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roleplay:item:enchanted_dragon_scales [2018-03-14 02:09] eliroleplay:item:enchanted_dragon_scales [2018-03-14 02:13] (current) eli
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 +<roleplay mode="item">
 +name: Enchanted Dragon Scales
 +author: The DM
 +system: D&D 5
 +system: D&D 3.5
 +D&D 5_date: 2018-03-13
  
 +D&D 3.5_description: MULTILINE
 +A bag of 25 dragon scales from various dragons. Once a scale is taken out (as a free action), it must be used within the round or its power is lost. An unused scale is worth 20gp. Roll a d10 to determine the power of the scale:
 +
 +  - Red: Can be thrown up to 50ft, where it explodes as a fireball with 20ft radius, dealing 5d6 damage (reflex DC 14 for half).
 +  - Black: Can be thrown up to 50ft, where it explodes as a cloud of acid with 20ft radius, dealing 5d6 damage (reflex DC 14 for half).
 +  - Blue: Spreads out into an illusion of four humanoids, which attack a target of your choice for 10 rounds.
 +  - Green: Casts Suggestion (will DC 14 negates).
 +  - White: Creates a Wind Wall up to 40ft away at caster level 5 (save DC 14) which also deals 1 point of cold damage.
 +  - Brass: Casts Sleep (save DC 14) on a creature with up to 4 hit dice. If the creature has too many hit dice, the creature takes 2d6 fire damage instead (reflex half).
 +  - Bronze: When pointed at a creature within 60ft, the scale repels that creature. The target must succeed at a DC14 will save, or do nothing that round but move away from you at a minimum of half its normal speed. This does not end spells with a duration of concentration.
 +  - Copper: Casts Slow on a single target with a save DC of 14.
 +  - Gold: Grants a +1 luck bonus on all saving throws for ten minutes.
 +  - Silver: Paralyzes a target for two rounds, if the target fails a DC 14 fortitude save.
 +END
 +
 +
 +
 +D&D 5_description: MULTILINE
 +A bag of 25 dragon scales from various dragons. Once a scale is taken out as a bonus action, it must be used within the round or its power is lost. Roll a d10 to determine the specific power of the scale:
 +
 +  - Red: Can be thrown up to 50ft, where it explodes as a fireball with 20ft radius, dealing 5d6 damage (DC 14 dexterity save for half).
 +  - Black: Can be thrown up to 50ft, where it explodes as a cloud of acid with 20ft radius, dealing 5d6 damage (DC 14 dexterity save for half).
 +  - Blue: Spreads out into an illusion of four humanoids, which attack a target of your choice for 10 rounds.
 +  - Green: Casts Suggestion (DC 14 wisdom save negates).
 +  - White: Creates a Wind Wall up to 40ft away (save DC 14) which also deals 1 point of cold damage.
 +  - Brass: Casts Sleep (save DC 14) on a single creature with up to 5d8 hit points. If the creature has too many hitpoints to fall asleep, it instead takes 2d6 fire damage instead (DC14 dexterity save for half).
 +  - Bronze: When pointed at a creature within 60ft, the scale repels that creature. The target must succeed at a DC14 strength save, or do nothing that round but move away from you at a minimum of half its normal speed.
 +  - Copper: Casts Slow on a single target with a save DC of 14.
 +  - Gold: Grants a +1 luck bonus on all saving throws for ten minutes.
 +  - Silver: Paralyzes a target for two rounds, if the target fails a DC 14 constitution save.
 +END
 +
 +
 +D&D 3.5_cost: 8000gp
 +D&D 5_cost: Uncommon
 +</roleplay>
 +
 +
 +
 +{{tag>dnd3 dnd5 item misc}}