That sounds like a fun challenge! The Baptism of Fire RPG setting implies a world of conflict, intense trials, and powerful magic.
Here are five magical treasures, designed to be , interesting, and rooted in the themes of fire, conflict, and baptism/renewal, complete with a description, properties, and a unique drawback or trial.
Five Magical Treasures for Baptism of Fire
1. The Cinderheart Amulet
| Category | Amulet/Wondrous Item |
| Appearance | A dark, soot-stained iron heart, warm to the touch, suspended on a chain of braided copper wire. Tiny, barely visible embers glow within its cracks. |
Properties
Aura of Defiance: When the wearer is reduced to half their maximum HP or less, they gain resistance to Fire damage and their melee attacks deal an extra $1d4$ Fire damage for the remainder of the encounter.
Final Spark: Once per long rest, if the wearer is hit by an attack that would reduce them to 0 HP, they are instead reduced to 1 HP. They immediately erupt in a concussive blast of heat, pushing all adjacent creatures back 5 feet and forcing them to make a save against being Blinded for 1 round.
Trial & Drawback
Lingering Scorch: The Cinderheart demands perpetual resolve. If the wearer ever flees a confrontation (as defined by the GM) or surrenders when they still have the strength to fight, they take 1 point of permanent maximum HP damage (which can only be restored by a Wish or a similar powerful ritual of atonement).
2. The Mantle of Ash and Oath
| Category | Cloak/Armor |
| Appearance | A heavy, smoke-grey woolen mantle that smells faintly of spent black powder and rain. It is unnaturally silent when worn. |
Properties
Silent Passage: The wearer has advantage on checks made to hide or move stealthily immediately after being in a location engulfed by smoke, fog, or heavy mist.
The Unburning Vow: If the wearer makes a solemn oath (e.g., "I swear to protect this town," or "I swear to avenge my comrade") while standing near a burning source (a campfire, a torch, etc.), they gain a +1 bonus to their Defense/Armor Class and Saving Throws against effects that would cause the Stunned or Frightened conditions until the oath is fulfilled or irrevocably broken.
Trial & Drawback
The Burden of Truth: The Mantle makes deceit painful. When the wearer deliberately tells a lie, they suffer $1d6$ non-lethal damage and their voice is reduced to a painful rasp for 24 hours.
3. The Flask of Cleansing Tears
| Category | Wondrous Item/Consumable |
| Appearance | A small, tear-drop shaped glass flask, stoppered with crystal. It is filled with a clear, perpetually cool liquid that gently steams when opened. |
Properties
A Purgative Sip: Drinking a dose (1 action) removes the Poisoned and Diseased conditions, and restores $1d4$ Sanity/Resolve points (if your game uses a Sanity mechanic). It is considered holy water against demonic or undead foes.
Baptism of the Self: Once per long rest, the flask can be emptied over the head of a willing recipient. The recipient loses all minor scars, but for the next 24 hours, they have resistance to Necrotic damage and their eyes glow with an ethereal, cleansing blue light, giving them Disadvantage on checks made to intimidate others.
Trial & Drawback
A Memory of Loss: The liquid is a distillation of a martyr's grief. Each time the flask is used, the user must succeed on a Willpower saving throw or spend 1 round weeping uncontrollably (dropping any items held) as a powerful, sad memory that is not their own floods their mind.
4. The Gauntlet of the Smelting Hand
| Category | Weapon/Accessory (Paired or Single) |
| Appearance | A single, oversized leather and steel gauntlet, scorched black and fused slightly at the knuckles. It radiates oppressive heat only to those who hold it. |
Properties
Heat Metal Conduit: The Gauntlet allows the wearer to hold and wield objects that are intensely hot (such as a blade pulled from a volcano or a weapon affected by the Heat Metal spell) without taking damage.
The Forgemaster's Grip: Once per short rest, the wearer may attempt to grapple a foe wearing metal armor or wielding a metal weapon. If successful, the wearer may instantly deal 2d6 Fire damage to the target. This damage ignores non-magical armor due to the intense localized heat.
Trial & Drawback
Touch of the Master: The Gauntlet is restless. The wearer cannot touch living flesh (other people, animals, plants) with the Gauntlet hand without causing a tiny, painful, 1d4 Fire damage burn, forcing the wearer to constantly be mindful of their movements.
5. The Codex of Embers and Echoes
| Category | Tome/Artifact |
| Appearance | A thick book bound in fire-retardant dragon hide. Its pages are made of thin slate, covered in characters that glow intermittently like cooling lava. |
Properties
Ritual Knowledge: The Codex contains one powerful, unique Ritual Spell related to cleansing, summoning a small fire elemental, or divining the location of a great source of heat/power (GM's choice).
Echoing Insight: Studying the book for an hour allows the reader to ask the GM one question about a creature they have recently fought or a location they have recently visited, to which the GM must give a truthful but possibly cryptic answer, as the book holds the echo of conflict and intensity.
Trial & Drawback
The Price of Power: The knowledge in the Codex is volatile. Any time the reader attempts to cast a spell other than the Ritual Spell contained within the book, there is a 15% chance that the spell's type is randomly converted to Fire damage (if applicable) and its area of effect is centered on the caster.
Here is the fearsome creature: The Hydrocinder Wraith.
The Hydrocinder Wraith (Guardian of the Flask of Cleansing Tears)
The Hydrocinder Wraith is typically found in desolate, cooled lava tubes beneath ancient springs or guarding wells poisoned by betrayal, where the Flask's presence is an insult to its existence.
Description
The Hydrocinder Wraith is an entity formed from the paradoxical mixture of intense, cleansing heat and the deep, cold sorrow of betrayal. It appears as a gaunt, skeletal figure, perpetually weeping scalding tears that sizzle and evaporate on contact with the ground. Its body is composed of shards of dark, obsidian glass and steaming water, often wreathed in plumes of painful, mineral-rich steam. Where its eyes should be are two deep, smoking fissures.
Creature Traits
| Trait | Detail |
| Type | Undead/Elemental (Water & Fire paradox) |
| Weakness | Radiant Damage, Blunt Trauma (shatters its obsidian form) |
| Resistances | Fire Damage (absorbs heat), Non-magical Piercing/Slashing Damage |
| Immunity | Poison, Disease, Being Frightened, Grappled, or Restrained |
Attacks & Abilities
1. Searing Grief (Melee Attack)
The Wraith lashes out with claws of hardened, steaming obsidian.
Effect: Deals Slashing damage plus $1d6$ Fire damage (from the scalding water coating its form).
2. The Cleansing Cloud (Area Effect)
The Wraith momentarily dissolves its lower body into a geyser of superheated, sorrowful steam.
Effect: All creatures within a 10-foot radius centered on the Wraith must succeed on a Constitution Saving Throw or take $2d8$ Fire damage and be inflicted with the Blinded condition until the end of their next turn (the steam burns the eyes and lungs).
3. Corrupting Empathy (Psychic/Debuff)
The Wraith chooses one target it can see and focuses the pain of its eternal betrayal upon them.
Effect: The target must succeed on a Wisdom Saving Throw or become Stunned for 1 round as they are overwhelmed by a sense of deep, crushing betrayal and regret. On a failed save, the target also takes $1d4$ Psychic damage. This ability cannot be used on the same target two rounds in a row.
4. Obsidian Shards (Defensive Reaction)
When struck by a successful critical hit, the Wraith's body temporarily fractures, allowing it to immediately teleport up to 30 feet away to an unoccupied space. This allows it to quickly reposition and use its Cleansing Cloud ability.
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