Lux - Dragonborn Dragon Knight
Honour, loyalty.Items
Chillspike Lance - Attunement
This cold steel weapon from the Everglacier is topped with a menacing ice spike that never melts. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The pike deals an extra 1d4 cold damage to any target it hits. You have 4 charges and gain back 1d4+1 back after a long rest.Everglacier's Fury (2 charges)
As an action you can plunge thje pike into the ground at your feet. When you do, the blade of the pike magically vanishes into the earth and summons up to three spikes from the ground nearby. Choose up to 3 different targets on the ground you can see within 20 ft of you. An affected target must succeed a DC 14 Dexterity saving throw or take 2d8 cold damage as a frozen spike erupts from the ground beneath it. The spike immediately redece into the ground after the effect, and the icy blade of the pike reappears..
Javeling of Lightning 1d6 - 30/120
This Javelin is a Magic Weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a Ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage.The javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon.
Clockwork Healerbee - Attunement
This pill-shaped magical mechanism is 2 inches long and made of brass and glass. It has a pair of tiny wings that silently keep it aloft. It hovers up to 5 feet above the ground and does its best to stay at your side within your space. The bee can enter and pass through another creature’s space and does not provoke opportunity attacks.The bee has 8 charges and regains 1d6 + 2 expended charges daily at dawn. While the bee is within your space, you can speak its command word as a bonus action and expend up to 3 of its charges to command the bee to heal a creature that you can see within 20 feet of you. The bee flies to the creature’s space and touches its stinger to the creature, causing the creature regain 1d6 hit points for each expended charge and emit a bright light that fills the space. After healing the creature, the bee returns to your space.
The bee is considered a magical object and is not a creature. It has AC 15, 10 hit points, and has resistance to all damage. If the mending spell is cast on the bee while it has at least 1 hit point, it regains 2d6 hit points. If the bee drops to 0 hit points, it can’t be used again for 24 hours, at which point it regains all its hit points.
Vintus Libertas (Chainmail armor 16AC) - Attunement
- You gain an additional +2 AC.- As an action, you can ignite any melee weapon in your hand causing its next attack to deal an additional 2d6 fire damage. You can use this once per day.
- While wearing this armor, you have advantage on saving throws against being knocked prone.
Nox: Tail of the Artificer
- Electric charge attack (1/long rest)At the end of the tail there's something built in that looks like a tesla coil. You can add 1d8 lightning damage to an attack.
- Detect traps (1/long rest)
You can use the tail to detect traps within 30 ft.
Nox: Periapt of Health
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the Effects of the disease are suppressed you while you wear the pendant.
