Neon Dynasty | Reconfigure

Illustrated by Yongjae Choi

Kamigawa: Neon Dynasty is a fantastic revisiting of a fan favorite setting within Magic, and I've been very excited about the new designs and mechanics that Wizards has created to convey the cyberpunk theme of the set. So much so, in fact, that I've started envisioning how some of them might work in D&D 5e! 

Today we're looking at Reconfigure, but stay tuned stay tuned for more riffs on other mechanics from Neon Dynasty, such as Ninjutsu, Mechs, and Channel!

Reconfigure

Myths abound of possessed weapons and suits of armor that come to life on their own, fighting without a wielder. Only in recent times have ingenious artificers managed to make these myths not merely a reality, but a boon. The magic items presented here are pieces of equipment that can either be wielded normally or reconfigured into animated constructs that fight by your side. 

  • Each magic item with reconfigure has a stat block for its animated form, and abilities that it grants you when you wield it in its equipment form. 
  • If the item is animated, you are not wielding it, and therefore do not have access to the abilities that it grants. If you are wielding the item, it is an inanimate piece of equipment that cannot take actions.
  • You can reconfigure an item between its animated and equipment forms by touching it as an action. If you are currently wielding the item in its equipment form, it becomes animated and moves into an unoccupied space adjacent to you. If the item is currently animated, it collapses into its equipment form on your body. 
  • While you are attuned to an item and that item is in its animated form, you have a mental link with it as long as it is within 100 feet of you. You can issue mental commands through this link.
  • In combat, an animated item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.
  • When an animated item is reduced to 0 hit points, it collapses into its equipment form. Until you finish a long rest, it cannot be reconfigured into its animated form, and it does not provide any abilities when wielded. When you finish your next long rest, the item regains all its hit points.

 

Bronzeplate Boar

Illustrated by Campbell White

Armor (half plate), very rare (requires attunement)

This rust-red suit of armor imbues your movements with incredible power and momentum, allowing you to barrel through foes with ease. While you are wearing the bronzeplate boar in its equipment form, you gain the following abilities:

  • When you take damage that would reduce it to 0 hit points, you can choose to be reduced to 1 hit point instead. Once you use this property, you can’t use it again until you finish a long rest.
  • If you move at least 20 feet in a straight line towards a hostile creature and hit that creature with a melee attack in the same turn, you deal an extra 2d6 damage with your attack, and that creature must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Bronzeplate Boar

Large construct, unaligned

STR

17 (+3) 

Armor Class

12

DEX

10 (+0)

Hit Points

42 (5d10+15)

CON

16 (+3)

Speed

40 ft.

INT

2 (-4)

Senses

passive Perception 8

WIS

7 (-2)

Damage Immunities

Poison

CHA

5 (-3)

Condition Immunities

Charmed, Exhaustion, Poisoned

  

Proficiency Bonus

uses your proficiency bonus

  

Charge. If the bronzeplate boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a Strength saving throw (DC = 11 + PB) or be knocked prone.

Relentless (recharges after a long rest). When the bronzeplate boar takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions
Tusk. Melee Weapon Attack: +(3 + PB) to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage.

Leech Gauntlet

Wondrous item, very rare (requires attunement)

Composed of numerous interlocking plates of black metal, this gauntlet infuses you with vitality when you draw blood. While you are wielding the leech gauntlet in its equipment form, you gain the following abilities:

  • You have advantage on melee attack rolls against hostile creatures that currently have less than half of their maximum hit points.
  • When you deal damage to a hostile creature with a melee attack, you regain hit points equal to your proficiency bonus.

Leech Gauntlet

Medium swarm of tiny constructs, unaligned

STR

13 (+1)

Armor Class

13

DEX

16 (+3)

Hit Points

36 (8d8)

CON

10 (+0)

Speed

20 ft., swim 20 ft.

INT

1 (-5)

Senses

Darkvision 60 ft., passive Perception 8

WIS

7 (-2)

Damage Resistance

Bludgeoning, Piercing, Slashing

CHA

2 (-4)

Damage Immunities

Poison

 

 

Condition Immunities

Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned

  

Proficiency Bonus

uses your proficiency bonus

  

Blood Frenzy. The leech gauntlet has advantage on melee attack rolls against hostile creatures that currently have less than half of their maximum hit points.

Swarm. The leech gauntlet can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. 

Absorb Vitality. Whenever the leech gauntlet deals damage to a hostile creature, it regains a number of hit points equal to your proficiency bonus.

Actions
Bites. Melee Weapon Attack: +(3 + PB) to hit, reach 0 ft., one creature in the leech gauntlet’s space. Hit: 6 (2d6) piercing damage.

 

Acquisition Octopus

Illustrated by Francisco Miyara

Wondrous item, rare (requires attunement)

Prehensile legs unfold from this blue steel bracer at a flick of your wrist, helping you reach further and grab enemies. While you are wielding the acquisition octopus in its equipment form, you gain the following abilities:

  • Your reach with melee weapons increases by 5 feet, and you can pick up and manipulate items that are up to 5 feet away from you.
  • When you hit a hostile creature with a melee attack, you can automatically grapple that creature.

Acquisition Octopus

Medium construct, unaligned

STR

17 (+3) 

Armor Class

14

DEX

13 (+1)

Hit Points

36 (6d10+6)

CON

13 (+1)

Speed

30 ft., swim 30 ft.

INT

4 (-3) 

Senses

Darkvision 60 Ft., passive Perception 14

WIS

10 (+0) 

Damage Immunities

Poison

CHA

4 (-3)

Condition Immunities

Charmed, Exhaustion, Poisoned

  

Skills

Perception +4, Stealth +5

  

Proficiency Bonus

uses your proficiency bonus

  

Actions
Tentacles. Melee Weapon Attack: +(3 + PB) to hit, reach 15 ft., one target. Hit: 9 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the acquisition octopus can't use its tentacles on another target.

Lion Sash

Illustrated by Yongjae Choi

Wondrous item, rare (requires attunement)

While wearing this luminescent white sash, you gain the strength and majesty of an apex predator, letting you pounce on your enemies and tear through them effortlessly. While you are wearing the lion sash in its equipment form, you gain the following abilities:

  • You can jump up to 5 ft. horizontally and/or vertically for each point of your proficiency bonus, with or without a running start.
  • If you move at least 20 ft. in a straight line towards a hostile creature and then hit it with a melee attack on the same turn, that target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. If the target is prone, you can make a melee attack against it as a bonus action.

 

Lion Sash

Large construct, unaligned

STR

17 (+3) 

Armor Class

12

DEX

15 (+2)

Hit Points

26 (4d10+4)

CON

13 (+1)

Speed

50 ft.

INT

3 (-4)

Senses

passive Perception 13

WIS

12 (+1)

Damage Immunities

Poison

CHA

8 (-1)

Condition Immunities

Charmed, Exhaustion, Poisoned

  

Skills

Perception +3, Stealth +6

  

Proficiency Bonus

uses your proficiency bonus

  

Pack Tactics. The lion sash has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Pounce. If the lion sash moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a Strength saving throw (DC = 11 + PB) or be knocked prone. If the target is prone, the lion sash can make one bite attack against it as a bonus action.

Leaps and Bounds. The lion sash can jump up to 5 ft. horizontally and/or vertically for each point of its proficiency bonus, with or without a running start.

Actions

Bite. Melee Weapon Attack: +(3 + PB) to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +(3 + PB) to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.

 

Webspinner Cuff

Wondrous item, uncommon (requires attunement)

As you don this cuff of greenish metal, its eight spindly legs curl around your wrist, settling into place organically. While you are wielding the webspinner cuff in its equipment form, you gain the following abilities:

  • You have a climb speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • As an action, you can shoot webbing from the cuff, forcing a hostile creature within 30 feet of you to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or become restrained until the end of its next turn.

Webspinner Cuff

Medium construct, unaligned

STR

17 (+3) 

Armor Class

14

DEX

15 (+2)

Hit Points

26 (4d10+4)

CON

13 (+1)

Speed

30 ft., climb 30 ft.

INT

3 (-4)

Senses

Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 10

WIS

12 (+1)

Damage Immunities

Poison

CHA

8 (-1)

Condition Immunities

Charmed, Exhaustion, Poisoned

  

Skills

Stealth +7

  

Proficiency Bonus

uses your proficiency bonus

  

Spider Climb. The webspinner cuff can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Bite. Melee Weapon Attack: +(3 + PB) to hit, reach 5 ft., one creature. Hit: 9 (2d6 +3) piercing damage. 

Shoot Web. A hostile creature within 30 feet of the webspinner cuff must make a Dexterity saving throw (DC = 11 + your proficiency bonus) or become restrained by webbing until the end of its next turn.