New Items
Hook and Chain
Hook and Chain; 1d6 piercing damage, range 20/40 feet, 4lb, light, two handed
This hook and chain can be used both as a weapon and a transportation device. When you hit a creature with it, you can have the target make an Athletics check with the DC being the total attack roll you rolled when hitting it. If the target fails the check, they are pulled 10 feet towards you. In addition, you can use an action to hurl the hook and chain at an object and try to pull yourself to it. Make an Acrobatics check, with the DC being determined by the DM, and should factor the distance and the object you're attaching the hook to. If you succeed the check, you are pulled up to the location of your choice.
Kitesail
Wondrous item, uncommon
This white leather glider attaches to the user's back, and while wearing it the user gains 30 feet of flying speed and can glide. The Kitesail can be broken as it and it has AC 13 and 10 hit points. It can be repaired with leather worker's tools and 1d6 hours.
Lithoform Engine
Wondrous Item, Very Rare, requires attunement by an artificer
This powerful device takes the shape of a group of panels connected by electricity to a panel with a human face on it. This item has 1d4+1 charges. When a creature within 30 feet of the engine casts a spell, you can expend a charge to copy the spell and deal its effects twice. The engine regains all charges at a new dawn.
Maul of The Skyclaves
Very Rare, Weapon (mace), requires attunement by a barbarian, fighter, or paladin
This beautiful quartz and silver mace is surprisingly light weight and sharp. You gain a +2 to attack rolls with this weapon, and every attack you make with the weapon deals an extra 2d8 radiant damage.
New Spells
Sejiri Shelter
1st Level Enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 round
As an action on your turn, you can create a white spectral shield that surrounds any creature within 60 feet of you. For one round the creature has resistance to a damage type of your choice.
Casting at Higher Levels: You can target an additional creature with this spell for each slot level you use above 1st.
Spikefield Hazard
1st Level Conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M*
- Duration: 1 minute
A horde of jagged rocks appear in the sky and fall to earth at high speed, covering a 30 foot by 30 foot area in them. Any creature in this area during the casting time takes 2d4 piercing damage. This area counts as difficult terrain and any creature who steps in it must make a Dexterity Saving Throw or take 1d4 piercing damage.
Casting at Higher Levels: The area of this spell increases by 10 feet for every slot level expended above first.
*A dagger worth standard amount or more.
Negate
2nd level enchantment
- Casting Time: 1 reaction
- Range: 20 feet
- Components: V, S
- Duration: Instantaneous
When a creature within 20 feet of you casts a spell, you can use your reaction to temporarily Negate the effects of the spell. The caster must make a Charisma Saving Throw, and if they fail, the spell's effects are delayed for 1 round, after which the spell's effects act as if they were cast that round. This spell cannot be used on the same target two turns in a row and cannot be used against a spell cast at a higher level than the slot expended to cast this spell.
Casting at Higher Levels: The highest level of spell this spell can negate is equal to the slot level it was cast at.
Resolute Strike
3rd Level Enchantment
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S
- Duration: 1 round
You magically enhance a creature's combat prowess. For one round they have advantage on all attack rolls, a +5 to hit on all attack rolls, and any attack roll of 18 or 19 is a critical hit.
Casting at Higher Levels: The attack modifier goes up by 1 for each slot level expended above first.
Race: Kor
The Kor of Zendikar live wild and nomadic lives, wandering the lands with next to no permanent belongings. Their ultimate values are personal skill over baggage, and respecting the very earth you tread upon.
The Kor travel Zendikar in small groups, hunting down animals with their weapon of choice; ropes and hooks. Ropes and hooks play a key role in Kor society and religion, as they use them to hunt and travel. They rarely use crossbows or other gadgets to fire these ropes, instead relying on sheer arm skill.
Kor Traits
Your Kor has a number of inborn abilities, essential for survival.
Ability Score Improvement.
Your Strength score increases by 2, and your Wisdom increases by 1.
Age
Kor age at the same relative rate as humans, but their connection the world and their natural fitness allows them to survive up to 120 years, hitting middle age at 60 and adulthood at 30.
Size
Kor are medium sized, typically around 6 feet tall and weighing in at around 230 pounds.
Speed
Your base walking speed is 35 feet.
Kor Resilience
Due to your innate connection with the earth's threats, you have resistance to poison damage.
Kor Combat Training
You gain proficiency with Rope Hooks.
Lay of The Land
You are proficient in Survival checks and can add double your proficiency bonus to Survival checks while tracking or traveling through an area.
Credit
Art and inspiration: Wizards of The Coast