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forged items for DnD

Crystalline Gauntlets of the Righteous Zenith

Wondrous item, artifact (requires attunement by a paladin or character of lawful good alignment)

These magnificent gauntlets appear to be made of living crystal, with swirling patterns of deep ruby red and sapphire blue that shift and pulse with inner light. The right gauntlet forms into razor-sharp crystalline fingers that can extend into a perfect rapier blade, while the left solidifies into an impenetrable shield of blue crystal when needed. Draconic runes of justice, redemption, and cleansing spiral across both surfaces, occasionally glowing with intense light when their powers are activated.

Attunement

When you attune to these gauntlets, both of your forearms and hands are encased in the living crystal. Your hands and fingers remain dexterous, but your skin is branded with a permanent draconic rune of justice on your left palm and a rune of cleansing on your right palm. While attuned, you are bound to a righteous path as you perceive it and cannot knowingly commit acts you believe to be unjust.

Properties

The Crystalline Gauntlets of the Righteous Zenith have the following properties:

  • Crystalline Weapons: You can transform the right gauntlet into a +3 rapier as a bonus action. This rapier functions as a finesse weapon with which you are proficient. You can transform the left gauntlet into a +3 shield as a bonus action, gaining its AC bonus. Both transformations can be active simultaneously.

  • Righteous Protection: You are immune to being corrupted by anything considered unrighteous. Additionally, you have advantage on saving throws against spells and effects that would charm you or alter your mind.

  • Winter's Zenith Unleashed: The power locked within the Winter's Zenith is now fully accessible. You gain resistance to cold damage and immunity to the frightened condition.

  • Crystalline Resonance: Your Divine Smite and similar smite spells deal an additional 1d8 radiant damage. If you don't have the Divine Smite class feature, once per turn you can deal an extra 2d8 radiant damage to one target you hit with your crystalline rapier.

Active Abilities

  • Path of the Righteous (3/day): As an action, you can activate the gauntlets to create a 30-foot path of shimmering crystal in a straight line. This path lasts for 1 minute and provides the following benefits:

    • The path is difficult terrain for creatures you designate
    • Allies who move along the path gain 10 temporary hit points
    • Enemies who start their turn on the path must succeed on a DC 18 Wisdom saving throw or be stunned until the start of their next turn
  • Cleanse the Unrighteous (3/day): You can use an action to attempt to cleanse a creature of outside influence. The target must be within 30 feet of you.

    • If the target is willing and of sound mind and body with a "passenger" within their soul, they are automatically cleansed of the outside influence.
    • If the target is unwilling, make a DC 18 Charisma (Persuasion) check, with advantage against targets under charm or mind-altering effects, and disadvantage against those who have committed crimes against the Petal of Mardov. On a success, the target is cleansed of outside influence.
    • Each use temporarily diminishes the gauntlets' power. Until you complete a long rest, your crystalline rapier's bonus is reduced by 1 (to a minimum of +1) for each successful cleansing.
  • Shield of Redemption (1/turn): You can use your reaction to activate one of the following effects:

    • Cast the Shield spell
    • Add +3 to a saving throw you make
    • Cast Dispel Magic as a 4th-level spell

    After using one of these reactions, you must replenish the gauntlets' power by taking one of the following actions before you can use another reaction from this feature:

    • Attack with a weapon
    • Force a creature to make a saving throw
    • Cast a spell
    • Complete a long rest

Ultimate Power: Righteous Judgment (1/week)

As an action, you can invoke the combined power of both artifacts. For 1 minute, you are surrounded by a 20-foot-radius aura of brilliant ruby and sapphire light. While this aura is active:

  • You gain flying speed equal to your walking speed
  • Your attacks with the crystalline rapier score a critical hit on a roll of 19-20
  • When you hit a creature with your crystalline rapier, you can choose to force it to make a DC 18 Charisma saving throw. On a failure, the creature is judged by the Righteous Zenith and suffers one of the following effects of your choice:
    • The creature is banished to its native plane (as the Banishment spell)
    • The creature is restrained by crystalline bonds until the end of your next turn
    • The creature takes an additional 6d8 radiant damage and is blinded until the end of your next turn

After using this feature, it cannot be used again for 7 days.

Curse

The Crystalline Gauntlets of the Righteous Zenith cannot be removed while you are attuned to them. If you break attunement, they transform back into ornate gauntlets that can be removed. If you knowingly commit an act that contradicts your sense of justice while attuned to the gauntlets, you must succeed on a DC 18 Charisma saving throw or suffer 4d10 psychic damage as the crystalline structure painfully constricts around your arms.

Forged in the heart of a volcanic crucible by the greatest artificer of Mardov, these gauntlets represent the perfect union of cleansing and redemption—the ultimate weapon against the coming apocalypse. The Paladin who bears them carries the weight of justice and the power to redeem even the most corrupted souls.

Curator's Plea (Legendary Fusion)

Artifact (requires attunement by a Ranger)

This extraordinary quiver resonates with cosmic power, its ornate surface etched with the intertwined histories of multiple worlds. Twilight auroras, volcanic flames, and storm-born lightning perpetually dance across its surface in mesmerizing patterns. The bronze dragonscales integrated into its weave pulse with ancient draconic might, while Friedrich's arcane sigils glow with otherworldly brilliance. The arrows within appear as shafts of pure energy that materialize into physical form only when drawn.

Friedrich's Legacy: As a bonus action, spend a spell slot to cast Hunter's Mark on willing targets equal to twice the spell slot level used. These marks last until your next long rest without requiring concentration. When an arrow from this quiver hits a target marked by an ally this turn, it deals an additional 2d8 force damage per ally who has marked that target.

Cosmic Advantage: When rolling with advantage on an attack with this weapon, you may selectively share any number of your dice with creatures marked by your Hunter's Mark. Each recipient gains the shared die value as a bonus to their next attack roll, saving throw, ability check, or as bonus damage to their next successful hit before the end of their next turn.

Planar Arsenal: This quiver has 20 charges and regains 2d6+3 charges daily at dawn. While wielding the quiver, you can use its charges to manifest the following effects:

  • Bronze Tempest: When firing an arrow, you can expend 1-3 charges to imbue it with draconic lightning, dealing an additional 3d10 lightning damage per charge spent. This lightning can chain through up to two targets per charge spent within 60 feet of each other, each taking 6d8 lightning damage (DC 17 Dexterity save for half damage). On a critical hit, the lightning explodes outward in a 15-foot radius, forcing all creatures in the area to make the same saving throw.

  • Curator's Cataclysm: As an action, you can expend 2-5 charges to transform an arrow into a meteoric projectile. When fired, this arrow erupts into a 30-foot-radius sphere of devastating flame at the point of impact. Each creature in the area must make a DC 17 Dexterity saving throw, taking 10d6 fire damage plus 2d6 per additional charge spent on a failed save, or half as much on a successful one. The flames persist for 1 minute, dealing 2d6 fire damage to any creature that ends its turn in the area (DC 17 Dexterity save negates).

  • Elemental Transmutation: As a bonus action, expend 2 charges to change the damage type of any effect from this quiver to acid, cold, lightning, fire, or thunder for 1 minute.

Once per dawn, you can roll 2d8 to regain that many charges. If you are outdoors during a storm or near a significant fire source, roll with advantage.

Artifact Synergy - Twilight's Vengeance: When used in conjunction with the Horn of the Dusken Wood, these items resonate with each other to produce extraordinary effects:

  • Mark of the Hunt: Your Hunter's Mark and those granted through this quiver deal 2d6 force damage instead of 1d6, and targets marked take a -2 penalty to saving throws against your spells and abilities.

  • Elemental Convergence: Whenever you score a critical hit, a shockwave of elemental energy surges outward. Choose up to three allies within 60 feet; each may immediately make a ranged weapon attack or cast a cantrip against any target they can see as a reaction.

  • Dusken Channeling: Three times per day, as an action, you can channel the combined might of both artifacts to create one of the following effects:

    • Twilight Storm: Launch an arrow skyward that transforms into a 40-foot radius storm cloud at a point you can see within 150 feet. For 1 minute, you can use your bonus action to call down a 5-foot radius bolt of lightning or fire (your choice) at any point under the cloud, dealing 8d6 damage of the chosen type (DC 17 Dexterity save for half).
    • Hunter's Legion: All allies within 60 feet gain the benefits of Hunter's Mark against a target of your choice for 1 minute, without requiring concentration.
    • Curator's Awakening: For 1 minute, your arrows pass through solid objects of your choice, ignore half and three-quarters cover, and deal an additional 2d8 force damage on a hit.

Ascendant Evolution: The quiver attunes to its wielder's growth and experiences. After completing a major quest or overcoming a legendary foe, roll a d20. On a 19-20, the quiver permanently gains a new capability or enhances an existing one, as determined by your DM.

"I have witnessed the fall of Vodram, survived the wrath of dragons, and bartered with powers beyond mortal comprehension. Through me, their legacy endures—and in your hands, it shall write legends anew." —Friedrich, Last Curator of Vodram

The Sprocket Launcher

Weapon (firearm), legendary (requires attunement by a spellcaster)

This bizarre contraption appears to be a dwarven blunderbuss that has been masterfully modified with a planar tuning fork welded to the barrel as an aiming sight, a wand of magic missiles integrated into its firing mechanism, and a vial of captured moonlight serving as a targeting reticle. The entire assembly hums with the chaotic energies of Tharzidun, particularly when aimed at solid surfaces. Faint whispers of madness can occasionally be heard emanating from the barrel.

Properties: Firearm, Loading, Two-handed, Special

Damage: 2d8+2 piercing damage

Special Properties

Reginald's Demiplane Access. As an action, you can fire the Sprocket Launcher at any solid surface within 120 feet. Upon impact, the weapon creates a 7-foot diameter temporary portal at that location that leads to Reginald Province's demiplane—the abandoned laboratory of the former lich of Tharzidun. The portal remains open for 1 minute or until you dismiss it as a bonus action.

Planar Escape. After firing the weapon to create a portal, you can use a bonus action to be magically pulled through the portal into the demiplane. While inside the demiplane, you can see back through the portal into the Material Plane. You can use another bonus action to return through the portal to the Material Plane, appearing in an unoccupied space within 5 feet of the portal. If you're still in the demiplane when the portal closes, you must make a DC 15 Intelligence (Arcana) check. On a success, you navigate the chaotic energies of the demiplane and return to the Material Plane within 100 feet of where you originally created the portal. On a failure, you are trapped within the demiplane until rescued or until you find one of the lich's emergency exit portals.

Arcane Artillery. The Sprocket Launcher has 9 charges and regains 1d6+3 expended charges daily at dawn. When you make an attack with the Sprocket Launcher, you can expend 1 charge to fire an enhanced magic missile instead of normal ammunition. This magic missile automatically hits a creature of your choice within 120 feet and deals 3d4+3 force damage. For each additional charge you expend (up to a total of 3 charges per attack), you fire an additional magic missile, with all missiles targeting the same creature or different creatures.

Moonlight Targeting. The Sprocket Launcher emits a beam of concentrated moonlight that enhances aiming and reveals hidden threats. You gain a +2 bonus to attack rolls made with this weapon. Additionally, you can use an action to expend 1 charge to illuminate a creature you can see within 120 feet with moonlight for 10 minutes. While illuminated, the creature sheds dim light in a 20-foot radius, can't benefit from invisibility or magical darkness, and attack rolls against it have advantage. Creatures with vulnerability to radiant damage have disadvantage on saving throws while illuminated.

Planar Distortion. When you fire a normal shot through a portal you've created, the ammunition is infused with planar energy. If you hit a creature with such a shot, it deals an additional 2d6 force damage, and the target must succeed on a DC 17 Strength saving throw or be pushed 10 feet away from you and knocked prone.

Quirks and Flaws

  • When fired, the weapon makes an unnaturally loud "SPROCKET!" sound that can be heard from up to 300 feet away.
  • The demiplane contains remnants of Reginald Province's magical experiments and may house dangerous entities or valuable arcane knowledge. The DM determines what you encounter there.
  • There is a 5% chance (roll of 1 on a d20) when using the demiplane access that temporal distortion occurs, causing the portal to deposit you in the demiplane at a different time—possibly showing glimpses of the lich's past experiments.
  • Occasionally, arcane residue from the demiplane coalesces around the weapon, causing small objects from the laboratory to manifest near the wielder.
  • Extended use of the weapon causes the wielder to occasionally hear faint whispers of Tharzidun's madness, though these are harmless echoes without true power.
@dunedain289
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redo sprocket launcher

now based on called shots
9 charges (d6+3 recharge at dawn)
choose 1 up to current number of charges when shooting, looks like magic missile spell
each shot moves user 5 feet backwards per charge used (forced movement, no opportunity attacks)
shot goes through a portal into demi plane, portal doesn't stick around
user's reaction is required, and used until start of next turn
user sets the trigger, diviner called shot style, for when an exit portal will open and the missiles will hit
all missiles in the demi plane will impact on a correct trigger
demi plane can store up to 100 missiles
if trigger does not occur before next turn, missile stays in demi plane

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