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 Post subject: Diablo II 5e
PostPosted: Mon Jun 06, 2016 5:25 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
Monsters
Balrog
Bishibosh
Coldcrow
Corrupt Rogue Captain
Corrupt Rogue, Dark Hunter
Council Member
Fallen One
Fallen Shaman
Goatman
Goatman, Blood Clan
Goatman, Death Clan
Goatman, Hell Clan
Goatman, Moon Clan
Goatman, Night Clan
Horned Demon
Infector of Souls
Knight, Hell
Knight, Infernal
Knight, Nightmare
Mage, Hell
Mage, Infernal
Mage, Nightmare
Mephisto
Rakanishu (Kain)
Rakanishu (KCG)
The Countess


Items
Armor
Bows
Swords


Other
Diablo Monsters in the Monster Manual
Monster Enchantment Modifiers
Tentative Diablo Challenge Chart


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 Post subject: Re: Diablo II 5e
PostPosted: Mon Jun 06, 2016 6:19 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
Diablo II Style Armor

This variant rule allows for the mix and match armor style present in Diablo II.

Body Armor
As per Player's Handbook Page 145.
Helms
Padded Cap - no AC - 1 sp
Leather Cap - AC 11 + Dex (does not stack with armor) - 3 gp
Chain Cap - AC 12 + Dex (does not stack with armor) - 10 gp
Helm - AC 13 + Dex (does not stack with armor) - 20 gp
Plate Helm - AC 14 + Dex (does not stack with armor) - 100 gp
Shields
Lesser Shield - AC +1 (does not stack with gloves) - 1 gp
Shield - AC +2 (does not stack with gloves) - 10 gp
Greater Shield - AC +3 (does not stack with gloves) - 100 gp
Gloves
Gloves - no AC - 1 sp
Leather Gloves - AC 11 + Dex (does not stack with armor or shield) - 2 gp
Scale Gauntlets - AC 12 + Dex (does not stack with armor or shield) - 10 gp
Chain Gauntlets - AC 13 + Dex (does not stack with armor or shield) - 15 gp
Plate Gauntlets - AC 14 + Dex (does not stack with armor or shield) - 100 gp
Boots
Shoes - no AC - 1 sp
Leather Boots - AC 11 + Dex (does not stack with armor) - 2 gp
Greaves - AC 12 + Dex (does not stack with armor) - 20 gp
Plate Boots - AC 13 + Dex (does not stack with armor) - 100 gp
Belts
Least Belt - no item slots - 1 cp
Lesser Belt - 1 item slot - 1 sp
Belt - 2 item slots - 4 sp
Greater Belt - 3 item slots - 1 gp
Greatest Belt - 4 item slots - 5 gp


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 Post subject: Re: Diablo II 5e
PostPosted: Tue Jun 07, 2016 7:18 am 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4739
Monster Enchantment Modifiers
Aura TBD

Cursed Monster's attacks gain the following property. 'On a hit, the affected creature must make a Charisma saving throw. On a failure, the victim takes maximum damage from all attacks.' Save DC is Charisma based.

Cold Enchanted Monster gains resistance to cold. (Immunity if already has cold resistance).
-Monster's weapon attacks deal additional cold damage. (Rule of thumb is 2 dice per 1 dice dealt by the weapon.)
-Monster gains the following ability. 'Death Throes. When monster dies, it explodes, and each creature within 20 feet of it must make a Constitution saving throw, taking cold damage on a failed save, or half as much damage on a successful one. The explosion has a 50% chance of destroying monster's weapons and armor.' Damage is equal to the HD of the creature. Save DC is Constitution based.


Extra Fast Monster's speed is increased 15-20 ft.
-Monster gains the following ability. 'Haste The monster can use a bonus action to take the Dash or Attack actions.'

Fire Enchanted Monster gains resistance to fire. (Immunity if already has fire resistance).
-Monster's weapon attacks deal additional fire damage. (Rule of thumb is 2 dice per 1 dice dealt by the weapon.)
-Monster gains the following ability. 'Death Throes. When monster dies, it explodes, and each creature within 20 feet of it must make a Dexterity saving throw, taking fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it has a 50% chance of destroying monster's weapons and armor.' Damage is equal to the HD of the creature. Save DC is Constitution based.

Lightning Enchanted Monster gains resistance to lightning. (Immunity if already has lightning resistance).
-Monster's weapon attacks deal additional lightning damage. (Rule of thumb is 2 dice per 1 dice dealt by the weapon.)
-Monster gains the following ability 'Charged Bolt Every time monster takes damage, creatures within 15 ft. of him must make a Dexterity save. taking lightning damage or half as much on a successful save.' Damage is 1d10 per CR of the creature. Save DC is Constitution based.

Magic Resistant Monster gains magic resistance.

Mana Burn Monster's attacks gain the following property. 'On a hit, the affected creature must make a Charisma saving throw. On a failure, the victim loses 1d4 spell slots.' Save DC is Charisma based.

Multishot Monster's ranged attacks target three creatures instead of one.

Spectral Shot Monster gains resistance to cold, fire and lightning.
-Monster's weapon attacks deal additional force damage. (Rule of thumb is 2 lower dice per 1 dice dealt by the weapon.)

Stoneskin Monster gains resistance to bludgeoning, piercing, and slashing.

Extra Strong Monster's weapon attacks deal maximum damage. Damage dice are doubled.

Teleport Monster gains the following ability. 'Teleport. The monster magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. The monster heals 1 HD every time it uses this ability.'


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 Post subject: Re: Diablo II 5e
PostPosted: Sat Jun 11, 2016 11:24 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4739
Tentative Diablo Challenge Chart

Corpsefire CR 1
Bishibosh CR 3
Coldcrow CR 4
Rakanishu CR 2
Zhar the Mad CR 5
The Countess CR 6
The Smith CR 7
Griswold CR 7
Radament CR 8
Bloodwitch the Wild CR 8
Coldworm the Burrower CR 9
Fangskin CR 9
Ancient Kaa the Soulless CR 9
Shenk the Overseer CR 9
Colenzo the Anihilator CR 9
Achmel the Bloody CR 9
Red Vex CR 9
Black Jade CR 9
Toorc Icefist CR 9
Geleb Flamefinger CR 9
Ismail Vilehand CR 9
Maffer Dragonhand CR 9
Wyand Voidbringer CR 9
Bremm Sparkfist CR 9
Bloodraven CR 10
The Summoner CR 10
Sir Gorash CR 10
Warlord of Blood CR 11
Archbishop Lazarus CR 11
Bartuc the Bloody CR 11
Andariel CR 12
Duriel CR 13
Nihlathak CR 13
Hephasto the Armorer CR 14
Talic, Madawc, and Korlic CR 15
Grand Vizier of Chaos CR 15
Lord de Seis CR 15
Infector of Souls CR 15
Ventar the Unholy CR 18
Izual CR 19
Lister the Tormentor CR 20
Mephisto CR 21
Diablo CR 22
Baal CR 23


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 Post subject: Re: Diablo II 5e
PostPosted: Sun Jun 12, 2016 12:02 am 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4739
Diablo Monsters in the Monster Manual

Baboon Demon = Ape (CR 1/2)
Bat Demon = Giant Bat (CR 1/4)
Blood Hawk = Hawk (CR 0)
Claw Viper = Yuan-ti Malison (CR 3)
Frog Demon = Giant toad (CR 1)
Giant Mosquito = Stirge (CR 1/8)
Giant Spider = Giant Spider (CR 1)
Mummy = Mummy (CR 3)
Scarab Demon = Giant fire beetle, hp 9 (2d6+2), add charged bolt (CR 1/4)
Skeleton/Skeleton Archer = Skeleton (CR 1/4)
Thorned Hulk = Treant, remove animate trees, (CR 8)
Vulture Demon = Giant vulture (CR 1)
Wendigo = Yeti (CR 3)
Wraith = Spectre (CR 1)
Zombie = Zombie. Remove undead fortitude. (CR 1/8)


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 Post subject: Re: Diablo II 5e
PostPosted: Sun Jun 12, 2016 1:20 am 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4739
Rixot's Keen
Weapon (short sword), legendary
You gain a +1 bonus to AC and attack and damage rolls made with this magic weapon. When you attack a creature with this weapon and roll a 20 on the attack roll, the target takes an additional 7 points of piercing damage. It must also make a Constitution saving throw against system shock as though it had taken massive damage.
Rixot's Keen also sheds light in a 20 ft. radius.


Blood Crescent
Weapon (scimitar), legendary (Requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you deal damage with this weapon, you heal 1d6 hit points.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
You gain resistance to acid, cold, fire and lightning and +2 hp per level while you are attuned to this weapon.
Blood Crescent also sheds light in a 30 ft. radius.


Skewer of Krintiz
Weapon (scimitar), legendary (Requires attunement)
You gain a +1 bonus attack and damage rolls made with this magic weapon. If you attack a creature wearing armor, you gain advantage on the attack roll. When you deal damage with this weapon, you are treated as though you have just taken a short rest.
Your Strength and Constitution scores are 19 while you are attuned to this weapon. It has no effect on you if your Strength or Constitution is already 19 or higher.


Gleamscythe
Weapon (falchion), legendary (Requires attunement)
You gain a +1 bonus to AC and attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, you can make one attack with it as a bonus action on each of your turns.
While attuned to this magic weapon, you can use an action to immediately gain the benefits of a short rest. You must take a long rest before using this ability again.
Gleamscythe also sheds light in a 30 ft. radius.

A falchion uses 1d8 for damage, but is otherwise treated as a scimitar with the versatile property.


Griswold's Edge
Weapon (longsword), legendary (Requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 2d6 fire damage. In addition, you can make one attack with it as a bonus action on each of your turns.
A creature struck by this weapon falls is pushed 5 feet away from you. It can attempt an Athletics or Acrobatics check opposed by the attack roll to resist this effect.
When in combat, you can gain advantage on all attack rolls made with this weapon for 1 minute. You must complete a short rest before using this ability again.
Your Strength score is 21 while you are attuned to this weapon. It has no effect on you if your Strength is already 21 or higher.


Hellplague
Weapon (longsword), legendary (Requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 1d6+1 fire damage and 1d6 poison damage. The target takes an additional 1d6 poison damage at the beginning of its turn. It can make a Constitution save on its turn to end this effect. When you deal damage with this weapon, you heal 1d6 hit points and are treated as having taken a short rest.
While you are attuned to this weapon, any fire damage you deal from any source gains a +1 damage bonus per damage die. This is already included in Hellplague's own damage.



Culwen's Point
Weapon (******* sword), legendary (Requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Opportunity attacks have disadvantage against you.
When in combat, you can gain advantage on all attack rolls made with this weapon for 1 minute. You must complete a short rest before using this ability again.
While attuned to this weapon, you have advantage on all saves against poison, and the duration of any poison effects is halved.
You gain a +1 bonus to your proficiency bonus while attuned to this weapon.


Shadowfang
Weapon (greatsword), legendary (Requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 2d6 cold damage. When you deal damage with this weapon, you heal 1d6 hit points and are treated as if you had just taken a short rest.
You gain resistance to cold while you are attuned to this weapon. You have disadvantage on Perception checks that involve sight while attuned to this weapon.


Soulflay
Weapon (greatsword), legendary (Requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. When you deal damage with this weapon, you heal 1d6 hit points and are treated as if you had just taken a short rest.
You gain resistance to all damage except bludgeoning, slashing and piercing while you are attuned to this weapon.


Kinemil's Awl
Weapon (greatsword), legendary (Requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 2d6 fire damage.
While attuned to this magic weapon, you can use an action to immediately gain the benefits of a short rest. You must take a long rest before using this ability again.
A paladin attuned to this magic weapon gains a holy fire aura. All foes within 30 feet of the paladin take 2d6 radiant damage on the paladin's turn.


Blacktongue
Weapon (greatsword), legendary (Requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 1d6 poison damage. The target takes an additional 1d6 poison damage at the beginning of its turn. It can make a Constitution save on its turn to end this effect.
Hit points lost to this weapon's damage can only be regained through a short or long rest, rather than by regeneration, magic or other means.
You gain resistance to poison while you are attuned to this weapon.


Ripsaw
Weapon (greatsword), legendary (Requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Ripsaw deals 3d6 base damage. When you deal damage with this weapon, you are treated as if you had just taken a short rest.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.


The Patriarch
Weapon (greatsword), legendary (Requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The Patriarch deals 3d6 base damage.
A creature struck by this weapon is blinded for 1d4 rounds. A Constitution save reduces this to 1 round.
Your Strength score is 19 while you are attuned to this weapon. It has no effect on you if your Strength is already 19 or higher. You take 5 less damage from any effect while attuned to this weapon.
Randomly determined monster coins are maximized while you are attuned to this weapon. Yeah, it's weird.


Bloodletter
Weapon (short sword), legendary (Requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. Bloodletter deals 2d6 base damage. When you deal damage with this weapon, you heal 1d6 hit points.
A barbarian gains greater advantage (3d20, take best) when using reckless on attacks made with Bloodletter. A raging barbarian can strike all creatures in reach when it attacks with Bloodletter.
When you are attuned to this weapon, finishing a short rest removes 1 level of exhaustion, provided you have something to eat and drink. Finishing a long rest removes 2 levels.


Coldsteel Eye
Weapon (scimitar), legendary
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. Coldsteel Eye deals critical damage if you hit a creature on a roll of 19-20. When you deal damage with this weapon, you are treated as if you had just taken a short rest.
A creature struck by this weapon is blinded and its speed is halved for 1d4 rounds. A Constitution save reduces this to 1 round.


Hexfire
Weapon (scimitar), legendary (Requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 2d6+2 fire damage. Hexfire deals 2d6 base damage. If you attack a creature wearing armor, you gain advantage on the attack roll.
While you are attuned to this weapon, any fire damage you deal from any source gains a +1 damage bonus per damage die. This is already included in Hexfire's own damage.
You can use an action to summon a pyrohydra for 1 minute. You cannot use this ability again until you have completed a long rest.
You are immune to fire while you are attuned to this magic weapon.


Blade of Ali Baba
Weapon (falchion), legendary (Requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
While attuned to this magic weapon, you can use an action to immediately gain the benefits of a short rest. You must take a long rest before using this ability again.
Your Dexterity score is 21 while you are attuned to this weapon. It has no effect on you if your Dexterity is already 21 or higher. Randomly determined monster coins are maximized while you are attuned to this weapon.
The Blade of Ali Baba seems to be drawn to treasure. DMs using random treasure rolls should increase these in some manner, whether it is doubling the amount of treasure or rolling on higher charts than otherwise indicated.


Ginther's Rift
Weapon (longsword), legendary (Requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 2d6 force damage. In addition, you can make one attack with it as a bonus action on each of your turns.
You gain advantage on saves against spells while you are attuned to this weapon.
When damaged, Ginther's Rift repairs itself at a rate of 1 hp per round.


Headstriker
Weapon (longsword), legendary (Requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. Headstriker deals 2d8 base damage and deals critical damage if you hit a creature on a roll of 19-20. If you are 17th level or higher, this increases to 18-20.
Hit points lost to this weapon's damage can only be regained through a short or long rest, rather than by regeneration, magic or other means.
Your Strength score is 23 while you are attuned to this weapon. It has no effect on you if your Strength is already 23 or higher.


Plague Bearer
Weapon (longsword), legendary (Requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 2d6 poison damage. The target takes an additional 2d6 poison damage at the beginning of its turn. It can make a Constitution save on its turn to end this effect.
When you attack a creature with this weapon and roll a 20 on the attack roll, all foes within 20 feet take poison damage as though they had been struck by the weapon.
You gain resistance to poison while you are attuned to this weapon. A druid or lycanthrope attuned to this weapon deals poison damage as though striking with the sword with natural weapons.


The Atlantean
Weapon (******* sword), legendary (Requires attunement)
You gain a +2 bonus to AC, attack and damage rolls made with this magic weapon.
A paladin gains a +2 bonus to its proficiency bonus while attuned to this weapon.
Your Strength, Dexterity and Constitution scores are 25 while you are attuned to this weapon. It has no effect on you if your Strength, Dexterity or Constitution is already 25 or higher.


Crainte Vomir
Weapon (greatsword), legendary (Requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
A creature struck by this weapon takes a -1 cumulative penalty to AC and its speed is halved. A creature can make a Constitution save at the end of its turn to recover from these effects.
You gain resistance to slashing, bludgeoning and piercing damage and your speed is 10 feet faster while you are attuned to this magic weapon.


Bing Sz Wang
Weapon (greatsword), legendary (Requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 2d6 cold damage. When you attack a creature with this weapon and roll a 20 on the attack roll, the target takes an additional 12 points of cold damage. It must also make a Constitution saving throw or be frozen, gaining the petrified condition. It can make a Constitution save on its turn to remove the petrified condition. If it fails three such saves in a row, it is permanently frozen.
Your Strength score is 27 while you are attuned to this weapon. It has no effect on you if your Strength is already 27 or higher.


The Vile Husk
Weapon (greatsword), legendary (Requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 2d6 poison damage. The target takes an additional 2d6 poison damage at the beginning of its turn. It can make a Constitution save on its turn to end this effect.
Undead hit by this weapon take an additional 2d6 points of radiant damage. If they have 25 hp or less after taking this damage, they must make a Wisdom save or be destroyed.
When you attack a creature with this weapon and roll a 20 on the attack roll, it must make a Wisdom save. On a failure, the creature is cursed and takes maximum damage from any source until the curse is removed.
You gain resistance to poison while you are attuned to this weapon.


Cloudcrack
Weapon (greatsword), legendary (Requires attunement)
You gain a +2 bonus to AC, attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 2d6 lightning damage.
When you attack a creature with this weapon and roll a 20 on the attack roll, it takes an additional 12 points of lightning damage. Any undead within 30 ft. take 2d6 radiant damage and must make a Wisdom saving throw or be turned.
You gain immunity to lightning while you are attuned to this weapon.
A paladin attuned to this weapon doubles the range of any of his auras.
Cloudcrack also sheds light in a 20 ft. radius.


Todesfaelle Flamme
Weapon (fullblade), legendary (Requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 3d6 fire damage.
When you attack a creature with this weapon and roll a 20 on the attack roll, a fireball (5th level spell) detonates on the struck creature. Other creatures in the radius can make a Dexterity save for half damage.
The wielder of Todesfaelle Flamme can cast wall of fire three times as a 5th level spell. The wielder must take a short rest before using the power again.
The wielder of Todesfaelle Flamme can enchant all allied weapons nearby with the power of flame. For 1 minute, the weapons all deal an additional 1d6 fire damage on a successful hit. The wielder must take a long rest before using this power again.
While attuned to this weapon, you are immune to fire damage. You gain hit points equal to one half of the fire damage you would have taken.


Swordguard
Weapon (fullblade), legendary (Requires attunement)
You gain a +2 bonus to AC, saving throws, attack and damage rolls made with this magic weapon. As a bonus action, you can use the sword to gain 20 temporary hit points.
Opportunity attacks have disadvantage against you.
You gain resistance to acid, cold, fire, lightning and poison while you are attuned to this weapon. You have advantage on Dexterity and Constitution saves.
You can use your reaction to parry, gaining your proficiency bonus to AC against one attack that would have otherwise hit you.


Djinn Slayer
Weapon (shortsword), legendary (Requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 3d6 fire damage. When you hit a fiend using this magic sword, the fiend takes an extra 3d6 radiant damage. When you deal damage with this weapon, you are treated as if you had just taken a short rest.
While attuned to this weapon, you gain resistance to lightning damage. You have advantage on any saving throws against lightning damage.


Bloodmoon
Weapon (scimitar), legendary (Requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you deal damage with this weapon, you heal 1d6 hit points.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Anytime Bloodmoon kills a creature, you gain 2d8 hit points.
It is rumored Bloodmoon can be used to call and command a blood golem.



Lightsabre
Weapon (longsword), legendary (Requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 3d6 force and 3d6 lightning damage. In addition, you can make one attack with it as a bonus action on each of your turns. If you attack a creature wearing armor, you gain advantage on the attack roll.
When you attack a creature with this weapon and roll a 20 on the attack roll, you cast chain lightning.
While attuned to this weapon, you are immune to lightning damage. You gain hit points equal to one half of the lightning damage you would have taken.
Lightsabre also sheds light in a 60 ft. radius.



Azurewrath
Weapon (longsword), legendary (Requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 3d6 force and 3d6 cold damage. In addition, you can make one attack with it as a bonus action on each of your turns.
Undead within 100 ft. of the wielder of Azurewrath take 2d8 radiant damage every round at the beginning of the wielder's turn. Undead possessing any immunity or resistance to slashing, bludgeoning or piercing damage have it suppressed while within 100 ft. of the wielder.
You gain a +1 bonus to your proficiency bonus while attuned to this weapon. Your ability scores are all 19 while you are attuned to this weapon. It has no effect on you if your ability score is already 19 or higher.
Azurewrath also sheds light in a 30 ft. radius.


Frostwind
Weapon (longsword), legendary (Requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 3d6 cold damage. In addition, you can make one attack with it as a bonus action on each of your turns.
When you attack a creature with this weapon and roll a 20 on the attack roll, the target takes an additional 18 points of cold damage. It must also make a Constitution saving throw or be frozen, gaining the petrified condition. It can make a Constitution save on its turn to remove the petrified condition. If it fails three such saves in a row, it is permanently frozen.
While attuned to this weapon, you are immune to cold damage. You gain hit points equal to one half of the cold damage you would have taken.


Flamebellow
Weapon (greatsword), legendary (Requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 4d6+8 fire damage.
When you attack a creature with this weapon and roll a 20 on the attack roll, a meteor swarm centered on the target is cast. You automatically make your save against the effect.
While you are attuned to this weapon, any fire damage you deal from any source gains a +2 damage bonus per damage die. This is already included in Flamebellow's own damage.
While attuned to this weapon, you are immune to fire damage. You gain hit points equal to one half of the fire damage you would have taken.
Your Strength score is 25 while you are attuned to this weapon. It has no effect on you if your Strength is already 25 or higher.


Doombringer
Weapon (fullblade), legendary (Requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. Doombringer deals 3d8 base damage. When you deal damage with this weapon, you heal 1d6 hit points.
When you attack a creature with this weapon and roll a 20 on the attack roll, the creature must make a Wisdom save or be cursed, dealing half damage until the curse is removed.
While you are attuned to this weapon, you gain +5 hp per HD.


The Grandfather
Weapon (fullblade), legendary (Requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The Grandfather deals 6d8 base damage.
While you are attuned to this weapon, you gain +5 hp per HD. Your ability scores are all 30 while you are attuned to this weapon. It has no effect on you if your ability score is already 30 or higher. You cannot attune to the Grandfather if your strength is less than 20.


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 Post subject: Re: Diablo II 5e
PostPosted: Mon Jun 13, 2016 6:31 pm 
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Pluckeye
Weapon (shortbow), legendary (Requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you deal damage with this weapon, you are treated as if you had just taken a short rest.
While you are attuned to this weapon, you gain +1 hp per HD.
Pluckeye also sheds light in a 20 ft. radius.


Witherstring
Weapon (shortbow), legendary
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic bow, the target takes an extra 1d6 force damage. In addition, you can make one attack with it as a bonus action on each of your turns.

Raven Claw
Weapon (longbow), legendary (Requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic bow, the target takes an extra 1d6 fire damage. In addition, all creatures in a 10 ft. radius must make a Dexterity save. On a failure, they take 3d6 fire damage, half damage on a success.
Your Strength and Dexterity scores are 17 while you are attuned to this weapon. It has no effect on you if your Strength or Dexterity is already 17 or higher.

Rogue's Bow
Weapon (longbow), legendary (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rogue's Bow deals critical damage if you hit a creature on a roll of 19-20. In addition, you can make one attack with it as a bonus action on each of your turns.
Undead hit by this weapon take an additional 2d6 points of radiant damage.
You gain resistance to acid, cold, fire, lightning and poison while you are attuned to this weapon.
Rogue's Eye does not possess the heavy quality, despite functioning as a longbow.


Stormstrike
Weapon (longbow), legendary (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic bow, the target takes an extra 2d6 lightning damage.
Arrows from Stormstrike pierce through their targets. Treat an attack from Stormstrike as a 150 ft. line, targeting all creatures within the line.
You gain resistance to lightning while you are attuned to this weapon. Your Strength score is 17 while you are attuned to this weapon. It has no effect on you if your Strength is already 17 or higher.


Wizendraw
Weapon (longbow), legendary (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic bow, the target takes an extra 1d8 force damage. In addition, you can make one attack with it as a bonus action on each of your turns.
Creatures struck by Wizendraw must make a Constitution save. On a failure, any cold resistance possessed by the creature is ignored and immunity to cold is treated as resistance for 1 minute.
While attuned to Wizendraw, a spellcaster possesses one additional spell slot of the highest level she can cast.


Hellclap
Weapon (greatbow), legendary (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic bow, the target takes an extra 2d6+2 fire damage. In addition, you can make one attack with it as a bonus action on each of your turns.
You gain resistance to fire while you are attuned to this weapon. While you are attuned to this weapon, any fire damage you deal from any source gains a +1 damage bonus per damage die. This is already included in Hellclap's own damage.
Your Dexterity score is 21 while you are attuned to this weapon. It has no effect on you if your Dexterity is already 21 or higher.


Blastbark
Weapon (warbow), legendary (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic bow, the target takes an extra 1d6 fire damage. In addition, all creatures in a 10 ft. radius must make a Dexterity save. On a failure, they take 3d6 fire damage, half damage on a success. When you deal damage with this weapon, you are treated as though you have just taken a short rest.
A ranger gains a +1 bonus to its proficiency bonus while attuned to this weapon.
Your Strength score is 17 while you are attuned to this weapon. It has no effect on you if your Strength is already 17 or higher.


Eaglehorn
Weapon (greatbow), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you attack a creature wearing armor, you gain advantage on the attack roll.
A ranger gains a +1 bonus to its proficiency bonus while attuned to this weapon.
Your Dexterity score is 30 while you are attuned to this weapon. It has no effect on you if your Dexterity is already 30 or higher.


Widowmaker
Weapon (warbow), legendary
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic bow, the target takes an extra 3d12 force damage. Widowmaker deals critical damage if you hit a creature on a roll of 19-20. If you attack a creature wearing armor, you gain advantage on the attack roll. Widowmaker ignores cover bonuses.


Windforce
Weapon (warbow), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. Windforce deals 2d12 base damage.
A creature hit by Windforce must make a Dexterity save or be pushed back 5 ft. If the save is failed by 5 or more, the creature is knocked prone as well.
Your Strength and Dexterity scores are 21 while you are attuned to this weapon. It has no effect on you if your Strength or Dexterity is already 21 or higher.


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 Post subject: Re: Diablo II 5e
PostPosted: Fri Jun 23, 2017 9:15 pm 
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Posts: 4739
Infernal Mage
Medium humanoid, lawful evil
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Armor Class 15 (mage armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
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STR 11 (+0) DEX 14 (+2) CON 12 (+1) INT 13 (+1) WIS 13 (+1) CHA 14 (+2)
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Skills Deception +4, Persuasion +4, Religion +2
Senses passive Perception 11
Languages Common
Treasure staff
Challenge 1 (200 XP)
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Dark Devotion The mage has advantage on saving throws against being charmed or frightened.

Spellcasting. The wizard is a 4th-level spellcaster. Its spell casting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The infernal mage has the following wizard spells prepared:
Cantrips (at will) : fire bolt, poison spray, ray of frost
1st level (4 slots): mage armor, magic missile, shield
2nd level (3 slots): acid arrow, scorching ray

ACTIONS
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Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Fire bolt. Ranged Spell Attack +3 to hit, range 120 ft., one target. Hit 5 (1d10) fire damage.

Poison spray. Spell Attack Constitution DC 11, range 10 ft, save negates. Hit 6 (1d12) poison damage.

Ray of Frost. Ranged Spell Attack +3 to hit, range 60 ft., one target. Hit 4 (1d8) cold damage and speed is reduced by 10 ft.


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 Post subject: Re: Diablo II 5e
PostPosted: Fri Jun 23, 2017 9:15 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4739
Nightmare Mage
Medium humanoid, neutral evil
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Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8 + 9)
Speed 30 ft.
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STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 17 (+3) WIS 12 (+1) CHA 11 (+0)
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Saves Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
LanguagesAbyssal, Celestial, Common, Infernal
Treasure staff
Challenge 6 (2,300 XP)

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Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): acid splash, fire bolt, poison spray, ray of frost
1st level (4 slots): mage armor, magic missile, shield
2nd level (3 slots): acid arrow, misty step, scorching ray
3rd level (3 slots): counterspell, fireball, lightning bolt
4th level (3 slots): dimension door, greater invisibility
5th level (1 slot): cone of cold

ACTIONS
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Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Acid Splash. Spell Attack: Dex save DC 14 negates, range 60 ft., two targets within 5 ft. of each other. 7 (2d6) acid damage.

Fire bolt. Ranged Spell Attack +6 to hit, range 120 ft., one target. Hit 11 (2d10) fire damage.

Poison spray. Spell Attack Constitution DC 14, range 10 ft, save negates. Hit 13 (2d12) poison damage.

Ray of Frost. Ranged Spell Attack +6 to hit, range 60 ft., one target. Hit 9 (2d8) cold damage and speed is reduced by 10 ft.


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 Post subject: Re: Diablo II 5e
PostPosted: Fri Jun 23, 2017 9:15 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4739
Hell Mage
Medium humanoid, lawful evil
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Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
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STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 20 (+5) WIS 15 (+2) CHA 16 (+3)
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Saves Int +9, Wis +6
Skills Arcana +13, History +13
Damage Resistance damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)
Senses passive Perception 12
Languages Abyssal, Celestial, Common, Draconic, Ignan, Infernal
Treasure staff
Challenge 12 (8,400 XP)
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Magic Resistance. The hell mage has advantage on saving throws against spells and other magical effects.

Spellcasting. The hell mage is a 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17 , +9 to hit with spell attacks). The archmage can cast magic missile and scorching ray at will and has the following wizard spells prepared:

Cantrips (at will): acid splash, fire bolt, poison spray, ray of frost, shocking grasp
1st level (4 slots): mage armor*, shield, thunderwave
2nd level (3 slots): acid arrow, flaming sphere, misty step
3rd level (3 slots): counterspell, fireball, lightning bolt
4th level (3 slots): dimension door, fire shield, greater invisibility
5th level (3 slots): animate objects, cloudkill, cone of cold
6th level (1 slot): chain lightning
7th level (1 slot): finger of death
8th level (1 slot): sunburst
9th level (1 slot): meteor swarm

ACTIONS
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Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Acid Splash. Spell Attack: Dex save DC 17 negates, range 60 ft., two targets within 5 ft. of each other. 14 (4d6) acid damage.

Fire bolt. Ranged Spell Attack +9 to hit, range 120 ft., one target. Hit 22 (4d10) fire damage.

Poison spray. Spell Attack Constitution DC 17, range 10 ft, save negates. Hit 26 (4d12) poison damage.

Ray of Frost. Ranged Spell Attack +9 to hit, range 60 ft., one target. Hit 18 (4d8) cold damage and speed is reduced by 10 ft.

Shocking Grasp. Melee Spell Attack +9 to hit, reach 5 ft., one target. Hit: 18 (4d8) lightning damage and the target cannot take reactions until the start of its next turn. If the target wears metal armor, the attack roll has advantage.


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