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Siegeball – Magic Items

Magic Items
Comments from the Finger: I could say this post is because the Superbowl just happened, but let’s be honest; I was writing siegeball anyway.

Jax

Technically, jax is a poison, and an exceptionally lethal one at that, but observant poisoners realized that, in minuscule doses, it can instead confer inhuman strength and durability for a short time (side effects notwithstanding.) Taken persistently, or in larger doses, the poison becomes lethal again.
     Since this discovery, the ability-enhancing properties of jax were exploited in seedier siegeball arenas, but the Championship Committee has banned the substance in short order. Despite this, jax usage permeates the underground tournament circuit, and even teams at the highest level of competition are rumored to indulge in jax before games.

Magic Items

These magic items are awarded as trophies of hard-fought victories, or are used as integral secret weapons to swing a close siegeball game. Depending on the tournament and referee (and DM preference), magic items might be banned, encouraged, or only used behind the referee’s back in a game. Regardless, these items grant a decisive advantage to whichever team benefits from them.
     To provide some extra challenge, the DM can equip an entire opposing team with fleet cleats or grant the two strongest players a pair of thunderbats. Or, to mix in some intrigue, perhaps a bookie’s ball has been snuck into the game, the enemy team has secretly been using jax, or someone on the enemy team has possession of a champion’s ring.

Ball Magnet
Wondrous item, uncommon (requires attunement)
This magical belt has 4 charges and regains 1d4 expended charges daily at dawn. As a reaction when a siegeball within 120 feet of you is hit into motion, you can use your reaction to press a button on the belt’s prominent red and white buckle. The ball maintains its momentum points, but its direction of motion instead aims directly toward you.

Bookie’s Ball
Wondrous item, rare
Popular among unscrupulous bet-takers for its ability to swing a close game, this enchanted siegeball ball unfairly targets one team. When you speak a command word as an action, you can designate one team of a siegeball game: this ball deals double damage to that team and their tower, and half damage to the opposing team and their tower.

Bull’s Ring
Wondrous Item, rare (requires attunement)
This magical ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend 1 charge as an action to launch forward in a 20-foot line. This movement is always horizontal, even if it causes you to travel through the air. At the end of that movement, or when you reach an obstacle, you can make one melee weapon attack with advantage, and deal an additional 1d12 force damage on a hit.

Champion’s Ring
Ring, very rare (requires attunement)
This magic ring, which is awarded to each player that wins a Siegeball Championship, has 3 charges, and regains 1 charge daily at dawn. As a reaction when you make an ability check or saving throw (but before you know the result of the roll), you can spend 1 of the ring’s charges to gain a +10 bonus on that roll.

Fleet Cleats
Wondrous Item, uncommon (requires attunement)
While attuned to these shoes, which have exceptional traction due to their spiked soles, your walking speed increases by 10 feet and you ignore nonmagical difficult terrain.

Jax
Potion, uncommon
Rather than being drank, this tiny vial of orange, brackish liquid is injected directly into the body of a willing creature as an action. Once injected, for 1 hour, you gain a +4 bonus to your Strength, Dexterity, and Constitution scores, and the maximums of these scores is increased by 4. However, your maximum hit points are permanently reduced by 1d4. No means, short of a greater restoration or wish spell, can restore hit points lost in this way.
     You can use more than one dose of jax at once, and its benefits stack for the 1 hour duration. However, you still suffer the reduction to you maximum hit point each time you take an additional dose, and you must make a DC 16 Constitution saving throw after each dose or be poisoned for the duration. Taking more than three doses at one time causes an overdose: you are reduced to 0 hit points, and your maximum hit points are decreased by 1d12.

Thunderbat
Weapon (siege bat), uncommon (requires attunement)
You have a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, this magic weapon has 6 charges, and regains 1d6 expended charges daily at dawn. As an action, you can spend up to 3 of this weapon’s charges to cast the spell thunderwave (DC 13) at a level equal to the number of charges expended.

Referee’s Whistle
Wondrous item, rare
When you blow this whistle as an action, you cast the spell hold person (DC 15) targeting each creature you choose within 60 feet. Once the whistle is used, it can’t be used again until the next dawn.

Titan’s Gear
Armor (spiked gear), rare
While you’re wearing this armor, you can use your bonus action on your turn to make a shove attempt with advantage. Additionally, you can’t be moved against your will.

 

 

 

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