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#dnd homebrew item
toondamien · 4 months
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I love making items for dnd
This is a specific item used by a guy named Deimos
He is a dick head
I’ll post the stats in a lil bit
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THE THRONGLER: legendary item
The THRONGLER is a sword consisting of a hilt, and an orb of metallic, silvery liquid levitating just above the hilt. At will, up to five metallic tendrils can extend from the orb up to ten feet away, each capable of one attack per turn. These tendrils can pierce a target for 2d6 piercing damage. The wielder can choose to keep a tendril inside a target if they fail the strength check, this renders the target grappled. The grapple can be interrupted by attacking the wielder, the tendrils, or the target
THRONGLING: if a single target is successfully grappled by all five tendrils, the wielder can initiate the THRONGLING. This takes three turns to charge, if it is fully charged, the tendrils will vibrate with extreme force, and the target will take 10d6 force damage. If the target is killed by this, the body will be shredded to bits by the damage.
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regal-bones · 26 days
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Been a while since I’ve posted a big collection of swords in one place - here’s some recent commissions 🗡️🗡️🗡️
you can support me on Patreon for £1 and help me keep making art!
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the-fluffy-folio · 4 months
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Void Elemental – Medium elemental, chaotic evil
A vile disturbance in the currents of matter, a fissure in the vessel of time. In a split second of inattention, the void elemental was created and creation itself quickly learned to fear its existence. The void elemental is an arch enemy of everyone and anything alike – a planet-devouring hunger fuels its ever-changing fabric, its sheer presence nullifies life wherever it roams. Only a few dared to oppose its hollowing reign and those who did were absorbed by the very same emptiness, this eldritch being escaped from.
🔮 If you like my work, kindly consider to support me on Patreon to gain access to monster pages, tokens & artwork of over 250 quirky creatures as well as dozens of potion & item cards based on their lore.
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brewerssupplies · 1 year
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Howdy! Here's the goodest blade to have ever been forged! I had the idea for this item the other day and wanted to make it!
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leidensygdom · 1 month
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Axe commission for @nakaronii , with both a lit version and the unactive version! This was so fun, I love getting to draw some fiery effects~
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michaeljpatrick · 9 days
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The Counterpart Mirror is just one of the fantastic items to be found in Branderbiggle's Box of Baubles!
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dungeon-strugglers · 3 months
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✨New item!✨ Friction Wraps Wondrous item, very rare (requires attunement)
You have a +1 bonus to attack rolls and damage rolls with your unarmed strikes while wearing these wraps.
Punching with these wraps generates intense heat that is diffused into the target with each subsequent blow. When you hit with an unarmed strike while wearing these wraps, all subsequent unarmed strikes you make before the end of this turn deal an extra 1d8 fire damage. The damage stacks with itself to a maximum of 3d8 with each hit, and then the heat is released and the process starts over. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for almost 200 magic items (wow!), printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
📜 Credit. Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.
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dailyadventureprompts · 4 months
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Homebrew Mechanic: Fixing D&D’s Gameplay Loop with Item Degradation
Normally I have snappy titles for these, but in this case I wanted to be super upfront with what I was getting you all into. 
Some people are not going to like the idea of introducing item degradation into the game, and they’re ABSOLUTELY right to be hesitant. Just about every attempt I’ve seen (includig both RAW versions from previous editions, examples from videogames, and those I’ve put together myself in the past) have been horribly clunky exercises in beancounting that only ever existed to needlessly slow down gameplay for the sake of joyless realism. 
I’ve come at it from another angle however, but to explain we’re going to need to get into some game design talk. 
The basic gameplay loop of D&D is supposed to be: 
Seeking adventure leads you to face challenges
Overcoming challenges leads you to rewards
Rewards Help you get stronger 
Getting stronger allows you to seek tougher adventures
After a while this system starts to break down specifically with regards to gold as a method of reward. Even if you’re the smart sort of DM who flouts the rules and gives their party access to a magic item shop, there’s an increasingly limited number of things to spend gold on, leading to parties acquiring sizable hordes of riches early on in their adventuring career, completely eliminating the desire to accept quests that pay out in gold in one form or another. This is a pretty significant flaw because adventures that centre around acquisition of riches ( treasure hunts, bounty missions, busywork for rich patrons that will inevitably betray you) are foundational to storytelling within the game, especially early on in a campaign before the party has gotten emotionally invested.  Most advice you can find online attempting  to solve this problem tends to dissolve down to “let them pour money into a home base”,  but that can only really happen once per campaign as a party is unlikely to want more than one secret clubhouse. 
TLDR:  What I propose is the implantation of a lightweight system that forces the party to periodically drop small amounts of wealth into maintaining their weapons/armour/foci. The players will be motivated to seek out gold in order to keep using their best stuff,  giving value to treasure drops that previously lacked it.  Not only does this system act as an insulation against powercreep at higher levels, it also encourages a party to engage with the world as they seek out workshops and crafters capable of repairing their gear. 
The System: 
Weapons, armour, shields, and caster foci (staves, holy symbols etc) can accumulate “ticks” of damage, represented by a dot or X drawn next to their item entry on the character sheet. Because you get better at handling your gear as you level up, an item that exceeds a total number of ticks equal to its bearer’s proficiency bonus breaks, and is considered unusable until it is repaired. 
Weapons and Foci gain a tick of damage when you roll a natural 1 on an attack made with them, or if they are specifically targeted by an enemy’s attack.
Armour and shields gain a tick of damage when you roll a nat 1 on a saving throw or when an enemy beats your ac by 5 or more. A character equipped with both can decide which of the two items receives the tick
Creatures with the “siege” (or any “does double damage to objects” ability) deal an extra tick when attacking gear. 
A character with a crafting proficiency  and access to tools can repair a number of ticks of damage equal to their proficiency on a four hour work period. This rate is doubled if they have access to a properly equipped workshop.  A character with access to the mending cantrip can repair ticks on any kind of item, but is limited to their proficiency bonus per work period.  
Having an item repaired by an NPC crafter removes all ticks, but costs vary depending on the rarity of the item:    5g for a mundane item, 10g for a common item, 50g for uncommon, 250 for a rare, 1250 for a very rare, 6250 for a legendary.  The DM decides the limit on what each crafter can repair, as it’s likely small towns have access to artisans of only common or uncommon skill, requiring the party to venture to new lands or even across planes if they wish to repair end game gear.
As you can see, degradation in this system is easy to keep track of and quite gradual, leading players into a position where they can ignore obvious damage to their kit for the sake of saving their now precious gold.  It likewise encourages them to seek out NPC crafters (and potential questhooks) for skills they do not possess, and encourages the use of secondary weapons either as backups or to save the more potent items in the arsenal for a real challenge. 
Consumables
Everyone knows the old joke about players hoarding consumables from the first adventure past the final bossfight, it transcends genre and platform, and speaks to a nature of loss aversion within our shared humanity.  However, giving players items they’re never going to use amounts to wasted time, resources, and potential when looking at things from a game design perspective, so lets work on fixing that. 
My inspiration came from witcher 3, which encourages players to make frequent use of consumables by refreshing them whenever the character had downtime. The darksouls series has a similar feature with the signature estus flask, which provides a limited number of heals before it must be refreshed at one of the game’s checkpoints.  When the designers removed the risk of permanent loss and the anxiety it creatures, players were able to think tactically about the use of their consumables confident in the knowledge that any mistakes were just a resupply away from being fixed.  
My proposal is that while the party is in town they can refill the majority of their consumable items for a small per item fee. Just like with gear degradation, this encourages them to seek out crafters and do quests for the hope of discounts, while at the same time encouraging them to explore new realms in the hope of discovering higher level artisans. 
The price for refills is set at: 5g for common, 25g for an uncommon, 125g for a rare, 625g for a very rare, 3125g for  legendary.  I encourage my own players to keep a  “shopping list” in their inventory with prices tabulated so they can hand out a lump sum of gold and have their kit entirely refreshed. 
Characters with a relevant skill and access to their tools can refill a number of items equal to their proficiency bonus during a four hour work period. With access to a proper workshop, this rate doubles.   ( At last, proficiency with brewers supplies, carpenters tools etc become useful) 
I encourage you as a DM to check out this potion flasks system, which I’ve found adds a delicious factor of uncertainty back into the mix.  Attached is also my super lightweight rules for tracking gear and supplies, which I absolutely refuse to shut up about.
Artist
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Recursive Magic Items
I've been working on a number of projects, but none of them are ready to be revealed quite yet. So, have something silly instead.
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cloaksandcapes · 1 year
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I absolutely LOVE this magic item idea. Courtesy of one of my Discord members. They give me ideas every single day! Please join if you're looking for a nice community of TTRPG-centric folks! :) Tell me about a location in your world you'd want to put into this book!
If you enjoy our magic items, please drop a like, follow and reblog! :) We drop new items every day and you can find all 328 (and growing) at the link in the picture.
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randomtable · 9 months
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a table of odd magic items that may or may not be useful
“…the GM will only tell you something interesting—it’s on you to make it useful.” — Dungeon World
1d20 Magical Items of Mild Utility
A doorknob that can be easily affixed to any door by simply holding it on for about thirty seconds. Once affixed, it permanently transforms into an ordinary doorknob and lock, to which you have the key.
The Shaker of Infinite Salt
A pencil that significantly improves the user’s penmanship when writing with it.
An orb containing a very small pocket dimension, into which one can transfer their familiar so that it may safely rest.
A palm-sized stone figurine of a shark, which will bite any fingers that come near its mouth.
Self-Fluffing Pillow
Watch that shows you what time it was the last time you looked at the watch, instead of what time it is now.
Piece of string that, when tied around your finger, actually helps you remember to do that thing.
Temporary Scissors: They can only cut the normal things you’d expect from a pair of scissors, but if you hold the cut pieces together tightly they will magically re-form into a whole, as though they’d never been cut.
Robes that make the wearer an inch or so taller.
Magic Eraser (erases pencil, ink and crayon!)
Hand-sized stone that, when thrown, always lands 5 feet in front of your intended target—whether your aim is perfect or abysmal.
A bucket that transforms any liquid poured into it into seawater.
A bar of soap that temporarily changes the color of anything washed with it. The color is random, and changes each time the bar is used (1d6: 1: Red, 2: Orange, 3: Yellow, 4: Green, 5: Blue, 6: Purple). The color lasts one day.
Goggles of Shrimp-Color Vision
A ring with a single very round stone. When you say the magic word the stone pops out and transforms into a bowling ball. It turns back into a small stone after 2d4 hours and must be manually returned to the ring before it can be used again.
Boots that produce an animal sound of your choice when you jump up and do a jaunty little bell-kick while wearing them.
A small glass bottle that, when filled with water, appears instead to be full of a swirling, shimmering potion.
A quiet trumpet.
A knife that can only cut sandwiches. It is up to the GM’s discretion what does and does not count as a sandwich for this enchantment, but the rules are consistent.
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homebrewhomestead · 7 months
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Mimi
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STATS:
STR 8
DEX 16
CON 14
INT 11
WIS 14
CHA 18
Character Synopsis: Mimi was once the child of a noble lord and lady, having been born very weak and sick, his parents would spend years trying to find a way to stabilize his condition, unfortunately they did not have the time, as Mimi’s condition worsened beyond their control and he eventually passed away. The despair of the lord and lady was felt throughout the city, as they invested in a massive funeral precession in honor of their son. All the while, Mimi’s ghost watched from their home, confused, but free. He quickly found the head maid who alongside his mother would sing him lullabies to sleep, after she feinted from the shock of seeing him, they spoke for a while and she began to understand his predicament. She insisted that he not show himself to his parents quite yet, as they would surely seek a way to bring him back from the dead rather than let him be free from the body that ailed him so. She told him to seek out the adventurers guild, and that surely he would be able to find a new way to live outside in the world until his parents moved on from their grief and could meet him again in this form.
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Mimi’s Jug
Wondrous Item, Rare (Requires Attunement)
This container has Spiritual Essence within it, it is able to mold this essence when any liquid is placed inside of it, creating a viscous chocolate flavored brew. The container can only be filled up with liquid once per day, you must wait one minute for the liquid to transform, upon completion there will be 5 doses of the Choco Brew. When a creature drinks the the Brew, they regain 2d8 + 2 Hit Points and gain 5 Temp HP. Additionally, until the creature finishes a Long Rest the creature can add 1d6 to any ability check, attack roll, or saving throw, potentially turning a failure into a success. Once a creature does so, it can’t do so again until the start of its next turn. A separate creature can only drink from the Jug if you are willing.
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DISCLAIMER:
Feel free to use the character as a PC or NPC and the Item in your home campaigns.
This content is not for Commercial Use, in no way shape or form are you to use this outside of your own personal games, if I see this in use with a commercial product you will be flagged and legal action will be made. Please respect mine and the artist’s wishes.
Support the Artist:
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regal-bones · 2 months
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A blade of vast space and indescribable distance for a private commissioner ✨🌌
If you’re interested in getting a commission done yourself, DM me!
Or you can support me on Patreon for £1 and help me keep making art!
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the-fluffy-folio · 18 days
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Book Wyrm – Huge monstrosity, neutral
There are tales of book wurms growing to such an impressive size that no well-stocked library is sufficiently large and no long-forgotten archive secret enough to be able to hide it. Yet, they remain unseen. Buried under countless tomes and covered by a myriad of scrolls, the book wyrm slumbers. Undetected, it raises its brood of living sheets to flood each and every corner where paper is made, read, written on, stored or gathers dust. It isn’t a hostile creature and in no way easily disturbed. However, threatening its kin – deliberately or not – easily wakes not only the book wyrm itself but with it its wrath…
Looking for whimsical boss monsters such as a giant Chromunculus, the Hug Hulk, a dragon shaped from melting wax or this wyrm made of papers & sheets? I got a bunch of these over at my Patreon Page in case you want to check them out<3
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foundry-fabrications · 3 months
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Hey folks! It took WAY too long to get this out, but it's finally done. Well, technically it isn't done, but I'll get to that in a bit. One weird thing that needs explanation at a time.
So, as one can tell, I didn't just make statblocks for the behemoths, write some lore, and call it a day. I've discovered that I really don't like making statblocks and dealing with all the nonsense that comes with it (CR is a joke, and I'm not laughing). So, in typical Foundry fashion, I tried doing something weird that requires more work and ultimately still required me to make statblocks anyway. Yeah, I'm not smart. 
So I made them templates instead. And while I was tempted to give up and just do the obvious thing since I was just going to end up with stats anyway, making them templates makes a certain amount of sense from a lore perspective and I genuinely think is an interesting idea worth pursuing. Quick lore tidbit, behemoths are likely the result of normal creatures becoming mutated by aether (it's not certain, but there are signs of this origin from what I've read), so a template makes logical sense. So, as long as I pick appropriate creatures for the template examples, the end result will get you pretty close to the behemoths in game. Sure, they're not perfect, but it would be easy to tweak them to better suit your game.
So the other behemoth in the room is there are only 3 behemoths here. I had intended on releasing them all at once. Turns out there's like 30+ behemoths AND 5 basically legendary behemoths. So, I'm splitting them up into their elemental categories, and the legendaries by themselves. I already have the Blaze behemoths written out, so those won't take nearly as long. As I complete each category, I'll update this post and make y'all aware of the additions. By the end, I'll have one document with all of them in it, a brew to rival Flesh & Bone. 
But for now, a quick break to work on something else my ADHD has compelled me to rework. Stay tuned for that. Anyway, stay safe, don't forget to love each other, and I'll see you next time.
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