Frostspawn Ramstone

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Item Name Frostspawn Ramstone

Type Wonderous Item (Amulet )
Rarity Rare
Attune? No
Prereqs None

 

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Item Description
:
This amulet was made from the tip of the horn of a Dragon-kin beast called a Frostspawn Ambusher. It does not require attunement, but the wearer does need to know how to trigger the magical effect.

 

Freezing Burst

The amulet radiates extreme cold in a 10-foot radius. Each creature within the burst must make a DC 12 Dex Saving Throw, taking full 3d10 Cold damage on fail or half on success.

Casting Time: 1 Action

Casting Technique: The user must mimic the movement of the Frostspawn Ambusher, holding the amulet and raising it slowly upwards. It takes some practice

Charges: 3 /day

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Item Levels
:
It is possible, but not likely that this item will change behavior as its wearer increases level.

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References:
Ambush Drake

Bluespawn Ambusher
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Lissewin’s Liniment Tin

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Item Lissewin’s Liniment Tin

Type Wonderous Item
Rarity Uncommon
Attune? No
Prereqs None

 

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Item Description
:
This dinged-up, rusted and seemingly useless pocket tin holds one dose of greater healing ointment. (4d4 +4 HP Regained)

To use, simply smear the ointment on the skin of the injured person and HP is regained on contact.

If the ointment is replaced with a substance such as tar, oil or fat or even congealed blood, and is left in the tin overnight, at dawn the substance is become one dose of greater healing ointment.

 

However… There is a downside. If the substance is tainted with necrotic energy, the result of using the enchanted ointment will be reversed. (-4d4+4 HP)

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Item Levels
:
If the substance is derived from a magical source, such as Dragons Blood, [define this bettter] the efficacy of the ointment is increased to Superior Healing Ointment. It may also have other benefits according to this table.

 

D20 Result
1-7 Superior Healing Ointment (8d4+8 hp)
8-15 8d4+8 hp + 4d4 +4 Temp HP
16+ 8d4+8 hp + 4d4 +4 Temp HP & Death Ward

 

 

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References:
Links out to sources about similar items or lore etc

 

 

Potion of Rarity HP Regained Price
Healing Common 2d4 + 2 50 gp
Greater healing Uncommon 4d4 + 4 100 gp
Superior healing Rare 8d4 + 8 500 gp
Supreme healing Very rare 10d4 +20 1350 gp

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Keepsake of Trenstino

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Item: Keepsake of Trenstino

Type Wonderous Item (Bracelet)
Rarity Rare
Attune? Yes
Prereqs None

 

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Item Description
:
This bracelet is made of strands of fine leather braided together with strands of a soft white metal.  While wearing and attuned to this bracelet, the wearer gains +1 AC and +1 to all Saving Throws.

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Item Levels
:
This is how Item behaves in higher levels

It is currently unclear how the magic will behave after it has spent time attuned to a single user.

 

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Backstory:
This item was worn by Trenstino Taobethi – who served as Lieutenant to the High Captain Rethnor in Luskan until he was killed. His mother has held onto this braclet as a keepsake for many years.

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References:
Links out to sources about similar items or lore etc

Bracelet is essentially the same as the ring of protection, but it is a bracelet instead.

 

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Coin of Tymora and Beshaba

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Item: Coin of Tymora and Beshaba

Type Wonderous Item (Coin)
Rarity Uncommon
Attune? No
Prereqs This coin must be gifted by a priestess of Tymora to have any power. If it is lost or stolen, subsequent owners recv no benefits from it.

 

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Item Description
:

This coin has one face engraved with the the visage of Tymora, and the other of Beshaba, the gods of good luck and bad luck. As an action, you can flip this coin and allow it to fall to the ground (to represent a coin toss, roll any dice, even numbers represent Tymora’s face up, while odd numbers represent Beshaba).

 

– If the coin lands Tymora face up you can add current boon to any desired roll

– If the coin lands Beshaba face up – subtract  current boon from next roll (Attack, Skill, Saving)

 

The Coin will only land Tymora face up once per 24 hour period. Any subsequent flips during same period will always land Bashaba face up.

 

Note: DM may also decide to use results of the coin flip in ways that affect the surrounding world or story.

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Item Levels
:

The awarded boon increases according to the users level (Proficiency Tiers)

 

Tier Boon
1 (lvl 1-4) 1d4
2 (lvl 5-8) 2d4
3 (lvl 9-12) 3d4
4 (lvl 13-16) 4d4
5 (lvl 17+) 5d4

 

 

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Backstory:
Links out to sources about similar items or lore etc
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The Way of the Ice Pike

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The Way of the Ice Pike

Monks of the Way of the Ice Pike have developed mastery in the use of a magical spear called The Ice Pike. (This monastic tradition is unique to a specific character – Dawndra Norlandr – and a specific magical item – her Ice Pike) .

 

Background

Dawndra’s Ice Pike is, as far as she knows, a unique item in the Forgotten Realms. When she was discovered as an infant among the wreckage of a sailing vessel along the shores of Norland Isle, she was wrapped in white fur which was pinned closed with what appeared to be a hairpin made of ice, except it never melted. As Dawndra grew older and her brilliant white hair grew longer, the icepin always adorned her as a hairpin. Eventually, she discovered that she had a special attunment to the icepin, she could will it to increase in length. At first just the size of a dagger but later, as she spent her life attuned to the item, she could will it to become an 8 feet long spear. This is when she left her home in the Moonshae Isles and sought out a Monastic temple to train in the use of her Ice Pike.

 

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

 

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Long Weapon Proficiency (Level 3)

The Monk gains weapon proficiency with Spears and Pikes. These weapons count as Monk Weapons and gain the Finesse property if wielded with two-hands  (Versatile) . The damage dice when wielding a spear, pike or lance is 2x the martial arts die. For example, at level 3 the monks Martial Arts die is 1d4. While wielding a spear with two hands, the martial arts die becomes 2d4. When the Martial Arts die increases to 1d6, the damage done with two-handed spear is 2d6 and so on.

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Sharp Defender (Level 3)

After taking the Dodge (or Patient Defense) action and you are attacked (Melee), you gain a Defender Reaction (in addition to normal Reaction). If the attack succeeds against you, the damage is halved. If the attack fails, you gain an attack of opportunity against the attacking enemy.

If a Ranged attack against you succeeds while you are taking the Dodge action, you can add your Proficiency Modifier to the Deflect Missiles roll to decrease damage.

 

Dodge (SRD): When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.

 

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Flurry of Frostbite (Level 3)

Anytime the monk uses Flurry of Blows and succeeds on both attacks, additional Cold damage (Martial Arts Die x2) is automatically applied on the second successful attack. This increases with the monks Martial Die and Monastic Tradition Level. (Level 1: 2d4, Level 6: 2d6, Level 11:  2d8, Level 17: 2d10).

 

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Creeping Icewound (Level 6)

Ki Cost: 2

You have further mastered the magical properties of the Ice Pike that flow through your ki. Your Ki-Empowered Strikes can inflict a spreading cold damage in the enemy target. Upon any successful unarmed attack, you can expend 2 Ki to inflict a Creeping Icewound. Target must make a Constitution saving throw (Ki save DC). On a failed saving throw the target takes  2d8 cold damage (half as much damage on a save). At the beginning of your next successive turn, target must save or take 4d8 Cold damage, and again on the next turn for 6d8 Cold damage. The effect ends after this.

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Frostvine Protector (Level 6)

Ki Cost: 2

As a bonus action, you can spend 2 ki point to create a protective layer of thin and wispy ice vines that shroud your body for the duration of 1 minute. Gain +1 AC and temporary hit points equal to your Wisdom modifier + your monk level.

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Ardent Defender (Level 6)

When taking the Dodge (or Patient Defense) and you are attacked you gain an extra Reaction (up to 3 total during the current round). If the attack succeeds against you, the damage is halved and you gain an attack of opportunity with advantage against the attacker. Additionally, any attacks made immediately after taking Dodge gain advantage.

 

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Stunning Spike Strike (Level 11)

When using the Stunning Strike feature, the target now has disadvantage on their constitution saving throw and upon a fail, they are not only stunned but take an additional 2d8 Force Damage.

 

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Frostvine Aggressor (Level 11)

Ki Cost: 2

Upon any successful Ice Pike attack, you can expend 2 Ki to inflict Frostvine Aggressor to the target. Target must make a Constitution saving throw (Ki save DC). On fail, vines of ice spread around their body, restraining their movement and inflicting 2d8 Cold Damage. At the end of the targets each turn they can attempt another save. On fail, another 2d8 Cold Damage is inflicted. The effect ends after 3 rounds.

 

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FeatName (Level 17)

Feat Description

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FeatName (Level 17)

Feat Description


Categories: LGFLs

Race: Arktikos

Arktikos 

Born from the ice lands, the Arktiko appear mostly human with the exception of their larger size and the fine white fur that covers their body. One may suspect that the Arktiko were the result of some magical experiment intent on blending the polar bear with a giant. No one really knows as their history is lost… but when one meets an Arktikos – one always wonders. There are very few Arktikos living in the Forgotten Realms, though they have been around for over a thousand years, living in small isolated tribes in the wilderness areas of the Savage North.

 

Arktikos Traits

Arktikos share some common traits

 

Ability Score Increase

Strength Attribute increases by +2

 

Age

Arktikos generally live about twice the lifespan of humans 150-200 years

Speed

You have a walking speed of 30 feet and a climbing speed of 20 feet.

Size

Arktikos on average stand 7 to 8 feet tall and weigh between 250-330lbs. Your size is Medium.

 

Keen Smell
You have advantage on Perception (Wisdom) checks that rely on smell.

White Hide

You can weather the coldest temperatures and can survive in driving snow and freezing rain. You have resistance to Cold Damage. Additionally, you are energized when in temperatures below zero – Constitution Modifier Bonus is increased by +1 while in cold temps.

 

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

 

A History of Violence

You have advantage on Intimidation (Charisma) checks against creatures of size Medium or smaller.


Categories: LGFLs

Treyvigg Monastery

Located in southern foothills of the Small Teeth mountain range – between Amn and Muranndin.

 

They make wine and grow food for the region.

 

They are also renowned combatants and experts in defensive tactics

 

The monastery sits in the hills above their vineyards and gardens.

Below the monastery is a vast network of tunnels and caves from prior inhabitants (Sythillisian Empire). In recent years, a large company of mountain gnomes discovered a pocket within depths of Small Teeth which contain an unusually large cache of Red Tear gemstones. Although the cache is a long distance from Ghallar Knoll on the western side of the Trade Way, scholars in the monastery have come to believe that there may be several such caches’ of Red Tears in the Small Teeth, and they somehow account for the miraculous nature of the Red Grass of Ghallar Knoll.

 

The mountain gnomes, seeking to protect their find from outside threats, blocked the cache location from the existing network of tunnels and made an arrangement with the monks of Treyvigg Monastery – the monks would provide the sole access to the cache in exchange for a share of the did.  The monks were less concerned with the wealth the gemstones represented than with the healing properties.  They have been happy to take fragments and scraps of the Red Tears since they are not selling them as gemstones (which sell for 1-2k each depending on size). Instead, they grind them into dust to be used in inks in spell books and potions. They are also working on a prized wine vintage – Red Well Wine – which promises to have healing and restorative properties. A single ounce of dust from the Red Tears has shown effective to enchant 10 Firkin Barrels (about 100 gallons) of wine.

 

The monks keep the gnomes dig a secret and provide them with food and water. The only way in or out of the dig site, since the gnomes collapsed several tunnels, is a concealed stairway in the storage keep in the back of the walled monastery. The arrangement has been successful for nearly a year with Yisi and Valea arrive.

 

colors worn by the various roles at Treyvigg

 

Field Workers Red and Brown
Aides Red and White
Martial Students Red and Green
Guides (teachers) Red and Blue
Elders Red and Black

 

 

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Treyvigg Monastery
Treyvigg Winery and Monastery

 

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Geography
The thing is here

 

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Structure
The thing is like this

 

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Activities
The thing does these things

 

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Philosophy
The thing has these beliefs and this particular approach to being a thing

 

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History

The thing has a backstory worth telling

 

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Relations
The thing may not exist in isolation of other things

 

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Inhabitants
The thing includes these sorts of beings

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Notable inhabitants

NPC01 was member of the thing

 

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References and Notes

Links to related things