Sword and Sorcery
The world of Avvendor awaits you adventurer! Take up sword or sorcery and let your tale unfold!
Author's Note: Embark on an Unforgettable Adventure in Avenndor!
Discover a world divided into three majestic kingdoms sprawling across two continents, separated by a vast and mysterious ocean.
Your Story Begins Here
Avenndor is a meticulously crafted realm designed to ignite your imagination and inspire captivating role-playing and storytelling experiences. This is a "play as you wish" world, where you are the architect of your own destiny.
Explore a World of Wonder
Detailed Mapping: Uncover hidden secrets and forge your path through expansive, hand-crafted maps.
Points of Interest: Encounter intriguing landmarks and bustling settlements brimming with possibilities.
Dynamic Events: Trigger exciting events through creative actions and interactions with the world around you.
A Familiar Foundation
Avenndor embraces the core 5e ruleset for races and classes, ensuring a familiar and comfortable starting point for your adventure. However, stay tuned for future updates that may introduce exciting new options!
Your Feedback Shapes the Future
We invite you to dive into this immersive world and share your thoughts, suggestions, and any bugs you may encounter. Your feedback is invaluable as we continue to refine and expand the world of Avenndor.
The adventure awaits!
****LINK FOR CUSTOM RULES SET ****
https://docs.google.com/document/d/17kMAhQL4MBpSfPBHpYIaMMiFNvjctiHEOT31pCDouh8/edit?usp=sharing
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Played | 336 times |
Cloned | 45 times |
Created | 187 days ago |
Last Updated | 1 days ago |
Visibility | Public |
Wand of Binding
Gear
Details
Type | Gear |
Category | Wand |
Rarity | Rare |
Weight | 1.00 lb. |
Cost | 0 Gold Pieces |
Description
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. ***Spells.*** While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). ***Assisted Escape.*** While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.