Tier Sets

Tier sets can be mixed and matched, you need all pieces of 1 set adorned in order to use that Legendary Action. Not all tier pieces have a piece for every item slot so you can mix and match. If your Tier full set AC is different than you item slotted AC, use the highest of the two.

Legendary Action- Avatar Of Vix
= Become an Avatar Of Vix with BASE AC 18, +200 HP, and Resistance to all melee damage for three Rounds. Every attack or spell choose an ally target as well, damage

Legendary Actions-
When Attacking Side By Side Enemies in a row, move down the line attacking each of them in the back with advantage and end your turn behind any enemy within 30 feet where the row ends in invisibility. Invisibility ends at the END of your next turn. Use once per short rest.

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Legendary Action: Summon 3 Treants in the day or 3 Skeletons at night that act on their own accord to serve your best interest. Every time a Treant dies all allies gain 10 health. Everytime a Skeleton dies all enemies take 10 damage. =====

Legendary Action:
The Desert Lion- For 15 mins Be Imbued With The Fury Of The Past Sultans Of Khati’Hardt. Be able to dual wield two handed weapons and dodge/disengage/dash as a bonus action. Dual wielding weapon attacks will still be strength based.

Legendary Action: “ The Last Wish Whispered”
- Summon a random Djinn to aid you within its means for 5 mins. Roll a d100 for the type and strength of the Djinn, the DM has the discretion of which Djinn. On a nat 100 the Djinn that once owned these robes returns to them. His soul will now forever be infused into the robes and can be summoned on your or its own free will, and can communicate with you telepathically if IT chooses.

The Lost Djinn- Myral Ga’reem
AC-17 HP-213 Mod-+7(+4) Native: Air/Spirit Realm

If a Djinn dies only its equipment if any is left behind in this realm


 * The Djinn is now tethered to the robes he can come and leave on his own accord but he will always find the robes again.
 * The Lost Djinn can learn an array of spells, the more spells the better your relationship with him
 * Can Come and Go From The Robes
 * Can Travel Between the 7 lesser planes and spirit plane
 * Can briefly animate dead bodies
 * Can Go Through Certain Walls
 * Can Heal Allies
 * Physical Form Can Only Be Maintained 10mins at a time
 * Can if he is willing communicate with the wearer

If the Djinn is given his Robes and Freedom they will be animated permanently making him a NPC

Legendary Action:
As a bonus action turn into a swarm of 200 crows(no attack of opportunity). Roll 1d20, you deal that damage to every enemy within 500 feet automatically. You may expend ¾ of your total health to make the 1d20 into a 1d100, however you cant be healed for 3 rounds if you do so. As a action on the same turn you can rearrange your allies (not your own) current health points (NOT TOTAL) as you see fit, if they resist they must make a dc 14 con save (Pvp makes them not an ally). At the end of this turn  you MUST use a free action to resume your form anywhere within the map boundaries, the difference in elevation of where you used this ability cannot exceed +/- 30ft. THIS is a legendary action so can be used anytime however since it costs a Act/Free AC/ AND BA, if not already your turn already you use a reaction to use your next Act/Free Act/ BA early effectively skipping ur next turn. If you do this action on your turn, then those are the actions used and you have your following.

Legendary Action:
As a free action anytime 1/LR channel the spirits of all the Horse Lords that have ever existed. This lasts for 5 mins, at a range of 200 feet you can summon a spectral horse that deals 3d20 damage to its intended target. The intended target must make a DC 19 con check. Alternatively you can send the horse spirit towards an ally healing them for 2d20 health. As a bonus action you can infuse each missile from your ranged weapon with the fortitude of nomadic spirits, this allows each missile this turn to cause an additional 1d8 missile damage. If on a mount you can dash as a free action every turn and not get attack of opportunities against you.

Legendary Action:
Legendary Action: 1/LR for an action become immune to all damage for 2 mins. All damage is doubled against non humanoids. As a bonus action release your 3 prepared lost draconic souls to fight on your side for 5 mins.

Legendary Action:
Action- 1/week you sit down and start meditating max 10 mins. As you meditate a black fog surrounds you and tar like blood drips from your eyes and ears. This fog is able to form antler like tentacles in which you have 8 of. Each tentacle deals 2d20 Bludgeoning and Piercing damage and has a range of 100 feet. When meditating you have 1 attack per tentacle, Or you can dedicate a tentacle to protect you increasing your AC by 1 each. your meditating body can still be attacked with advantage, and if you go unconscious action ends.

Legendary Action:Packs Fury
1/30min You gain the furocity of an entire pack of wolves. When this ability is activated you gain an extra attack for that turn based on the # of allies within 10 feet of you (max 12). You are free to move around and can disengage/dash both separately as a free action. This ability ends at the end of your turn or the extra turn if used not on your turn.

Legendary Action- Sea Wolf’s Cunning
1/LR you can attack every enemy within 80 feet with your range attack once, if you are using melee you let out a roar dealing 2d20 Tidal Damage to all enemies in 80 feet. Either way all allies in 80 feet heal 2d20.

During the turn during or after(if used on an enemy or ally turn) you can move freely without any attacks of opportunity against you

Legendary Action- Spirit Of The Wild Lycan
(1/LR 3min) You grow 3 feet and gain 200 lbs of muscle. Strength is now 30.

Your hp multiplies by a factor of 3. Your AC remains the same.

Your weapons attack uses your new strength modifier, your damage dice is rounded up to the next highest dice of the 7. If it is a 1d20 already it is now 2d20. etc

Stag Staff
Once a long rest be granted Haste at will for 3 rounds

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +1 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Polymorph Into A Jade Colored Stag and have 150 Movement and can pass through any ONE physical thing at least twice for 3mins. AC 10 HP 15

If in a Woodland can heal the entire party 1d20 once per long rest.

If in a Grassland the entire party enters dodge until they get attacked next or combat is over. Once per long rest.

If in the Mountains thomping the staff on the ground will reveal all potential targets stealthed, invisible, or out of map range onto the map.

Storm Clippers
Each Strike is 1d6 Lightning Damage

Double Damage against Water Creatures. Heals Metal Creatures

On a Natural 19 a extra attack is given (1 mainhand 1 Offhand)

Lightning Bow
Each Strikme is 1d6 Lightning Damage

Double Damage against Water Creatures. Heals Metal Creatures

On a Natural 19 lvl 6 Chain Lightning is casted as well at the attended Target

Elven Longsword From The Old Dimension
1 handed Dex 1d8, 2 handed Strength 1d10

Does an additional 1d6 Psychic Damage

Double Damage Against Demons

Demon Energy Capacitor

Everytime a Medium Demon or greater is killed with this sword it gains 1 charge. It can hold a maximum of 20 charges. Each Charge can be used during an attack to and add an additional 1d6 to the damage roll. (Example on a 1handed hit, 1d8+Dex +1d6 Psychic+ 20d6 Demon Energy Burst)

The Sand Dragon Shield
+2 AC however if an ally is on your flank they also gain +1AC.

Fire Resistance

If Protecting Against A Fire Spell roll a d20, on a Nat 19+ The spell is directed back at the caster for ½ damage.

Great Moon Djinn Hammer
Damage: 1d12+STR +1d8 Radiant

Advantage against undead.

Two handed

4 Gem Slots 1 Rune Socket

Every long rest you have 9 charges to use a bonus action to send X amount of the charges to shoot as projectiles towards an enemy dealing 1d8 Projectile damage.

Alternatively you can use an action and the 9 floating crystals become a trap within 10 feet of you, the next living thing to touch the trap takes a 5d10 radiant damage. They have a DC 18 dex save or take ½ damage.

Arcane Focus- Wand Of Sorrow

 * 1/LR become a swarm of ravens and travel up to 60 feet as an action. Every creature/humanoid directly between your start and end point rolls a d20. That d20 is how many d4’s of piercing damage they take. Mac 20d4’s.

-1/SR Shadowstep within a 30 foot range as a bonus action


 * Counts as a endless source of reagents for:
 * Any Spells With Animal Related Reagents
 * Any Necrotic Spells 5th level or lower

The Jade Great Axe
Attack: -2 Modifier Damage: 1d20

Two Handed

2 Gem Sockets 1 Rune Socket

* PHYSICALLY UNBREAKABLE

-1/LR Bonus Action: WHIRLWIND Spin in a circle and make a free attack against every enemy standing around you max 8. This does not count as a regular attack action but must beat their AC’s.

Dragon Hunters Crossbow
Damage: 2d12+dex Range: 300/600

Advantage against enemies with scales or plate armor. (for first attack only)

One handed

Once per long rest you can use rapid fire as a BA giving you 3 additional attacks that do 1d8 damage each on a hit.

Spine Of Bordril Whip
Damage: 1d8 Slashing

Range: 40 ( Retractable)

Reach, Finesse, Heavy, SPecial

3 Rune Slots

1/LR on a attack that lands of your choosing you do an additional 1d4 damage per 5 foot of distance the enemy was

1/LR You shoot the whip straight out dealing 1d20 piercing damage as an alternate attack

1/LR you can charge the whip with a spell that allows you to cast it from the whip as a BA

Special- Can use a str/dex roll to manipulate the environment with the range of the whip as an action

Sword Of The Omega
Damage: 2d4 Piercing

Finesse, Versatile (3d4 Slashing)

2 Gem Slots

Whenever you have the lowest health % out of all your allies, or tied, you gain +1 AC and can assist your allies as a BA.

If you fall unconscious clutching the omega sword you instantly reappear to your a square of DM choice next to your nearest ally. Even if it is a bad postion this isn’t optional.

Ezekial’s Widower
Damage: 6d4(Per Attack Like Longbow)+Dex Two Handed

Range: 120ft, 121+ Disadvantage

After your first shot that hits you learn your enemies AC (their weaknesses)

For every range of difference that your attack roll is to their AC you gain an added effect.

0-3- Enemy Is Knocked Prone If Same Size Or Smaller

4-7- Enemy takes 1.5X the damage

8+- Enemy takes 2X damage and is stunned for 2mins even if boss


 * Example if first attack hits you learn their AC is 15
 * If your second attack roll is a 17, the difference is 2, so the 0-3 effect takes place.

Non Gunslinger Combat Rules Dex Based

Musket- 1 Ammo Required  1 Action to load 1 Action to fire

Range is Xft with one disadvantage per 10ft over

Silverquake
Greathammer

4d8 bludgeoning

Heavy (STR18) ,Two Handed

2 Rune Slots

8 Gem Slots

Silver Plated- Double damage against werecreatures, and 1d8 radiant damage against undead

-1/LR As an Action

Do a mighty blow with your hammer overhead and come down on a prone enemy dealing 1d100 Bludgeoning damage- Prone Target Can’t Be A Huge+/Boss

-1/LR As a BA

You bang Silverquake on the ground, all enemies within 5 feet of you must make a DC Dex 17 Save or be knocked prone.