Pravian Imperium

Special Equipment

Special equipment is a type of equipment. Unlike normal equipment, which is fairly common, special equipment are extraordinarily rare, one-of-a-kind items of incredible powers. They are always magical, and this magic cannot be suppressed by anything, save for god-like powers. Similarly, the magic cannot be altered, so you cannot apply upgrades to special equipment. Their ownership is almost always (but does not have to be) attributed to a specific person. The bond between an owner and the special item resembles attunement, but it does not take up an attunement slot. In addition, the item also cannot be used by another creature, unless the owner willingly consents. This applies even after death. If someone were to disrespect this, they face instant annihilation.

NameDamageProperties
Ascent2d6 fire+1d6 sonicVictory Call, Moody Blues, only long range (60 ft.)
BAN!hammerUnlimited
Cookie Cutters1 target - 2d8 (range 30 ft.) / 2 targets - 1d8 (only long range (30 ft))Tasty, Duality
Etora1d6Demon’s Curse, Demon’s Siphon
Frostpunk Cap2d4 iceSnow Trail
Great Axe of the BarbarianMelee - 2d6+1d6 electricity / Ranged – 2d8 electricity (30 ft.)Transformative, Duality, Heavy
Heretic Slayer3d6 holyLife Siphon, Luck
Immortal Flame2d4+1d8 holy+2d6 fireFlame Launcher, Radiance
Man-Eater2d8Lust of the Blade, Manhunter, Soul Shard Stealer
Silvertongue2d4Spellcasting
S.I.M.P. Greatsword2d8Integrity, Movement, Piety, Strength, Heavy
Wild CompoundSpecialWild, Heavy, Only long range (400 ft.)

The Ascent

Owner: FireSax

This masterfully crafted brass music instrument shines with an internal gold glow, as infernal fire has been woven into its insides during creation. Touching it while you are not its owner causes you to take 2d8 fire damage initially and for every turn you keep touching it.

Victory Call – You can use an action to blow the saxophone, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Saving (Dexterity) throw. On a failed save, a creature takes 5d6 sonic damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 sonic damage instead of 5d6. This effect then needs 1 minute to recharge.

Moody Blues –  As an action you weave a distracting tune, causing creatures of your choice that you can see within 60 ft. and that can hear you to make a DC 17 Saving (Intelligence) throw. Any creature that can’t be charmed succeeds on this Saving throw automatically, and if you or your companions are fighting a creature, it has advantage. On a success, the creature cannot be affected by this ability for the next 24 hours. On a failure, the target has disadvantage on Saving (Dexterity) throws and Attack rolls, until you stop playing or until the target can no longer hear you. You must use an action on every consecutive turn after the performance to keep the effect going. The spell ends if you are incapacitated or you can no longer play the instrument.

The BAN!hammer

Owner: Angle

Angle’s ban hammer. In appearance closely resembling a forging hammer the size of a warhammer. The red runes of energy pulsing through make out the letters B, A and N on the hammerhead. It can only be wielded by Angle.

Unlimited – The hammer’s powers are so vast that anything is possible if the user wishes it, even contrary to logic and/or the laws of the universe. Only pure gods (Pravus) can match its’ power.

The Blessing of Soteria

Owner: BlackMethos

A bronze ring with a small blue crystal embedded in the middle, this ring does not look special at all at first glance. However, further inspection reveals a series of lines that can channel the crystal’s energies for powerful effects.

Revitalise – As a bonus action, you can speak a command phrase and release a burst of cleansing energy that cleans and rejuvenates the wearer. All conditions from the following list that affect the wearer end. The condition can be blinded, deafened, paralyzed, petrified, poisoned, stunned or unconscious. Furthermore, the wearer regains 10 HP now and at the start of every round for the next minute. The effect ends if no one is wearing the ring. Once you use this property, it cannot be used until the next dawn.

Shell Shield – While wearing the ring, as an action you can speak a command phrase to create a sphere of magical energy around you, protecting you and allies nearby from outside attacks. The sphere is 30 ft. in diameter, always centered on you and passes through terrain unobstructed. While the sphere is active, any creatures inside the sphere cannot be targeted by attacks or other harmful effects originating from the outside. The sphere is opaque from the outside, but translucent from the inside. The area inside the sphere is excluded from any AoE effects originating from the outside.
The sphere is an object that can be damaged and thus destroyed. It has an AC of 14 and 200 HP. Creatures you designate when summoning this shield can pass in and out of it unobstructed. Any other creatures that wish to move into the shield must make a successful DC 18 Strength check. On a success, they may move freely in and out of the shield for the remaining duration.
The effect lasts for 10 minutes. The effect ends early if you take off the ring or if you are incapacitated. Once you use this property, it cannot be used until the next dawn.

Beam of Stickiness – While wearing the ring, as an action you shoot out a beam of a murky brown substance, targeting a creature within 30 ft. The creature must succeed on a DC 14 Saving (Strength) throw. On a failure, the creature’s speed is reduced to half and it cannot take the Sprint action. The creature may repeat the Saving throw as an action, ending the effect on a success. This effect may be used once per minute.

Cat Ribbon

Owner: Scratch Fury

Usually seen as a cute red ribbon, it may also presumably take the form of a red collar. As an action, it allows the wearer to assume a Cat form. The Cat form is identical to a Wild form, except the wearer can stay in form indefinitely and cannot be knocked out of form due to receiving damage. The stat block for Cat is listed below.

NameAttributesACSkillsMovementEquipmentSpecial
Cat+0 STR; +7 DEX; +5 INT; +5 CHA; +1 END10Climbing, Gymnastics, Intimidation, Stealth140 ft./climb 30 ft.Claw (1d4)Threatening hiss

Threatening hiss – As a bonus action, a cat may hiss threateningly. All creatures within 20 ft. of the cat must succeed on a Saving (Intelligence) throw (DC 14) or they cannot attack the cat this round. The condition ends for the creature if the cat attacks them.

Cookie Cutters

Owner: Tigera

This pair of chakrams looks like any other of its kind, were it not for the striking fact that besides the thin blade, everything is made out of chocolate chip cookie dough.
Each chakram requires at least one empty hand to use. It can be used to attack at melee range or long range. Long range attacks may be split between 2 creatures, dealing reduced damage. The weapon does return back to whoever threw it.

Tasty – As a bonus action, you may bite out a piece of the weapon, healing yourself at the cost of making the weapon less effective. You heal 2d6 health, and the weapon takes a -1 penalty to Attack rolls and damage dealt with it. This can be done multiple times, up to 6, and the penalty is cumulative, up to -6. If you use this again after reaching the maximum penalty, the weapon breaks, becoming unuseable. The weapon is repaired to its original state after finishing a long rest.

Etora

Owner: Secret

This obsidian black, almost a little rusty dagger doesn’t look like much at first glance. Upon inspection, however, one may find out with a DC 16 Intelligence check that this dagger was used as a container to banish a very elusive (and now eternally pissed off) demon. The wielder may draw on the demon’s powers, but at what cost?

Demon’s Curse – When a creature is hit by this dagger, the attacker may choose to apply one of the curses to the target. The target must succeed on a DC 15 Saving throw or the curse will take effect. At the end of the target’s turn, it may repeat the saving throw, ending the effect on itself on a success. A remove curse spell will also end these effects. Regardless of if the curse is applied successfully, the attacker then takes 2d6 mental damage. This damage cannot be resisted or reduced in any way.
Sluggishness: The target’s speed is reduced to half and it gains a -3 penalty to all Dexterity and Attack rolls.
Drain: The target loses 2d6 FP at the beginning of their turn. If the target has no FP left, nothing happens.
Hemorrhaging: The target loses all temporary HP and cannot regain any HP and temporary HP.
Necrosis: The target gains vulnerability to normal and one other damage type of your choice.
Insanity: The target can only take one out of the two on their turn: an action or a bonus action.

Demon’s Siphon – When a creature is hit by this dagger, the attacker may choose to cast the remove curse spell on the target as part of the attack. You must then finish a long rest to regain this property back.

Eunuch’s Endowment

Owner: None

A tiny little trinket symbolizing the deal its owner has made with one of the countless minor demons in the Bangle Fields. In exchange for their manhood, they are granted a thin protective layer of magic armor that grants +1 AC. Any Intelligence (Perception, Seach) checks made to find you, magical or mundane, have a +5 bonus. The cost is their masculinity and manhood. Should the trinket ever be destroyed, the AC bonus will disappear, but the manhood will not grow back. 
Owners of this blessing have know to be called “honorary girl”.

Frostpunk Cap

Owner: Secret

This red hat with a little white puffball at the tip has a ring of snow around the base. The snow never melts, and some of it is always dropping off even in the middle of the hottest summer. When you are wearing this, gain +1 to AC and immunity to ice damage.

Snow Trail – As an action, you can shake off the ring of snow off the headwear. All creatures within 10 ft. of you need to make a DC 12 Saving (Dexterity) throw or take 2d4 ice damage. You are then subject to the effects of the blur spell for 1 min. After the effect ends, you cannot use this ability until finishing a long rest.

Great Axe of the Barbarian

Owner: Tophat

A great two headed axe, this weapon seems to always have tiny arcs of electricity present, and one cannot get rid of the scrapes adorning it no matter what he does. It has two versions of attack – one is a melee strike, the other is a lightning bolt directed at one target.

Transformative –  The axe transforms its’ wielder into Grog, a stupefied barbarian, in the most literal sense imaginable. Grabbing the axe while you are not its’ owner (aka not Grog) causes you to take 10d10 electricity damage. This damage ignores all resistances, immunities,  damage reductions and effects that otherwise mitigate damage. The lightning damage can chain through multiple people if they are touching the person who touched the axe. If you are still alive after the strike, you become the new owner. Grog is immune to being charmed or frightened, and he cannot cast spells nor say/understand sentences longer than 7 words.

Heretic Slayer

Owner: Izzabow

When not in use, this weapon looks like a simple decorative hilt. But when wielded by its rightful owner, a streak of pure white light forms, that servers as the blade. Turning the blade on and off takes a bonus action. When turned on, the blade emits bright light in a 15 ft. radius and dim light for an additional 15 ft.

Life Siphon – When you attack a creature and roll a 20 on the attack roll, the target takes an additional 15 holy damage. You gain 15 temporary hit points.

Luck –  You gain a +1 to all your Saving throws while you have this weapon. In addition, if the weapon is on your person, you can draw some of it’s power (no action required) to reroll one d20 roll using one of the base or derived modifiers you do not like. You must take the new roll, even if it was worse. You must finish a long rest before you can use this again.

Immortal Flame

Owner: JP

The great torch of the Head Inquisitor, and the original that all pravian torches try to imitate. The flame atop it can controlled in strength, but can never be quenched out, even when fully submerged in liquid or by magical means. 

Flame launcher – As an action, the wielder can spill out some of the flames inside the torch. All creatures in a 15-ft. cone must make a DC 17 Saving (Dexterity) throw. They take 4d6 fire damage and 3d8 holy damage on a failed save, or half on a successful save. This attacks then needs 1 minute to recharge.

Radiance – The torch is capable of shedding bright light in a radius as small as 10 ft. and as big as 300 ft., with dim light for the same distance. All creatures that are enter either of these areas lose the invisible condition and cannot take the Hide action while inside. Exiting does renew the suppressed effects, if they were still able to continue.

The Man-Eater

Owner: Dragon

A long katana made out of… something metallic, this unnaturally light blade has a dragon as a hilt, with its eyes giving the impression the weapon has a will of its own, bending all to its’ liking. The origins of the weapon are unknown, but the blade certainly has a taste for ending lives. 

Lust of the Blade – When you have the weapon in your possession for longer than an hour, make a DC 20 Saving (Charisma) throw and repeat the throw every hour. A success or failure has no effect by itself. On your third success, you suffer no ill effect and stop making the rolls. On your third failure, you turn into a half-dragon. The successes and failures don’t need to be consecutive, keep track of both until you collect three of a kind. You stop making the rolls when the blade leaves you possession (close range) for longer than an hour.
Half-dragons have the same stats as the creature they originated from, but have +1 AC, can only attack using the blade, have resistance to withering damage, and are considered to be under the effect of the feeblemind spell. You stop being a half-dragon when you die, the blade leaves your possession for longer than 7 days or an effect is applied to you that would be able to dispel the feeblemind spell. You do not need to make the Saving throws if you are the owner of the blade.

Manhunter – When an attack with this weapon misses the target, gain an extra +1 to Attack rolls with this weapon and a extra 1d6 on Damage rolls. This can stack up on consecutive misses, up to 3 times. When you finally hit, clear all the stacks. When you have a stack, you also activate the ability Blood Haze.

Blood Haze – Every stack of Manhunter you have gives you a -3 to all Saving (Dexterity or Intelligence) throws and Intelligence (Perception, Seach) checks to look or notice something. Additionally, at the end of your every turn, make a DC 20 Saving throw. On a failure, you have a -3 penalty to AC against creatures you have not attacked on your last turn.

Soul Shard Stealer – When an enemy is killed using this weapon, gain a single soul charge. The soul charge can be used in multiple ways:
Draconic blood: once per day, as a bonus action for 20 soul charges, transform into a Shadow dragon.
Crimson silver: as a bonus action for 2 soul charges, add either an extra +1 to Attack rolls, an extra damage die to the damage roll, or both (costs double). This effect lasts for 1 hour.

The Ripam Memoriae

Owner: None

This item manifests as a black piece of parchment. While it is not evident at first glance, upon further inspection a writing in ink can be found. Reading the text in full takes 1 minute.
When a creature first approaches within 30 ft. of the item, it must make a Saving (Charisma) throw with a DC of 10 + 2 * PL of creature. A creature automatically succeeds on the Saving throw if it cannot be charmed. On a failure, the creature is charmed by the item and is forced to obtain and read the parchment. The charmed condition ends if the creature isn’t able to read the text in full in the next hour. On a success, the creature is not charmed and does not suffer any other effect, but it becomes aware of the item’s existence, though not of any of the item’s properties.
All properties of this item end if the creature is no longer charmed by the item. The altered and lost memories may be restored with a heal spell cast on the creature after it is no longer charmed.

Caligante Memoria – When the text is read in full, the item will alter any memories of the creature that took or will take place in the last or next hour. The memory alter makes the creature believe it is immensely satisfied with murder or any equally despicable action, and the creature will believe that it has caused these actions, regardless of if it actually has or not. The memory alter will persist as long as the creature is charmed by the item, and may lead to possible bouts of bloodlust.

Obliviscetur Vitae – When the creature initially reads the text and at the dawn of each day, the creature loses 1d4 memories as they are drained into the item, starting from the earliest memories. A creature has a number of memories equal to its PL * 100. Creatures with the Imperfect Immortal trait have a 1000 more.

Memoria Tenebro – The parchment can be transformed into a wand by casting Mirage Arcane upon it. While in wand form, the charmed creature may use an action to make an Attack (Spellcasting) roll against any creature in close range. On a successful attack, the target must make a DC 25 Saving (Charisma) throw. The target may choose to fail this save willingly. Creatures immune to being charmed automatically succeed on this Saving throw. On a success, nothing happens. On a failure, the target is charmed by the attacker and the attacker can view any memories of the target. Viewing a single memory takes 1 action, and one memory can be no longer than 10 minutes.
While this charm lasts, the attacker can take 1 action to alter the target’s memory of an event that lasted no more than 10 minutes. The attacker must concentrate on the action for up to 1 minute as if it was concentrating on a spell. The attacker can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
The attacker must speak to the target to describe how its memories are affected, and it must be able to understand the attacker’s language for the modified memories to take root. Its mind fills in any gaps in the details of the description. If the attacker does not describe the modified memory within the time he is concentrating, the creature’s memory isn’t altered. Otherwise, the modified memories take hold after the concentration ends.
A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse spell cast on the target restores the creature’s true memory.

Silvertongue

Owner: Bradly

A staff made of a silver-looking metal with snakes coiling around it. Sometimes, it seems that the snakes move or even transform into other animals, but that is merely an illusion (hopefully). 

Spellcasting – As an action, the owner can strike the ground with the staff, casting one of these spells: Confusion, Dominate Monster, Fear, Feeblemind, Geas, Hold Monster, Irresistible Dance, Project Image, Sleep, Silence, Mass Suggestion. These spells are cast with these further enhancements:
The spells have no FP cost. Empowering the spells has no additional FP cost either.
If a spell has the duration with concentration, the staff can keep concentration on the spell until the maximum duration of the spell is reached or until you cast another spell requiring concentration with the staff. You can cast a spell with the staff and keep concentration on it yourself, if you so desire.
The Spell DC for any Saving throws for these spells increase by 3.
You can target any number of creatures with these spells, provided they are in range.
The duration of these spells can be up to 24 hours. You choose the duration upon casting.

The S.I.M.P. Greatsword

Owner: Cannonfodder

Upon his ascension to the ranks of the Faith Keepers, Cannonfodder asked if he could keep his knight greatsword. The request was fulfilled, with the weapon being further blessed by the hand of Angle himself. Now with gold runes covering the length of the blade and a warm yellow glow at all times, it gives the strength, integrity, movement and piety to compliment its wielder. Each ability has a distinct command phrase that must be spoken in order to use it.

Strength – When you are holding the weapon in your hand, once per minute as a bonus action the weapon’s blade glows with a bright gold sheen. For the next attack you land, the weapon deals 2d8 additional damage, the damage type being one of the following of the wielder’s choice (electricity, fire, holy, mental).

Integrity – When you are holding the weapon in your hand, as an action the wielder can cast the spell globe of invulnerability, targeting themselves. This property can be used once per day.

Movement – As a bonus action, you can animate the weapon, giving it the ability to move and attack on its own. On the turn you can move the weapon up to 30 ft. and make one melee attack on any creature within range of the weapon. This may be repeated on any subsequent turn within the next 10 minutes with the use of another bonus action. The weapon may not move more than 150 ft. from the wielder and may not leave their line of sight. When the property ends for any reason, the weapon instantly returns back to the wielders hands. If the wielder has no empty hands, the sword lands on the ground at their feet. This property may be used once per day.

Piety – When you are holding the weapon in your hand, as an action the wielder can cast either the spell dispel magic empowered to 8th level or the heal spell. This property may be used once per day.

Wild Compound

Owner: Alpha

A medium-sized compound bow made of a dark, almost black alloy, this bow is lacking the usual gigantic holes compound bows frames are known for. Instead, energy seems to fill these holes, indicating via color what kind of energy arrows the bow will shoot.

Wild –  As a bonus action, the wielder can switch the color of the energy with a successful DC 16 Intelligence (Arcana) check. On a failure, the arrow type is set to Random.

NameColorDamageProperties
TechnopartyBright pink2d6 sonic+1d6 mentalDance Music
WastelandOozing purple2d6 toxic+1d6 witheringEmpowerment
SMITEGold-tinted white2d6 holy+1d6 electricityEmpowerment
SteamGray2d6 fire+1d6 iceCloudiness
RandomRainbow-Randomality

Dance Music: If the creature is hit by the attack, it must make a DC 16 Saving (Intelligence) throw. On a failure, the creature is under the effect of an irresistible dance spell. The creature can repeat the saving throw on its turn as an action, ending the effect on a success.
Empowerment: If hit by a Wasteland arrow, any creature with the Wraith or Planeswalker classes gain 3d6 HP. Alternatively, if hit with a SMITE arrow, any creature with the Priest or Inquisitor classes gain 3d6 HP.
Cloudiness: The arrow can be aimed at a point within range, and with a successful DC 10 Dexterity check it creates a 15-ft. radius sphere of heavily obscured area upon impact, dealing no damage to the creatures inside. On a failure, the arrow simply fizzles out, and does nothing. 
Randomality: When an arrow is shot, roll a d4 to determine the arrow’s type. The arrow has all it’s usual properties.