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Mod Request: A gear set to compliment Neil's Bangin Bard Gear


sejr2791

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I absolutely love Copperleaves mod, and I think a set of weapon/accessory gear to go with it would make an amazing total package for a solo Bard/Bardlock blaster type of character.  Here are my ideas (I am sorry if my ignorance of modding make some of these impossible, but I tried to stay with existing mechanics from other items)
 

Sword of the Dread Pirate – Rapier +1

One handed

Finesse

Dippable

1 d 8 +1

 

Glowing

This object shines with a glowing light in a radius of 6m / 20ft.

While your offhand is empty, reduce the number you need to score a critical hit by 1

 

Level 2 Gain “You seem a decent fellow. I hate to kill you.”

On a hit, you may use a reaction to cast Vicious Mockery on your opponent. Insult a creature: it has Disadvantage on its next Attack roll and they take 1d4 Psychic Damage.


Level 4 Gain

The weapon becomes +2

Level 5 Gain
The damage from “You seem a decent fellow. I hate to kill you.” increases to 2d4 Psychic Damage

Level 6 Gain
On a hit, make a DC 15 Performance Check, on success add your Charisma modifier to your weapon damage

Level 8 Gain “I am not Left Handed”

While your off hand is empty, you may use a Bonus Action to make an additional attack with the weapon

Level 10 Gain

The damage from “You seem a decent fellow. I hate to kill you.” increases to 3d4 Psychic Damage

Level 12 Gain
The weapon becomes +3

 

Master Blaster Pendant – Amulet

Crackling Resonance

When the wearer deals damage with a ranged Spell Attack, inflict 2 turns of Reverberation Reverberation on the target(s).

Level 2 Gain  Psychic Missiles

Shoot an additional dart whenever you cast Magic Missile

 

Level 4 Gain Arcane Echomalefaction

When the wearer inflicts a condition upon a hostile creature, they also inflict 2 turns of Reverberation Reverberation.

Level 6 Gain

1 additional beam of Eldritch Blast
 

Level 8 Gain
On a Critical Hit with Eldritch Blast or Scorching Ray, the target must make a Wisdom Saving throw or become Frightened.

Level 10 Gain Blastmight (Based on Spellmight Gloves)
When casting Magic Missile, Eldritch Blast or Scorching Ray, for each beam, roll the damage dice twice and take the highest value.

Level 12 Gain Blastwounds (Based on Craterflesh Gloves)

When casting Magic Missile or Scorching Ray,add your Charisma modifier to each Beam

When casting Scorching Ray or Eldritch Blast, if you score a critical hit, deal an additional 1d6 of the beam’s damage type,

 

Milil’s Harp of Power – Instrument (Lyre since there isn’t an in game Harp)
+1 Performance

When the wearer deals Psychic, Thunder, Lightning, or Radiant damage, inflict 2 turns of Reverberation upon the target.

At Level 2 Gain
Advantage on Persuasion, Intimidation, and Deception Checks

At Level 4 Gain Angry Notes

You may use a bonus action to cast an aura that causes all allies within 6m to add 1d4 bonus damage to their attacks with the type of your choice: Pyschic, Lightning, Thunder, or Radiant.

Duration 5 Rounds. Cost 1 Bardic Inspiration.
 

At Level 6 Gain
+1 to Armor Class while not wearing Armor

 

At level 8 Gain Bolstering Notes
You may use a bonus action to cast an aura that causes all allies within 6m to add 1d4 bonus to their attack rolls, saving throws, and healing received.
Duration 5 Rounds. Cost 1 Bardic Inspiration.

At Level 10 Gain Lord of Song’s Boon
You may spend a Bardic Inspiration to cast Counter Spell as a reaction against an Enemy Caster, if it succeeds the enemy must save or become Silenced for 2 turns

 

Ring of Luminous Melodies - Ring

Callous Glow – The wearer deals an additional 2 points of Radiant Damage against creatures that are illuminated,

Arcane Radiance – When the wearer deals spell damage  while illuminated by a light source they also inflict Radiating Orb upon the target for 2 turns

On a critical hit, create a Radiant Shockwave in a 3m radius around your target

Ring of Mocking Torment - Ring

Mental Inhibition - When a foe fails a Saving throw against one of your spells or actions, they gain Mental Fatigue for 2 turns.

On a critical hit with a spell or melee weapon, the target must save or become Frightened for 2 Turns.

The wearer’s weapon attacks deal an additional 1d6 Psychic Damage against Frightened targets. 

The First Shot -  +2 Hand Crossbow

1d6 +2

1d4 Psychic Damage

Dippable

 

Situational Awareness: You cannot be surprised while wielding The First Shot and you gain a +3 to Initiative Rolls.

Cast Greater Invisibility on the wielder without an action cost once per short rest.

On a miss, inflict True Strike on the target.

 

The Big Shot - +2 Hand Crossbow

1d6 +2

1d4 Psychic Damage

Dippable

 

Reduce the number you need to roll a critical by 1, this effect can stack

 

Surprise, surprise: The wielder gains Advantage against targets that have not taken a turn this round

After killing an enemy, your next weapon or spell attack will be a critical hit

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