Legacy of Zanzer Tem
Heavy Armor Master
Prerequisite: Proficiency with heavy armor
- Increase your Strength score by 1, to a maximum of 20
- While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Divine Sense: As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being w hose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands: You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
Defense (Fighting Style): While you are wearing armor, you gain a +1 bonus to AC.
Divine Smite: When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Divine Health: The divine magic flowing through you makes you immune to disease.
Nature’s Wrath (Channel Divinity): You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless (Channel Divinity): You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature spends its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Fey Presence: As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
- Charmed: A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature.
- Frightened: A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.
Book of Ancient Secrets (Eldritch Invocation): You can now inscribe magical rituals in your Book of Shadows, spells with the ritual tag from any class’ spell list. With your Book of Shadows in hand, you can cast these spells as rituals. You can’t cast the spells except as rituals, unless you have learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Fiendish Vigor (Eldritch Invocation): You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
- False Life: Type: Necromancy; Casting Time: 1 action; Range: Self; Components: V S; Duration: 1 hour. Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Rod of the Pact Keeper +1
Continual Flame spell cast on the head of the rod, providing bright light in a 20-foot radius and dim light for an additional 20 feet.
While holding the rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod’s rarity. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
- Lizard Light: Glows when within 60 feet of dinosaurs (or other large but essentially mundane reptiles).
- Lucky: 1 time a day reroll a 1 as a halfling (cannot benefit a halfling or a person with the lucky feat).
- Gears in Perpetual Motion: The rod keeps reasonably accurate time.
- Proud: The wielder cannot help or benefit from the help action.
Boots of Carrying
Reduce carried weight by 50.
Blessing of the Eagle Spirit
Splint Armor +1 (feat/blessing)
- Eagle Wings: Spectral feathered wings grow from your arms. You can fly for up to 1 minute while concentrating, with a speed of 80 feet. If you use your hands to perform an action while flying, you fall. You must complete a short rest before using this feature again. While flying your wingspan is 30 feet; this property cannot be used in a space too small for your wings. Flight speed is only 40 when encumbered. You cannot fly while heavily encumbered.
- Eagle’s Splendor: You gain 2 Additional 1st level spell slots per day.
- Eagle Eyes: Once per day, gain advantage on a ranged attack with a ranged weapon.
- Serpent’s Curse: You have disadvantage on saving throws against poison and are vulnerable to poison damage. (Maximum of 10 extra damage per round.)
- Spirit-Bound: This item does not actually exist. You call it into existence by concentration for 1 minute, and remove it by concentrating for 1 action. This Item cannot be traded or sold. This really isn’t an item, and takes up a Feat/Blessing slot, not an attunement slot.
Requires attunement – the ring has 6 charges when full, and regains 1d6 charges a day.
1 charge: Entangle (DC 15), Goodberry
2 charges: Pass without Trace
3 charges: Plant Growth
4-6 charges: Dominate Plant (as dominate beast DC 15, duration 1 min, 10 mins, 1 hour, depending on charges)
- Create Water: can create water (as the spell) 1x a day
- Lucky; Reroll 1 d20 result of a 1 each day. Halflings and those with the lucky feat cannot gain this benefit.
- Zemya: If the user is a followers of Zemya the dc’s to resist the item’s effects increase by 1 (to DC 16).
- Junky: This item appears to be of low value.