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Sentinels of the Multiverse Magic Items

Magic Items
Notes from the Palm: This, in addition to the next few subclasses, items, and other rules, are all inspired by Greater Than Games co-operative card-based board game, Sentinels of the Multiverse. Since we already have plenty of other superhero-analogous classes and subclasses, these should fit right in to any game in that theme.

Sentinels of the Multiverse Magic Items


Absolution
Weapon (greatsword), legendary (requires attunement)
The blade known as Absolution is a massive, ornately decorated greatsword. Glowing celestial runes trail down the length of the blade, terminating in a large, circular guard in the shape of a solar cross. Originally believed to be the weapon of a supremely powerful Solar, its true origins are a mystery.
   Absolution is a magic greatsword, which adds +3 to both attack and damage rolls made with it, and when you damage a creature with Absolution you can choose to deal either slashing, radiant, or fire damage.
   The first time you draw Absolution while in combat, you gain a number of temporary HP equal to your level + your Charisma modifier. Once you use this ability, you cannot do so again until you take a short or long rest.
    Absolution is indestructible by any normal means. It is immune to all damage types, and can only be destroyed by a wish spell or divine intervention. 

Ageis of Resurrection
Armor, legendary (requires attunement)
Appearing as a set of stark white half plate with a bold red cross running through the middle, this armor radiates untold amounts of holy power. While worn, the armor grants an attuned wearer a +3 bonus to their AC and saving throws in addition to the armor’s normal AC. As well, when the wearer would be reduced to 0 HP, the wearer instead is reduced to 1 HP and is targeted by a heal spell; once this ability is used, it cannot be used again for 24 hours. 
   The Ageis of Resurrection is indestructible by any normal means. It is immune to all damage types, and can only be destroyed by a wish spell or divine intervention. 
 

Akpunku’s Drum
Wondrous item, very rare (requires attunement by a bard)
This expertly crafted lap drum aids bards in inspiring their allies. As a bonus action on your turn you can play the drum. When you do so, each creature you choose that can hear you and which has an unused Bardic Inspiration die can add 1d4 to their attack and damage rolls until the beginning of your next turn.

Drake’s Pipes
Wondrous item, rare (requires attunement by a bard)
This set of silver flute-pipes aid bards in inspiring their allies. While wielding the pipes, you can target up to two creatures when you use Bardic Inspiration.

Eydisar’s Horn
Wondrous item, rare (requires attunement by a bard)
This rugged metal war horn aids bards in inspiring their allies. As a bonus action on your turn you can blow the horn. When you do so, each creature you choose that can hear you and which has an unused Bardic Inspiration die can move up to its movement speed.

Musaragni’s Harp
Wondrous item, very rare (requires attunement by a bard)
This beautifully crafted golden harp aids bards in inspiring their allies. As a bonus action on your turn you can play the harp. When you do so, each creature you choose that can hear you and which has an unused Bardic Inspiration die regins hit points equal to 1d6 + your Charisma modifier.

Staff of Ra
Staff, legendary (requires attunement by a cleric, druid, sorcerer, warlock, or wizard)
You have resistance to fire damage while you hold this staff. As well, spells you cast that deal fire damage deal an additional 1d6 fire damage. 
     The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), cure wounds (1 charge), fireball (3 charges), or wall of fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. 
     You can sacrifice the staff to deal a massive strike to a single creature. As an action, you can throw the staff at a creature within 120 feet as a ranged spell attack: If you hit, the staff explodes, dealing the creature 1d8 fire and 1d8 piercing damage for each charge remaining the staff. If destroyed in this way, the staff will reform at dawn of the 7th day after it was destroyed, in the hands of the attuned wielder.

Telemon’s Lyre
Wondrous item, very rare (requires attunement by a bard)
This masterfully carved lyre aids bards in inspiring their allies. On your turn, you can use a bonus action to play the lyre; if you do so, until the start of your next turn, any creature who can hear you who uses a Bardic Inspiration die you granted to them can roll the die twice, taking the better result.

Xu’s Bell
Wondrous item, rare (requires attunement by a bard)
This intricately carved bell aids bards in inspiring their allies. While wielding the bell, whenever you use Bardic Inspiration, you can target any number of creatures within 20 feet instead of choosing a single creature. You must spend a use of Bardic Inspiration for each creature targeted.

 

 

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