sejr2791 Posted November 9 Share Posted November 9 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 6 m / 20 ft. 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 Link to comment Share on other sites More sharing options...
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