is this an aesthetic blog??? a grimoire???? that's for me to know and you two never find out.
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Shroud of the Unburied
Wondrous item, rare ___
This canvas burial shroud is permanently stained red and is worn like a cloak. When you’re reduced to 0 hit points while wearing the shroud but not killed outright, it magically wraps around you to protect your unconscious body. You immediately gain 25 temporary hit points, which remain for 10 minutes or until you regain any hit points, at which point the shroud unwraps from you. While you have these temporary hit points, you can neither gain nor suffer any death saving throw successes or failures, and whenever a creature within 10 feet of you deals damage to you, it immediately takes 2d12 necrotic damage.
Once the shroud has granted temporary hit points in this way, it can’t do so again until 3 days have passed. In the meantime, you must make a DC 5 Constitution saving throw whenever you finish a long rest. On a failed save, you gain only the benefits of a short rest, as you’re plagued by horrific visions of long-dead spirits. ___
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Unorthadox Ways To Stop The Tarrasque:
Bap with newspaper.
Summon bigger, more aggressive Tarrasque.
Bribe with treats and smooches on the forehead.
"TIs music that soothes the savage beast" you say, pushing your bard forwards and running away.
Cancel it on twitter.
Smash all the things it was going to smash first. Your move, lizard boy.
Sit there and hope it has a heart attack before it gets here.
Attach to thousands of helium balloons. It's the sky's problem now.
Put bag on its head so it can't see anyone, assumes its already destroyed everything and goes back to sleep.
Dress Bugs Bunny up as a sexy lady tarrasque to distract it.
Gofundme Campaign.
Put up a "No Tarrasques" sign and call it a day.
NoTHin lrt TaRRaSCE SmASH u GBHUIOIWJD
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More unconventional world-threatening disasters for your heroes to fight
The halflings have finally fucking snapped
Unfortunate political loophole gives ravenous ghoul total power, everyone upset at being eaten but insisting they need to respect the process.
World's greatest Archmage is drunk off their ass
There's some guy in a cape with glowing red eyes cackling and waving a skull staff around. He's not explicitly done anything wrong but, like, we kind of assume there must be something going on there. Right?
The blessed artifact that will save the world from the demon invasion has a big spider on it and no-one wants to go near it.
Someone gave the Tarrasque a knife
Every time someone casts a spell the moon comes one inch closer to the earth.
Oh shit the Elves just invented capitalism
Cursed item that will destroy the world if anyone says "rhubarb" near it. No-one knows which item it is.
Fire elemental desperately lonely and coming to the material plane for hugs.
There's one warlock who's just eldritch blasting everyone on the planet one by one, like an asshole.
Poorly considered Elder Evil Vacation Day coming up.
The GM is getting bored, and the PCs must entertain them from within the game lest they abandon the game and render their world non-existence.
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Potion Pal – Wondrous item, legendary
Here’s to you!
🔮 If you like my work, kindly consider to support me on Patreon to gain access to monster pages, tokens & artwork of 200+ of quirky creatures, items and potions.
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✨New item!✨ Liquid Lightning Potion, very rare
Drinking this potion allows you to zip around for 1 minute as pure electricity. As a bonus action on each of your turns before the effect ends, you can transform into a bolt of lightning and instantly travel in a straight line to an unoccupied space you can see within 30 feet. This movement doesn’t provoke opportunity attacks and you are immune to lightning damage while in this form. You can pass through small holes, narrow openings, and even mere cracks, as well as through conductive materials such as metal. Each creature in your travel path must succeed on a DC 165 Dexterity saving throw, or take 3d6 lightning damage. You immediately revert to your normal form upon reaching the destination. This potion’s stormy liquid arcs with tiny bolts of lightning and it numbs the tongue when sipped. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 170 magic items, item cards and card packs, beautiful creature art and stat blocks and setting pdfs with narrative hooks and unique lore!🧙♂️
📜 Credit. Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.
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High res versions of the art, a Foundry VTT module, and other formats, as well as a full compendium of our 70+ items can be found on our Patreon
Soulfetter
Quiver, rare (requires attunement)
Bonds that tie the mortal coils together are frowned upon in some polite societies, but many will fear things that they don’t understand. This quiver whispers words into the ear of its user, speaking the truths of those that it has bound before and those that it will bind in the future.
When you take a long rest, you can place up to 7 arrows or bolts into this quiver turning them into Soulfetter arrows or Soulfetter bolts upon completion of a long rest. These projectiles glow in a ghastly shade of blue and incorporeal chains appear around the quiver. The quiver can never carry more than 7 arrows or bolts. Any ammunition removed from the quiver becomes regular ammunition after 10 minutes unless it is fired.
Soulfetter Ammunition. You can use an action to fire Soulfetter ammunition. All creatures in a 30 ft. long by 1 ft. wide line in front of you must make a DC 14 Dexterity saving throw. On a failure, incorporeal chains appear between the creatures and they are considered bound. Until the start of your next turn, when a bound creature takes damage, all other bound creatures take half as much damage, rounded down, of the same type. If two or more bound creatures are struck by the same damage source, such as an AoE spell, no extra damage is applied, but bound creatures not struck by that damage source will still take half damage. Soulfetter ammunition disappears after it is fired.
If you want to see more of our items you can check us out on our Website, Twitter, Pinterest, Tumblr, or Instagram where we post them regularly. You can also find us at our Discord server where you can hang out and chat with the community.
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Angst idea: the chain are in a dungeon and get trapped in the last room. No boss. Just a door and the knowledge that only the person with the most innocent blood on their hands can open.
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Love being physically exhausted but then getting 300 ideas for d&d like sir it is 5 to midnight why are you fucking doing this
#I am making a mental to do list of things I need to work on typing up soon#that my players will not encounter for the next 6 years most likely#but fuck it this is a homebrew and so#like a witch standing over a bubbling cauldron I am BREWING some stuff baby#I just realized as I was typing this I could totally fuck with the Warlocks Patron#to my Warlock player who hopefully wont see this on the sideblog im posting it on?#heh#I'm supposed to be coming up with shit for a lighthearted thing before Angst happens#Mission Failed I have prepared Angst for if a player or NPC dies#D&D#dungeons and dragons#dnd
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He’s just trying his best and going on little adventures. 💚
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High res versions of the art, a Foundry VTT module, and other formats, as well as a full compendium of our items can be found on our Patreon.
Alchemicowl
Wondrous item, rare
Alchemists have toiled for years to extend the duration of their potions through additives and alternative brewing processes until an artificer postulated that the delivery method could be improved. By aerosolizing potions to be inhalable instead of imbibing them, it was found that they could be much improved.
While wearing this cowl, you can use an action to slot or replace potion bottles in the two valves on it. When at least one potion is slotted, you can use a bonus action on your turn to activate one or both of the slotted potions. If the potion has a duration, that duration is doubled. If the potion doesn’t have a duration, then it is instantly applied. Additionally, you gain advantage on saving throws against aerosolized effects such as gas traps or the stinking cloud spell.
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1d6 Dungeon Traps
1. Crumbling floor pit trap, deep enough to prevent climbing out. Once triggered, the pit slowly fills with water through large pipes near the bottom of the pit. Once the water level is above the pipes, sharks begin to swim out.
2. Floor plate that triggers three poisoned darts to shoot out toward the person who stepped on it, each from a different direction.
3. Pair of gargoyles that face one another across a wide hall. They gaze into one another’s eyes, and if that gaze is blocked or interrupted, lighting shoots out from both of their eyes.
4. Moss covered wall that swallows unsuspecting adventurers. The moss reaches out and envelops anyone who steps within five feet of it.
5. Locked stone door. Trying to pick the lock causes the door to burst into flame. The same happens to anyone trying to smash the door down.
6. When anyone walks down this passageway, it triggers slippery grease to rain from the ceiling. Anyone trying to move quickly across the slick floor will slip and fall. A flying construct that can easily navigate the grease pursues those who trigger this trap.
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https://boards.fireden.net/tg/thread/52060097/
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A burning village, a hamlet engulfed by flames!
Some plot hooks for these maps:
- a group of marauders are pillaging this village, and it’s up to the heroes to save it
- a red dragon sets fire to a village after the elder refused to offer sacrifices
- the fire is part of an ancient ritual practiced by the villagers, but the characters don’t know that
You can find this map and 40+ others on my Patreon.
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Book Titles for Your D&D Bookshop
Players exploring a bookstore, library, or snooping in the shelves of someone's house? Need a quick bit of flavor to describe their findings? Roll as many d10 as you like!
The content of these books is totally up to the individual, of course. Take them as a bit of inspiration if you're put on the spot!
Children's
Francis the Flumph Finds a Friend
Trees of Green, Red Roses Blue
The ABCs of Elvish (or any other language as you prefer!)
The Tower That Struck the Clouds
Collected Fairy Tales of the Sisters Cheer
A Dance of Fairy Dragons
The Tale of the Witchwood
Fair Prince Elim
I Wish, I Wish
Roundleaf and Redbark
Horror/Mystery
Tenth Hell
The Day the Sky Moved Closer
The Puppetmaster
The Bell Signals Death
End of the Road
Drums in the Deep
The Flightless Dark
The Bloodless Dagger
The Shadow Behind the Sun
Trap Door Vampire
Instructional books
Turnips Twenty Ways
Mushrooms: Should You Eat Those, and if Yes, Would It Be Funny?
Field Guide to Cool Rocks
Tinker, Tailor, Cobbler, Smith
Understanding the Pauper's Gambit
Sand, Mud, Ice: Tracking Animals Through the Seasons (with illustrations)
Healing Cuts & Curing Pains
Accords: Music as a Tool for Diplomacy
Angling for Success
Donning and Doffing Armor on Your Own
Magic
Basic Principles of Transmutation
Mirrors, Puddles, and Archways: Gates to the Unknown
Warding Your Home
Magical Properties of Common Herbs
The Perils of Force
Ethical Concerns about Coercive Magic
Cosmology of the Inner Planes
Identifying Enchantments
Magical Venom & Poisons
Cautionary Tales of Magical Experimentation
Non-fiction
The Golden Reign of [ruler]
Tales of the [name of ocean]
Memoir of the Dragonborn
The Road to [famous city]
Visitable Inns, Taverns, & Holes-In-the-Walls of [country]
Exploring the [cardinal direction] Wilds
Conversations with the [people] of [location]
Inventions of [name of person]
A History of Gnomish Cuisine
Fallout of the [descriptor] War
Pardon the lack of specifics here, but I feel that non-fiction titles should be tailored to each individual setting, otherwise they might seem very out of place! See similar entries for the 'Spirituality/Religion' category at the bottom.
Poetry
The Collected Works of Troels F. Treebor
Dark Side of the Stars
The Final Waltz
Featherlight
Hammersong
Impatience of the Hungering Soul
Tell Me No More Stories And I'll Tell You No Lies
Eighty Kinds of Gold
Foundling
The Epic of the Alabaster Queen
Romance
Winter's Night, Summer's Morn
Sleepless Among the Fair Folk
Sweet Little Lies
Fathomless Passion: Captured by the Drow
Fly Me to the Fourth Moon
Perky Peaks
Desperate Measures
Frigid Touches: Melting the Heart of the Ice Maiden
Blessed Curse
Rose Red
Spirituality/Religion
The Moon's Love
Houses of Healing
Temples of [location or divinity]
Night Embrace You
Channeling the Divine
Symbology of [popular deity]
Three Times Are A Sign
A Treatise on Good & Evil
Communion with [deity]
Principles of the [group descriptor] Belief System
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Hotlinks to all Tables: A complete list of every trinket table for quicker access. This also functions as the easiest link to reblog or save for reference purposes as it’s updated with each new table. Now with 144 full d100 loot tables, resource tables and a working rollable Omni Loot Table.
—Note: The links sometimes don’t work on mobile devices or some apps. Try using a desktop or browser extensions if they aren’t working.
-The Omni Loot Table: The loot mega-table that allows the user to roll randomly on the 144 tables this blog has collected. This grants a DM literally millions of unique trinkets, equipment and items that players can find to enrich their world and playing experience.
-Character Creation Loot Generator: This generator creates an sample of trinkets, curiosities and loot, pulled from a wide list of other tables that is meant to provide the player with items to encourage engaging roleplaying. Best used at character creation to help with ideas of where the character has traveled, what they’ve accomplished and what they’ve chosen to carry with them.
-All Trinkets: Interesting baubles or semi magical items that have little to no practical in game or mechanical use for an adventurer.
0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15 / 16 / 17 / 18 / 19 / 20 / 21 / 22 / 23 / 24 / 25 / 26 / 27 / 28 / 29 / 30 / 31 / 32 / 33 / 34 / 35 / 36 / 37 / 38 / 39 / 40 / 41 / 42 / 43 / 44 / 45 / 46 / 47 / 48 / 49 / 50 / 51 / 52 / 53 / 54 / 55 / 56 / 57 / 58 / 59 /
-All Unique Armors: Splint mail, studded leather and sturdy shields of all shapes, sizes and mysterious backgrounds. Distinctive armors that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
1 / 2 / 3 / 4 / 5 / 6 /
-Masterwork Armor Bonuses: Over a dozen homebrew armor improvements, enhancements and modifications created though superior craftsmanship. These masterpieces are more useful than standard armor but less powerful than a +1 armor.
-All Artifacts: Artist masterpieces, rare magics and opulent combinations of jewels and precious metals. These objects can be found in the throne rooms of kings, the demiplanes of archmages and the pinnacle of a dragon’s hoard.
1 /
-All Books: An eclectic library of dusty tomes, fictional textbooks, pocketbooks, paperbacks, hardcovers, booklets, leaflets and magical manuals.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 /
-Book Descriptions: A short list of quirks, physical descriptions and eccentricities to add additional characteristics to the book trinket list. Rollable Book Descriptions table
-All Cloaks: A collection of unique descriptions of cloaks for DM’s to give to their players as magical or mundane loot and for players to use during character creation to help flesh out their personal style.
1 /
- All Circlets, Crowns and Coronets: Resting on the noble head of the mighty king or regal queen are the physical manifestations of their wealth and power. The symbols of their right to rule, these various headdresses are often tailor made to serve as metaphor for the monarch’s personality or that of their kingdom.
1 /
-All Minor Magical Items: Not-quite-wondrous objects, common magic items, utility and niche magical equipment, underpowered relics or depowered artifacts. These options are essentially cantrips and weak magic spells in physical form and are perfect for low level characters.
1 / 2 / 3 / 4 / 5 / 6 / 7 /
-All Necklaces: Amulets, lockets and pendants that grant an immediate glance into the bearer’s personality, wealth, rank or social class and often serves as an iconic part of that character’s look. While a locked metal torque can instantly mark the bearer a penniless slave and a string of lustrous pearls mark their owner a flauntingly wealthy noble, so can an adventurer’s necklace mark them as a creature to bestow quests upon.
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-All Rings: Enough bands, loops and rings to wear three on every finger and toe while still having dozens to spare. These tiny bejeweled circlets of bone, metal and wood always add more to the story than the sum of their parts.
1 / 2 / 3 /
-All Sealed Glass Vials: Faulty potions, weak elixirs, alchemical supplies, spell components, ritual elements, enchanting materials, crafting ingredients and magically preserved biological samples.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 /
-All Unique Weapons: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Distinctive weapons that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15 / 16 / 17 /
-Masterwork Weapon Bonuses: Over 20 homebrew weapon improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary weapons but weaker than a +1. Rollable Masterwork Bonus Table
-Running the Numbers: On Balancing Homebrew Masterwork Weapon Bonuses
-Random Weapon + Random Masterwork Weapon Bonus.
-Random Unique Weapon + Random Masterwork Weapon Bonus.
-Minor Weapon Enchantments: A collection of minor bonuses that are weaker than a standard +1 weapons, as they come with trade-offs, risks, prerequisites, limited uses or niche benefits. These enchantments provide feat-like bonuses, low level class abilities, modify damage types, provide short bursts of power or replicate the effects of low levels spells. Rollable Minor Weapon Enchantments Table.
-Random Weapon + Random Minor Weapon Enchantment.
-Random Unique Weapon + Random Minor Weapon Enchantment.
-All Unique Minor Magic Weapons: A collection of weapons of artifact level flavorful but low level power. Much like the Minor Weapon Enchantments, these provide small bonuses and combat options that are restrained by limited uses, niche situations or come with risky drawbacks.
1 / 2 / 3 / 4 /
-All Valuables: More useful than simple baubles touched mystery, these items have either a clear purpose, a reliable ability or are made from a fairly costly material. The items could fetch fair prices to collectors of the strange, jewelers, antique or art dealers or simply to barter with if the owner is short on actual currency.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13 /
-All Worthless Trinkets: Vaguely interesting garbage, vendor trash and junk loot. Not magical or mysterious like regular trinkets or worth anything more than a copper piece or two even if you could find someone to buy it in the first place.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 /
—Keep reading for all reference and resource tables.
Keep reading
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It’s 2 am. Ideas that might make your combat encounters spicier.
1. Damage control. Force your players between choosing to fighting and keeping their environment intact. Make them fight in a crowded area and make them chose between putting out fires, rescuing people, or keeping peace versus attacking or following enemies.
2. Shooting the messenger. Make your initiative a chase scene. Have one or a few enemies high-tail it for backup, and if the messengers succeed, the tables turn hard against the players. Make them race through crowds, through difficult terrain, across rooftops, through other enemy forces, to get to the messenger.
3. Silence. Put both the enemy force and the players into a spot where they have to stay quiet or they both get hurt. Ex, sleeping monster nearby, avalanche, alerting guards, ect. bonus points if you enforce no talking even OOC.
4. Hide and Seek. Make the players hide from or fight a creature, monster, or enemy that relies on hearing alone. Bonus points if it’s incredibly dark or the player’s perception senses are also significantly hindered in some way. EXTRA bonus points if they’re already weakened or injured so they can’t fight directly or through brute force.
5. Creative workaround. Take away usual player resources (spells, weapons, usual playstyle, ect) and put them somewhere they have to try something new. Ex, melee fighters without their weapons at a fancy gathering. Casters in an anti-magic zone or magic immune / magic eating enemies. players who like to use movement in tight quarters. the min-max player gets outnumbered. the shy player gets the focus. ect.
6. Enemies to friends. Have the enemy force and the player party work together so they don’t all perish- but for how long? ex. sinking ship, burning or collapsing building, common enemy, ect.
7. Air combat. If you don’t already have griffins, birds, Pegasuses, dragons, airships or other sky mounts / vehicles in you game, wtf are you doing?? Take the fight to the sky.
8. Delivery. Similar to shooting the messenger, but the player party has to reach their destination before they get caught or downed. Useful if they’re escaping with valuable information, person / hostage, item, ect.
9. Switcharoo. Body-swap your players and have them switch their sheets, or polymorph them into other creatures. Preferably impose a time-constraint so that they’re pressured to move faster rather than read and entirely understand new sheets. Maximum chaos.
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