Tempus Guild Magic Items

The adventurer's guild known as Tempus has collected a few magic items in their travels. Weapons, armor, and miscellaneous trinkets that not only help them win whatever battles they find themselves in, but also reflect each member's personal fighting doctrine and their niche within the guild itself.

Regis Altare

As the leader of Tempus, Regis has balanced his item choices between increasing his own power in battle and providing support to the other members of the guild.

Armor of Light

Armor (leather), very rare

This leather armor appears to be nothing more than sturdy travelling clothes. It provides a +1 bonus to Regis' AC.

As a bonus action, Regis may activate or deactivate the armor's hard light panels which add a +2 bonus to AC as if Regis was wielding a shield and the armor will begin shedding bright light for 20 ft. and dim light for an additional 20 ft.

Gun Saber

Weapon (pistol), rare (requires attunement)

Regis gains a +1 bonus to all attack and damage rolls made with this magic weapon.

By using a reaction, Regis can switch the weapon between its two modes: a saber with a hard-light blade, or a blaster pistol which fires bolts of radiant energy.

Rally. Once per long rest, the wielder can use a bonus action to inspire allies within 30 ft. Those allies gain a +2 bonus to AC until the end of Regis' next turn and gain temporary hit points equal to 2d4 + Charisma modifier.


Gun Saber Modes


Pistol
Type Range Damage Properties
Ranged 60/240 2d4 radiant Light, finesse


Saber
Type Damage Properties
Melee 1d8 slashing Finesse, versatile (1d10)

Credit: Chinatsu Kurahana, © 2016 COVER Corp.

Vesper Noir

Knowledge is the currency that Vesper deals in and he realizes that the most obscure knowledge is gathered from the most treacherous places. His items protect him and allow him to react to dangerous situations quickly.

Esoteric Pin of Protection

Wonderous item, rare (requires attunement)

Vesper gains a +1 bonus to AC and saving throws while wearing this pin.

Additionally, Vesper has advantage on any Intelligence (Arcane, History, or Religion) ability checks to reveal any details or knowledge from any relic, antiquity, or piece of art he examines.

Arch-Scholar's Rapier

Weapon (rapier), rare (requires attunement)

Vesper gains a +1 bonus to hit and damage rolls made with this magic weapon.

Lunge. Whenever an enemy moves to within 5 feet of Vesper, or an ally that is within 5 feet of Vesper, he can use a reaction to move up to 5 feet and attack that enemy. Vesper can do this a number of times equal to his Intelligence bonus (minimum 1), and it resets on a long rest.


Arch-Scholar's Rapier
Type Damage Properties
Melee 1d8 piercing Finesse

Spectacles of the Small Hours

Wonderous item, uncommon

Wearing these reading glasses give Vesper darkvision of 120 feet and allow him to read written text like books and scrolls even in complete darkness.

Credit: Komiya Kuniharu, © 2016 COVER Corp.

Axel Syrios

Axel combines muscle and speed to put himself between any advancing foes and the rest of his Tempus guildmates. As a natural showman his items also add the touches of flare and drama that made him a star in the gladiatorial arena.

Arena Champion's Mask

Wonderous item, rare (requires attunement)

Having defended his gladiator champion title for one year, Axel earned the Arena Champion's Mask.

While wearing the mask, Axel has advantage on saving throws against being stunned, or any spells or abilities which would render him unconcious.

Battle cry. Once per battle, Axel may use a bonus action to amplify his voice and blast his adversaries with a sonic assault. Each creature in a 15-foot cone must make a DC 12 Constitution saving throw or take 2d6 thunder damage and be deafened for 1 minute on a failed save, or half as much damage on a successful one.

Axel's Chain

Weapon (whip), uncommon

Axel gains a +1 bonus to hit and damage rolls made with this magic weapon.

Axel's Chain
Type Damage Properties
Melee 1d6 bludgeoning Reach, light


Beast Hide Armor

Armor (hide), uncommon

This fitted suit of hide armor is made from the leather of a few different beasts from Elysium.

This armor allows Axel to apply his full Dexterity modifier (instead of a maximum of +2) when determining his Armor Class. In addition,this armor grants Axel advantage when making Charisma (Intimidation) ability checks.

Credit: Ginka, © 2016 COVER Corp.

Magni Dezmond

Apart from being the guild alchemist, Magni also handles the public relations duties in Tempus. His items reflect his pursuit of the potion making arts and a few tricks to help with "public relations".

Glove Cloak

Wonderous item, rare (requires attunement)

This cloak allows Magni to handle and mix volatile ingredients at a distance. The two extra sets of arms can reach into his inventory to retrieve items or throw them. It extends Magni's reach to 10 feet and allows him to throw alchemical potions and vials with proficiency. With one set, he can grab an item from his backpack as a free action. The other set of arms can use an alchemical item as a bonus action.

Additionally, the cloak grants him resistance to acid, poison, and fire damage.

Magni's Syringe

Weapon (syringe), uncommon

Magni can use his Intelligence modifier instead of Dexterity to hit with this magic weapon.

This weapon deals an additional 1d4 acid damage on a hit unless Magni applies poison to it in which case it has the effects of the poison.

Magni's Syringe
Type Damage Properties
Melee 1 piercing Light


Copium

Wonderous item, uncommon

As an action, Magni can splash the contents of this vial onto a creature within 5 feet (10 feet if using the glove cloak) of him or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature, treating the acid as an improvised weapon (with proficiency if using the glove cloak). On a hit, the target creature is charmed by Magni.

Credit: Showichi Furumi, © 2016 COVER Corp.