Magic items available in berenike
Magic items available in berenike
Magic items available in berenike
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Bloodstone Press Magic Items: Talismans
CREDITS
Design and Development. P. C. Graves
Editing. Beth Jones
Some Graphic Elements. Lord Zsezse Works
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follows: Magic Items: Talismans, © Bloodstone Press, Designed by P. C. Graves
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Bloodstone Press Magic Items: Talismans
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Bloodstone Press Magic Items: Talismans
GEM OF ATTRACTION
Wondrous item, rare (requires attunement)
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Bloodstone Press Magic Items: Talismans
NEMESIS STONE
Wondrous item, rare (requires attunement by a
wholesome [good or neutral] creature)
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Bloodstone Press Magic Items: Talismans
TALISMAN OF CONTRACEPTION
Wondrous item, common (requires attunement)
TALISMAN OF CONVALESCENCE
Wondrous item, uncommon (requires
attunement by a spellcasting follower of
Asclepius)
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Bloodstone Press Magic Items: Talismans
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Bloodstone Press Magic Items: Talismans
WITCH BOTTLE
Wondrous item, rare (requires attunement by a
spellcaster)
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Bloodstone Press Magic Items: Talismans
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Bloodstone Press Magic Items: Talismans
HEALING SPELL
Level 1 Evocation (Healing)
Casting Time: 1 action
Range: Touch, but see below
Components: V, S
Duration: Instantaneous
Spell
Slot
Level Your touch heals…
1 1d8* hp
2 2d8* hp or ends blindness, deafness, paralysis, one
poison, or one disease
3 6d8* hp or heals one sprain, fracture, or dislocation
4 8d8* hp and heals all sprains, fractures and
dislocations or ends all blindness, deafness,
paralysis, poison, and disease
5 10d8* hp or you emit a wave of healing energy that
restores 3d8* hp for each of up to six creatures within
30 feet of you
6 12d8* hp or you emit a beam of healing energy that
restores 70 hp and ends all blindness, deafness, and
diseases for one creature you can see within 60 feet
7 14d8* hp or you emit a beam of healing energy that
restores 80 hp and ends all blindness, deafness, and
diseases for one creature you can see within 60 feet
8 24d8* hp or you emit a beam of healing energy that
restores 90 hp and ends all blindness, deafness, and
diseases for one creature you can see within 60 feet
9 27d8* hp or you emit a wave of healing energy that
restores 700 hp and ends blindness, deafness, and
diseases. You divide the healing points among any
creatures you can see within 60 feet.
*Add your spellcasting ability modifier to these rolls
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Bloodstone Press Magic Items: Talismans
If the warded creature makes an attack, You call upon Hecate to grant you magic
casts a spell upon, or deals damage to an resistance for the duration. Until this spell ends
affected creature, this spell ends for that you have advantage on saving throws against
creature. spells and magical effects.
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Bloodstone Press Magic Items: Talismans
SUNLIGHT STEALTH
Level 3 Illusion
APPENDIX II: NEW
Casting Time: 1 minute CONDITION
Range: Self Terrified. A terrified creature must spend its
Components: V, S, M (oil of sunlight) turns trying to move as far away from the
Duration: Until nightfall source of its terror as it can, and it can’t
willingly move to a space within 30 feet of the
You call upon the sun god Helios to render you source of the terror. It also can’t take reactions.
Invisible until night falls. Anything you are For its action, it can use only the Dash action or
wearing or carrying is also Invisible as long as it try to escape from an effect that prevents it
is on your person. The spell ends if you attack or from moving. If it has nowhere it can move, the
cast a spell. This spell does not function creature can use the Dodge action. At the end
between dusk and dawn. of each of its turns, a creature can repeat the
saving throw, ending the effect on itself on a
success.
O IL OF S UNLIGHT
Alchemists skilled in harnessing the power of
sunlight can distill Oil of Sunlight from rare
herbs, crystals infused with sunlight, or even
the essence of celestial beings associated with
the sun, like fire elementals or solar spirits.
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Bloodstone Press Magic Items: Talismans
MIGRAINE DAEMON
Medium fiend (demon), chaotic evil
Proficiency Bonus +2
Saving Throws Str +5, Con +4, Wis +4, Cha +5
Skills Deception +5, Intimidation +5, Perception +4, Stealth +4
Damage Resistances cold, fire, psychic; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities frightened, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Abyssal, telepathy 120 ft.
Challenge 2 (450 XP)
ACTIONS
Multiattack. A migraine daemon makes two attacks: one with its bite and
one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
slashing damage.
Etherealness. The migraine daemon enters the Ethereal Plane from the
Migraine daemons have many different
Material Plane, or vice versa. It is visible on the Material Plane while it is in appearances, but are always demonic and
the Border Ethereal, and vice versa, yet it can't affect or be affected by monstrous. Some radiate bright light or have
anything on the other plane. thunderous voices.
Brain Throb: The migraine daemon selects one target it can see within 60
feet to afflict with difficulty concentrating, dizziness, nausea, and Habitat. These creatures primarily dwell on
sensitivity to light. The targeted creature must make a DC 13 Constitution
saving throw. On a failed save, the target gains sunlight sensitivity (as
the Ethereal Plane where they are ruled by a
Drow) and vulnerability to thunder damage. It also can’t take bonus terrible queen named Antaura (also called Abra
actions, reactions or cast a spell. These conditions persist for 1 minute, or Avra). On the Material Plane, they are most
though the target can make another save at the end of each of its turns to often found among human settlements, lurking
end the effects on itself. On a successful save, the creature gains sunlight
in the darkness and waiting to strike.
sensitivity and vulnerability to thunder for 1 round.
Possession (Recharge 6). One humanoid that the migraine daemon can
see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be
Society. Migraine daemons feed on the pain
possessed by the daemon; the daemon then disappears, and the target they inflict with excruciating headaches. Their
is afflicted with the brain throb effect for 4d20 hours (no saving throw). society, as minimal as it is, is based entirely on
The possession lasts until the target drops to 0 hit points, the daemon ends this activity.
it as a bonus action, or the daemon is turned or forced out by an effect like
the dispel evil and good spell. When the possession ends, the daemon
reappears in an unoccupied space within 5 feet of the body. The target is
immune to this daemon's Possession for 24 hours after succeeding on the
saving throw or after the possession ends. - 13 -