Avengers Treasures

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Captain's Shield
Armor (shield), very rare (requires attunement)
This round shield is brightly colored with red
and white circles, and a start in the middle.
Unlike standard shields, Stars and Stripes can
be thrown as an action (range 20/60, 1d8
bludgeoning), and it is imbued with Returning.
When attuned, you will gain valuable insight
on how to use this shield in ranged combat,
allowing you to hit up to three total targets.
When using the Captain's Shield as part of a
ranged attack, if the attack strikes the first
target, you may make another attack roll
against a second creature that is within 20 feet
of the first target (but within 60 feet of you). If
the second attack is successful, you may target
another creature within 20 feet of the second
target (but within 60 feet of you). For each
attack after the first, in the same round, you
suffer a cumulative -1 penalty to your attack
roll. If any of the attacks misses its target, it
will immediately return to you.
Returning: A returning weapon flies through
the air back to the creature that threw it. It
returns to the thrower just before the creature’s
next turn (and is therefore ready to use again in
that turn). If the character can’t catch it, or if
the character has moved since throwing it, the
weapon drops to the ground in the square from
which it was thrown.

Avengers Magic Items for D&D 5e – by The Le

Mjolnir
Weapon (Warhammer), artifact (requires
attunement)
This powerful artifact can only be wielded in the
hands of a character of good alignment, dealing
1d6 +1 thunder damage with every strike, and
granting greater powers to those of higher
levels.
Thown Hammer: If you are 3rd level or higher,
Mjolnir can be thrown (range 50/100) and
becomes imbued with Returning.
Power Hammer: At 5th level and every 5 levels
thereafter, Mjolnir receives and additional +1
bonus (maximum of +5 at level 20).
The Thunder God: If you are 8th level or higher,
Mjolnir begins to accumulate 1 charge per day
(for a maximum of 5 charges). As a bonus
action, you may use 1 charge create a 5 by 30
feet line of lightning that deals 1d4 damage (no
save). You may choose to use more than one
charge this way, increasing the damage by 1d4
for additional charge (for a max of 5d4 if you
use all five charges)
Mjolnir's Vortex: If you are 13th level or higher,
you may use Mjolnir to create a localized vortex
of wind within 50 feet of you -- this vortex
impacts 1 square. Anyone caught in the Vortex
must make a successful Dexterity check (DC 20)
or be knocked prone. You may do this once per
long rest.
Advanced Doom Wind: At 16th level or higher,
your Mjolnir's Vortex increases in size -- it
impacts a 5x5 square area.

Returning: A returning weapon flies through the
air back to the creature that threw it. It returns
to the thrower just before the creature’s next
turn (and is therefore ready to use again in that
turn). If the character can’t catch it, or if the
character has moved since throwing it, the
weapon drops to the ground in the square from
which it was thrown.
Prone: A prone creature's only movement option
is to crawl, unless it stands up and thereby ends
the condition. The creature has disadvantage on
attack rolls. An attack roll against the creature
has advantage if the attacker is within 5-feet of
the creature. Otherwise, the attack roll has
disadvantage.

Mjolnir's Flight: At 20th level, Mjolnir enchants
you so that you can fly up to your base speed +
20 feed.

Avengers Magic Items for D&D 5e – by The Le

Suit of the Iron Man
Armor (misc), legendary (requires attunement)
The Suit of the Iron Man is a plate-like armor
consists of a chest piece, gauntlets, and helm.
Each piece contains a magical ability, with
synergistic bonuses as you collect and wear
each piece.
Iron Man's Chest Piece: This breastplate is
lighter and more agile than a standard
breastplate - it can be worn by anyone who is
proficient with just Light Armor (rather than
Medium Armor) and has slightly better stats:
Armor Class 14 + Dex Modifier (max 4).
Iron Man's Gauntlets: These metal gauntlets
contain 3 charges. As an action you may use
one charge to fire a bolt of light from it up to 50
feet (standard ranged attack roll). Those hit by
the bolt takes 1d6 points of piercing damage.
You may spend more than 1 charge when firing
the bolt. If you do, each charge after the first
adds an additional 1d4 points of damage. The
charges regenerate at a rate of 1 per day.
Iron Man's Helm: This full helm magically grants
you with Darkvision up to 60 feet. If you already
possess Darkvision, then wearing this helm
increases your Darkvision by 30 feet.
SYNERGY (2): When two or more pieces of the
Suit of the Iron Man are worn, it imbues you
with the arcane magic to shield yourself. Once
per short rest, when an attack of any kind
strikes you, you can react by generating a
powerful shield to deflect the attack, taking no
damage from it.
SYNERGY (3): When all three pieces of the Suit
of the Iron Man is worn, it grants you the ability
to fire many small bolts of light around you; as
an action you may make a ranged attack roll
against every opponent within 50 feet, dealing
1d6 points of piercing damage to each creature
hit this way. You may use this ability once per
long rest.

Avengers Magic Items for D&D 5e – by The Le

Hawk's Bow
Weapon (longbow), legendary (requires
attunement)
When found, this ancient longbow contains 6d4
charges. When used to fire an arrow, you can
spend one or more charges to imbue the arrow
with one of the following effects:
• Fire (1 charge): The arrow deals fire damage
• Cold (1 charge): The arrow deals cold damage
• Thunder (2 charges): On impact, the arrow
deals an additional 1d4 points of thunder
damage to the target and any creature within
10 feet of it
• Flare (2 charges): The arrow deals no damage,
but impact the target is covered with a bright
colored chemical that glows in the dark. Until
the end of the next round of combat, the target
receives a -2 penalty to its AC.
• Rope (2 charges): If the arrow hits a non-living
target, it will magically attach itself to the point
of impact and create a magical rope from it to
you (with an extra 5 feet). The rope is strong
enough to hold up to 300 lbs of weight. The
arrow will detach itself from the object 20
minutes later.
A charge is only used when an arrow is imbued,
which only happens when you fire the arrow. A
missed attack will render the arrow back to
normal, and you will have used up the charge.
The bow will regenerate 1d2 charges per day; it
cannot hold more than 24 charges.

Avengers Magic Items for D&D 5e – by The Le

Hulk's Rage

Sting of the Black Widow

Wondrous item, legendary (requires
attunement)
This black amulet has an etching of a fist on the
back and a large emerald in the front. When
worn, you are able to transform yourself into
large hulking creature once per three days.

Wondrous Item, Rare
These miraculous bracers are etched with a
spider-like design. When worn, as a bonus
action you may use them to create magical
daggers in both hands.

Hulking Creature
Hit Points: Your current Hit Points x 5 (cannot
exceed 60)
Size: Large Humanoid
Attributes: same as existing, with these
modifications:
+4 STR, +2 DEX, +4 CON, -4 INT, -4 WIS, -6 CHA.
Speed: same as existing + 20 feet.
Attacks: 2 x smash (2d6
bludgeoning)
Reach: 10 ft.
Other abilities: Regenerate
1d2 hit points and the end of
your turns.

The bracers themselves are enchanted to make
you more skillful when using the daggers: you
can add your ability modifier to the damage of
the second attack.
The magical daggers deal 1d4+2 piercing
damage and on command can illuminate an
area as if you were holding a lantern.

You can remain in Hulk mode
for a total of 30 minutes + 10
minutes per character level, or
until you will it to end.
Becoming a Hulk is a very
taxing experience for you.
Once the effect ends, and you
revert back to your normal
self, you suffer a -2 penalty to
all attributes for one day.

Avengers Magic Items for D&D 5e – by The Le

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Avengers Magic Items for D&D 5e – by The Le

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