![]() Doing so keeps the horse on this plane for a further 24 hrs. At the end of its 24hrs, the horse’s owner may delay its journey to the afterlife by expending a hit dice, bolstering the spirit horse with their master’s life energy. Ordinary horses do not like the spirit horse, becoming frightened if within 10’ of it (DC 10 Wis save to resist). The horse can be heard but not seen, although the saddle remains visible- floating oddly in the air atop the unseen horse. The spirit horse has no unusual abilities – it has the same statistics as it did in life, except it is immune to exhaustion and can run at its old max speed for the entirety of its existence without penalty. The horses ghost continues to wear the saddle, and can be ridden as normal. The round after the horse died the spirit of the horse will “awaken” and climb to its unseen feet, ready to carry its master wherever they need to go. If it does the spirit of the horse stays with the saddle for 24 hours. Once primed nothing remarkable happens, unless the horse dies while wearing the saddle. Once you have attuned to the saddle it remains dormant until it has been worn by a horse for a whole day. This item appears as an old, worn but otherwise ordinary leather saddle of good quality. If the wearer of the small ring says the command word as a bonus action, if the other ring is within 10 miles it will instantly transport its item to the user- weapons appear in the hand, armour/clothes appear worn, or next to the character if they are already wearing armour It can be attached to any item of personal gear that weighs less than 100lbs. It can be sewn or bolted onto armour, or placed upon the pommel of a weapon (which it will shrink to fit). The large ring is to be placed on an item. This item appears as two plain iron rings, one finger sized, the other approximately 2’’ in diameter. The cage does not fold around its occupants, collapsing into them and dealing 4d6 damage before shattering and being broken forever. If creatures are inside – the tent opens and folds around them collapsing and leaving them unharmed. To return the cage to its collapsed form the owner claps again, twice to collapse the tent or three times to collapse the cage. The door to the cell is locked by the Arcane Lock spell and only opens for the cages owner, but the cage itself can be broken open just as any heavy iron cage. If the user claps three times the cage grows into a strong 10’ by 10’ cell. If the user claps twice the cage grows to become a sturdy metal framed tent which can house 8 people. It is activated when the owner places it on the ground and claps two or three times. This appears as a neatly folded collapsible bird cage, approximately as big as a shield. The bracelet of Charms cannot be used on the same weapon as Rings of Readiness. Weapons can be released from the bracelet while it is not worn by spending a charge, naming the weapon and saying the command word backwards. Saying the command word again and spending another charge turns the weapon back into the charm bracelet. Thereafter when the wearer spends a charge and speaks the command word and the name of the weapon that weapon magically appears in the hand on whose wrist the bracelet rested, and the bracelet disappears (its inside the weapon). If you slide the bracelet around the blade or haft of a weapon and speak the command word engraved on the bracelets clasp the weapon disappears and a gold charm matching the weapon appears on the bracelet. This appears as a nicely crafted bracelet of gold links, the kind to which small charms and mementos are attached. Recovers 2d4 charges whenever the wearer takes a long rest. Collected 5e Magic Items from the 2e PHBR series Bracelet of Charms
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