spell.", + "When you reduce your hit point maximum this way, your hit point maximum can't be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum.", + "The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes {@damage 1d8} necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don't rely on blood to survive (such as undead and most constructs) are immune to this effect." + ] + } + }, + { + "name": "Weapon of Defense", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "excludes": { + "property": "UAH:Def" + }, + "inherits": { + "nameSuffix": " of Defense", + "source": "UltimateAdventurer", + "page": 310, + "rarity": "rare", + "bonusAc": "+1", + "property": [ + "UAH:Def" + ], + "entries": [ + "The weapon has the defensive property, seeming to move by itself to aid in its wielder's defense." + ] + } + }, + { + "name": "Weapon of Inverted Probability", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "nameSuffix": " of Inverted Probability", + "source": "UltimateAdventurer", + "page": 310, + "rarity": "common", + "reqAttune": true, + "entries": [ + "When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the {@dice d20}, and scores a critical hit when you roll a 1 on the {@dice d20}, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit." + ] + } } ], "spell": [