Saint Items

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Neesha's Staff of Building (Requires Attunement) This staff was said to once belong to Saint Neesha of Quartz. This ornate staff is made of black ash with gold finial inlaid. It has what appears to be a solid spiral of quartz embedded into one end. The staff can be wielded as a magical quarterstaff that grants +1 bonus to attack and damage rolls made with it. While holding this staff, you can use an action to create a 30 pound, 5ft cube within 5 feet of you that lasts for 1 minute, after which it dissolves. The block may be dismissed as an action. If the space is not large enough to contain the block, nothing happens. Attempting to summon more than 3 blocks will immediately dissolve the first block. A block that dissolves does not trigger the dismissal effect. The block may be picked up, moved, or thrown, and can act as full cover. The block has 5 hitpoints and dissolves if destroyed in this manner. Upon dismissal, the block explodes, sending four shockwaves up to 30 feet in 4 directions. These shockwaves cause 1d4 force damage to whomever they collide with, and dissipate upon collision. They may be avoided with a DC 14 dexterity check.


Etun's Returning Chakram (Requires Attunement) This thin, circular, open crescent about a foot and a half in diameter has the outer perimeter sharpened to a razor thin edge. It was said to be used by Saint Etun of Iolite. Its blade is made of an incredibly durable material that seems to never dull. Inscribed on its surface are ancient runes surrounding polished gems embedded into the material. The chakram can be wielded as a martial, finesse 1d6 slashing weapon that grants +1 bonus to attack and damage rolls when used as a melee weapon. It has the thrown property, and has a range of 60 feet. When thrown, the wielder chooses 5 targets (objects, locations or creatures) within range of the wielder that they can see. A target can be chosen multiple times. A gust of wind wraps itself around the wielder's arm and the chakram, to guide the chakram to its intended targets, ricocheting off these targets in a random pattern. The chakram always returns to its wielder after every throw. Each target, if it is a creature, must make a dexterity saving throw of DC 14, taking 1 force damage if it fails. If a target is an object that is 5 pounds or lighter and is neither worn nor carried, the object returns with the chakram.


Kitun's Ring of Immense Strength (Requires Attunement) This ring has an iridescent, unworked blue stone set in a thick, sturdy band of rough gold, but don't let appearances deceive you. This ring was made by Saint Kitun of Opal and houses his strength. When worn, your carrying capacity (including maximum load and lift) is quadrupled. This does not stack with other effects that increase your carry capacity. You also gain advantage on strength checks.


Piri's Gloves of Convection (Requires Attunement) These red leather gloves have a surface that appears almost like boiling lava. They were made by Saint Piri of Agate. These gloves allow the wearer to spend an action to superheat or supercool an inanimate object that is neither worn nor carried, or can be used on a surface or liquid no larger than 5ft in any direction. This can be creating a platform of stone on lava or ice on water. As a reaction, the wearer may also negate incoming Fire or Cold damage.

Lioteh's Sparkling Cape (Requires Attunement) This cape appears at first glance to be made of a fine golden mesh that couldn't possibly hold up over time, but it's stronger than it appears. It was made by Saint Lioteh of Heliodor. While wearing this cape, you can use an action to touch the clasp to activate or deactivate it. While active, it projects an illusion that makes you nearly invisible, causing any creature to have disadvantage on attack rolls against you. In addition, while it is active, you have advantage on stealth checks. If you take damage, these properties cease to function until the start of your next turn. These properties are suppressed while you are incapacitated, restrained, or otherwise unable to move. The cape has a maximum of 3 charges, and regains 1d3 expended charges daily at dawn. As an action, you may expend any number of charges, and become invulnerable to non-magical damage for a number of rounds equal to the number of charges expended.


Nomiri's Boots of Momentum (Requires Attunement) These thick, vivid green leather boots were made by Saint Nomiri of Malachite. They seem to be incredibly well made, and feel extremely light when worn, and once laced almost feel like you could run forever. As an action, you may move up to twice your movement speed. During this movement, you provoke opportunity attacks as normal and, because this charge is rather reckless, anyone who makes such an opportunity attack gains advantage on their first attack roll. In addition, there are several restrictions you must abide by: You must spend at least 10 feet of your movement to 'ready' yourself for your charge. You do not move during this stage. You must move at least 10 feet during a charge. Your entire charge must be in a straight line with no curving or turning, and must end with a valid target (creature, object or point). You must be able to sense your target's location and the surrounding terrain along your path. Creatures along your path, even if they are allies, must make a dexterity saving throw or take 1d2 bludgeoning damage, or 1d2 piercing if you are wielding a bladed weapon. They are then pushed 5ft to the side, out of your path. They lose their reaction against you for the remainder of your turn. If a creature makes the save, they may harmlessly dodge out of the way and may take an attack of opportunity against you. Attacks of opportunity landed against you immediately stops your charge. If a creature that is not your target obstructs your path and is one or more size-classes above yours, your charge stops at this point. You bounce 5ft away from this creature and go prone. Objects that block your path, that are immovable (such as a wall, or object larger than you) stop your charge as well. You bounce 5ft away and go prone.