Wondrous Item, varies

a pair of bone knuckle dusters, stats vary depending on the creature used to make them.

Notes: different types of bone offer different stats. wolf bones. 3 charges gain a +3 to hit. wolf fang fist-1 charge you lunge forward at an enemy up to 15 feet away and make a series of attacks, the number of which is determined by your dex mod. these attacks have a +3 to hit and +2 damage and do magical slashing damage. giant weasel bones-2 charges. you gain a +2 to acrobatics, a +2 to hit and a +1 to damage. weasel- you can cast freedom of movement or expeditious retreat by spending 1 charge. blink dog bones-3 charges you gain a +3 to hit. blink- you can cast blink by spending one charge or teleport by spending all charges. shark bones- 3 charges +2 to hit +2 to damage Pack Tactics. you has advantage on an attack roll against a creature if at least one of the your allies is within 5 ft. of the creature and the ally isn't incapacitated. blood frenzy-1 charge when a creature(of sufficient threat) dies within 10 feet of you a charge is spent, until you don't attack or aren't attacked your movement is increased by 10, you gain a +4 to hit and damage, and are resistant to fire damage. rhinosnorus bones. gain a +3 to hita and a +2 to damage Charge. If you move at least 20 ft. straight toward a target and then hit it with an unarmed attack, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. unicorn bones. +2 to hit +1 to damage your attacks overcome all resistances you can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. you regain spent legendary actions at the start of your turn. attack. you make one attack. move. move up to halve your movement. parry.(two actions) attempt to parry an attack taking away 1d6 from the to hit die. dragon bones(adult)-6 charges +4 to hit + 2d4 element damage element strike- you use one charge charge to deal an extra 1d8 element damage add an extra d8 per extra charge spent. element blade-you use three charges to extend your striking range by +5 feet and add an extra d4 of elemental damage. your attacks are now also slashing instead of bludgeoning. this lasts for 12 seconds(2 rounds) element demonstration- spend five charges. all hostile creatures within 20 feet must make a dex save or take 4d8 element damage or half as much on a successful one. dragon bones(ancient)-8 charges +6 to hit + 3d4 element damage ancient element pummel- you use one charge charge to deal an extra 1d10 element damage add an extra d8 per extra charge spent. ancient element blade-you use three charges to extend your striking range by +5 feet and add an extra 2d4 of elemental damage. your attacks are now also slashing instead of bludgeoning. this lasts for 18 seconds(3 rounds) ancient element dance- spend seven charges, all hostile creatures within 50 feet centered on you at all times, must make a dex save or take 7d6 element damage or half as much on a successful one. this area stays around for 7 rounds getting weaker with each round and losing a d6. depending on the type of dragon an extra effect occurs. you and anyone hold a piece of the corresponding elements bone are not affected. fire-the heat metal effect is applied to all metal in range unless a con save is succeeded, this save is redone each round, regardless of if they failed the last one or not. lightning- all creatures are deafend unless a con save is succeeded, this save is redone each round, regardless of if they failed the last one or not. cold-all creatures are blinded unless a con save is succeeded, this save is redone each round, regardless of if they failed the last one or not. acid-all creatures have a -3 to ac unless a con save is succeeded, this save is redone each round, regardless of if they failed the last one or not. poison-all creatures have the poisoned condition and an effect of one of the below poisons(determined by the roll of a d4) unless a con save is succeeded, this save is redone each round, regardless of if they failed the last one or not. 1-creature cannot take an attack action this turn 2-creature cannot take a reaction this turn 3-creature cannot take a movement action this turn 4-creature cannot take a bonus action this turn tarrasque-5 charges +7 to hit +5 to damage multiattack-when a creature is affected by your frightful presence you can make 5 attacks Frightful Presence-Each creature of the your choice within 120 feet of you and aware of you must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the you are within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. this costs 2 charges reflect-if you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, spend 1 charge and roll a d6. On a 1 to 5, you are unaffected. On a 6, the you are unaffected, and the effect is reflected back at the caster as though it originated from the you, turning the caster into the target. Legendary Actions you can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. you regain spent legendary actions at the start of their turn. Attack-The you make attack unless your frightful presence is active Move-you move up to half your speed.

raggedy_andy

Comments

Posts Quoted:
Reply
Clear All Quotes