Chopsticks of Creation and Destruction
Artefact, Wonderous (Melee Weapon), Dual Attunement - Simple, Light, Special, d8 Radiant or Necrotic (Your choice on hit)
Special
Once on each of your turns when you attack with this weapon using the Attack action, you can make one additional attack with weapon as part of the same action. Your weapon attacks with this weapon score a critical hit on a roll of 19 or 20.
Creation of The Code
As an action you can conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 5 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object disappears after 1 hour, when you use this feature again, if it takes any damage, or if it deals any damage.
When you score a critical hit, you can swipe your creation chopstick into the sky and conjure items into the sky above each creature equal to your Proficiency modifier within 60ft. You can choose one of the following items to conjure (You can choose a separate item for each creature
Bombs: This item explodes in a 10ft radius centered onto the creature, all creatures within the radius must make a DEX save (DC is your attack stat modifier) or take 6d8 fire damage, half on a successful save.
Potions: This item lands onto the creatures head and restores their vitality. The creature is healed 6d4+6 hit points and gain 2d4 temporary hit points.
Knives: The knives pierce into the creature and carve into their flesh. The creature must make a Dexterity saving throw or take damage to half the amount that you dealt with your critical hit.
Needle: You inject a life elixir into the creatures veins empowering them with life of a dragon. Each creature chosen cannot be reduced to 0 hit points and instead go to 1 hit point until the start of your next turn.
Destruction of The Code
As an action you automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this feature.
Whenever you roll a natural 1 on an attack roll, you can choose to invoke the destructive force of your Destruction chopstick. You pierce the ground with it destroying the ground around you within a 10ft radius. All creatures within this radius must make a Constitution saving throw or be hit with a full force of destruction. They take 4d12 plus your missed attacks damage in force damage or half as much on a successful save.
CALL ONTO THE GOD OF DRAGONS
You can use your action to slam your chopsticks together, creating a fracture of Positive and Negative energy, that calls upon the God of Dragons. Each creature of your choice within 5 miles must make a DC 25 Strength save against a blade that slices through the entire space. Each creature that fails the save takes 12d12 force damage and are knocked prone or take half damage on a successful save. Those who are reduced to 20 hit points or less are killed and disintegrated.
Once you have used this feature, you can't use this feature again for 7 days.
+2 Blade of One Hundred Slices - Very Rare, Martial Weapon (Longsword) - 1d10 bludgeoning / Versatile (1d12), Attunement, Reach
This serrated blade has golden Sakura's engraved onto the blade. The blade itself is dull and doesn't cut much, however it seems to have a restless spirit residing within it that enchants the blade with a ghostly pink flame.
Ghost-Flame Strike
As a bonus action, you can cause the blade to light up with a pink flame that surrounds the blade, the weapons damage type is converted into fire damage and deals an additional d8 fire damage for 1 minute.
You can use this feature twice per long rest.
One Hundred Slices
As an action, you can choose one creature within this weapons reach. The spirit within the blade then takes over the weapon, causing the wielder to make one hundred strikes at the creature.
The target must make a Dexterity saving throw (DC 16), on a failure the target takes 10d12 fire damage, or half on a successful one.
Once you use this feature you cannot do so until a long rest.
Curse; Deaths Door
If you should be reduced to 0 hit points while you hold this blade, you instead go to 1 hit point. Each time you go to 0 hit points and activate this effect, you must make a wisdom save DC 5, and the DC increases by 5 each time. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword's demand is met.
The DC resets after this effect or at the end of a long rest. You cannot unattune from this weapon unless the blade wills it.
Amaterasu - Spirit of Pride - Neutral Evil - Wonderous (Weapon Spirit) - 5ft 6 inches
Once per short rest, while you hold the blade, you can choose to use your action to cast Summon Celestial, losing the blade as it turns into the spirit weapon until the spell ends, after which it returns back to the wielder. At the cost of half your current hit points, the blade absorbs your vitality and becomes more physical as you do not need to concentrate on the summon spell if you do decide to reduce your hit points.
If Amaterasu is within 30ft of you while you drop to 0 hit points, you still gain the effects of ***Curse; Deaths Door***.
Pride Personality - "She ignores creatures unless they offer obeisance and flattery."
Inventory
8 Darts
Dungeoneer's Pack
Shortsword
serpentine dragon-like pendant - A red dragon is engraved on it, holding a multi-coloured orb
3713 gold
Binding Faith
Balance Card(Text RP)
Soul catcher thing
Nomi's Apple
1 basic potion
1 Speed Potions
2 Greater potions
Portrait of Qifir
Portrait of triple A
The red necklace
Kal's petals
basic health
Iron Gauntlets of Wrath - Wondrous Item (Gauntlets), Rare (requires attunement by a Monk)
These iron gauntlets are adorned with intricate etchings of ancient symbols of power. When worn by a monk attuned to their magic, they empower the wearer with the fury of a raging storm.
Wrathful Strikes: While wearing these gauntlets, your unarmed strikes deal an additional 1d6 force damage. This damage increases to 2d6 at 11th level and 3d6 at 17th level.
Thunderous Step: Once per short rest, you can channel the gauntlets' power to unleash a shockwave with your step. As a bonus action, you stomp the ground, causing a shockwave to radiate out from you in a 30-foot radius. Creatures of your choice within the radius must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 6d8 thunder damage and be pushed 30 feet away from you. On a successful save, they take half damage and are not pushed.
Raging Tempest: When you score a critical hit with an unarmed strike while wearing these gauntlets, you can choose to spend 3 ki points to unleash a flurry of blows. Immediately after the critical hit, you can make two additional unarmed strikes as part of the same attack action (This Stacks up to a max of 10 strikes).
Soul of A Thunderous Dragon:(Upgrade)
You gain resistance to lightning and thunder damage, if you already have a resistance to one or both damage types then you gain a +1 bonus to the saving throw DCs of your ki features per resistance you already have.
Starcaller's Sextant - Legendary, Attunement (Only by a monk, cleric, paladin, or druid)
This ornate sextant appears as a finely crafted navigational tool, adorned with celestial motifs etched into its brass frame. Gleaming sapphire lenses accent its design, and constellations seem to subtly shift within its scope when activated.
Wayfinder's Insight: By spending 10 minutes studying the night sky with the Starcaller's Sextant, the wielder can gain insight into their current location, as well as the locations of significant points of interest within a 50-mile radius. This insight manifests as a mental map, providing the wielder with a general sense of direction and distance to the chosen points.
Stellar Echo: Once per week, the Starcaller's Sextant can harness the power of a distant star to create a temporary magical effect. The wielder selects a visible star in the night sky and speaks its name while holding the sextant aloft. Depending on the star chosen, effects can vary widely, from summoning a brief shower of shooting stars to fall down to providing temporary protection of starlight.
Bonus
Whenever you kill an enemy, you are healed for a number of hitpoints equal to the killed enemy's Constitution modifier (minimum one).
Resistance againts fire damage.
Freakin pog at chess