
Tom Basco |

Also foolish that fancy sword you got does the following:
+2 greatsword
10 charges
You may cast the following spells without material components using one charge:
Mold earth
Erupting earth
Meld into stone
Stone shape
You may cast the following spells without material components for 5 charges:
Wall of stone
Investiture of stone
Flesh to stone
You may cast the following spell without material components for 10 charges:
Bones of the earth
This sword regains 1 charge each time an enemy is defeated using it.

Tom Basco |

Cabal's Ruin (Awakened)
10 charges
When the wearer hits with an attack they may choose to expend any number of stored charges and add 1d6 lightning damage to their hit per charge expended. If the attack hits multiple enemies the player must choose which enemy the lightning damage applies to.
When the wearer is targeted by an enemy spell they may use their reaction to absorb a portion if the enemies spell. You gain resistance to any damage dealt by a spell you absorb. You also restore a number of charges equal to the spell's level.
Wearer makes saves against spells with advantage.
This cloak regains 1d4+2 charges daily at dawn.

Tom Basco |

Bookmark
Weapon (dagger), legendary (requires attunement)
This is a +3 dagger. While you have the dagger drawn, you can use a bonus action to activate one of the following properties:
Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on your palm, points north.
Cast dimension door from the dagger. Once this property is used, it can’t be used again until the next dawn.
Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but it targets only humanoids. Once this property is used, it can’t be used again until the next dawn.
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Tom Basco |

While attuned to and wearing this magic armor gain the following benefits.
This armor grants a +2 bonus to armor class
You have resistance to lightning damage. If you already have resistance to lightning you now have immunity to lightning damage.
When hit with a spell or magical effect that would deal damage you may choose to fail the saving throw and use the armor to absorb a portion of the spells power. You gain resistance to the damage the spell deals and this armor gains a number of charges equal to the level of spell you stored to a maximum of 10 charges (dragon’s breath automatically fully charges the armor).
Whenever you hit a creature with an attack you may expend any number of charges to deal 1d6 lightning damage per expended charge to the target.
You may spend 2 charges to empower your leaps with the force of lightning launching you 30 feet further than your normal jump distance. And dealing 1d6 lightning damage to any creatures adjacent to you. You may extend the radius of the lightning damage and the leap by 10 feet each for every 2 additional charges spent.
Additionally when this armor is fully charged and you use at least 10 feet of movement you may use an action to expend 5 charges and become imbued with lighting, you immediately dash forward 60 feet passing through creatures and objects in your path. Each creature and structure within your path takes 8d6 lightning damage. If a structure or construct takes this damage the damage is doubled as if you had the siege quality.
Once per week you can infuse the very strength of a dragon. As an action your muscles begin to swell past normal mortal limits. You gain a strength of 24 and your strikes deal a bonus 1d4 lightning damage for one minute. After the minute is done or if this ability ends early you gain 2 levels of exhaustion.
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

Tom Basco |

Also known as “She Who Makes the Path,” Avandra champions freedom, travel, trade, and adventure across the lands. Her will heralds open frontiers, and her call beckons her followers to discover that which awaits them beyond the known. There are few urban temples dedicated to the Change Bringer, but her shrines are often found along well-traveled roads and off the beaten path. Her worship is common among merchants, free spirits, and adventurers, and tavern cheers celebrate her as a bringer of luck and fortune.
Avandra calls no domain in the planes her residence, instead eternally wandering through the Outer Planes where serenity can be found, distantly watching over the potential of mortals.