iwannawriteasourcebook
Just a DMs dnd ideas
10 posts
My goal is to one day have enough ideas and be competent enough to write my own sourcebook for dnd but for now I just post ideas I have for magic items, feats, subclasses, monsters, and whatever else. I encourage interaction with all my posts as having feedback on these ideas is great and helps me a lot. Feel free to use anything I post and of course the GM has the final say in the ruling of anything, not me. Also I am aware that some of the things I make have the potential to be pretty OP, that is the intent, I want powerful players.
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iwannawriteasourcebook · 1 year ago
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Chalicite Weapon (Magic Item)
The weapon has the ability to abosrb magic that you cast into it and deliver it in a strike to your target. When you hit with an attack with this weapon you can also hit your target with a cantrip with a range of touch as part of the same action.
Now you frontline spellcasters can use a sword to look all cool while still hitting with a spell which could be particularly useful for clerics or paladins and could be even more exciting when you are say dual wielding or using a weapon that has reach
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iwannawriteasourcebook · 2 years ago
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Wand of the Crystal Mages (Magic Item)
When casting a spell of first level or higher with this wand as your spellcasting focus, you can also fire off a number of magic missiles equal to your proficiency modifier at a target of your choice.
By no means is this wand a game changer but it is useful in those situations where you wanna deal big damage to one target but also there's one or two weaker enemies you wanna finish off.
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iwannawriteasourcebook · 2 years ago
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Oath of The Battlefield Paladin (Subclass) W.I.P.
Aura of Battle: Starting at 7th level, you gain an aura out to 10ft. You can switch between your 2 aura effects using an action. You can only have one of these aura effects active and any time. Offense: you and friendly creatures within 10 feet of you gain a bonus to hit equal to your Charisma modifier. Defense: you and friendly creatures within 10 feet of you gain a bonus to AC equal to your Charisma modifier. (I really like the idea of a shifting aura based on what you currently need to focus either offence or defence but I haven't fully decided on what I want the effects to be, mostly unsure about the defence one as I think offence is fine)
Penance: Any time you are hit by an attack you can choose one creature you can see other than yourself and increase their AC by 1 point until the end of your next turn. At later levels you can choose 2. (I think this is a good tanking element as it rewards you for taking hits by giving you the ability to bolster your allies defences temporarily. May be one of the starting abilities of the subclass)
Saving Grace: Once per long rest and as a reaction when a creature you can see is attacked or targeted by an effect that would damage them you can shield all creatures of your choice within your aura until the end of the current turn. While shielded like this these creatures cannot have their HP reduced in any way. (I think this is a really cool idea but obviously very strong so it gets very limited usage but when your whole party is caught in the white dragons cold breath and they don't have the health to risk it you can save your party from a tpk. I always imagine it as the kiriko ability saving the team from a dva bomb)
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iwannawriteasourcebook · 2 years ago
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The Abomination ("magic item")
This Warhammer is made from the black bones of an ancient celestial being found dead in the astral sea. The material is very strong changing the warhammers normal damage die into a d20, however it also naturally destroys magical energy meaning no magical can be used on the hammer and creatures hit by it have disadvantage on concentration checks as a result of being hit by the hammer.
So the hammer does not work with magic at all meaning no magic weapon, Elemental weapon, smite, and also does not count as a magical weapon in terms of ignoring resistances. On the bright side that damage number get big, real big.
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iwannawriteasourcebook · 2 years ago
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Obsidian bracelets (Magic Item)
While attuned to and wearing this set of bracelets, you can continue to cast spells at 1st level even if you are out of 1st level spell slots
A rather simple item here that effectively turns your 1st level spells into cantrips. I found a great deal of relief and excitement in FF1 when I got a magic item that made it so I didn't have to worry about casting basic spells anymore so I wanted to share that experience with my players.
EDIT: Changed it from adding one 1st level spell slots back when you ran out to instead just allow you to continue casting 1st level spells even when your out of slots. This is because I realized that infinite spell slots means infinite sorcery points and that was a bit too much for me.
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iwannawriteasourcebook · 2 years ago
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Sword of the Glutton Knight (Magic Item)
Longsword, requires attunement with 3 attunement slots)
The sword has no base magical effects other than the Absorbtion ability.
If the sword is left unattuned for 3 days then it loses all it's absorbed properties.
The sword can only have 6 properties absorbed at a time, if you attempt to absorb a seventh then you must first select a property to be removed.
You cannot use the Absorbtion ability on artifacts.
Absorbtion: You can use this ability on another magic item by placing the sword and the item next to each other and focusing your energy between them for 10 minutes. Afterwords the item is absorbed into the sword and you can pick 1 magical property from that item to keep. The absorbed property becomes a magic property of the sword and the item is destroyed. If the chosen property requires charges to use then the sword gains 2 max charges and regains 1d4 charges at dawn.
This is an incredibly powerful item for whoever wields it requiring only the sacrifice of another item and 3 attunement slots but with the potential of combinations this is a small price to pay. Even something as simple as just finding multiple +3 items and absorbing them can turn this into a +18 longsword. Give this to your players and watch their minds race and excitement build up everytime they think of a new game breaking combination.
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iwannawriteasourcebook · 2 years ago
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Undefined Weapon (Magic Item)
A weapon that will randomly change its form every morning but will never choose the same form twice in a row. Each form acts as a +2 weapon and deal an additional 1d6 damage of a damage type based on the form chosen and an extra magical property.
Every morning at dawn roll a d6 to determine the form the weapon takes.
Longsword. Deals extra fire damage equal to 1d6+your charisma mod.
Glaive. Deals an extra 1d6 ice damage and the weapon has a +1 to its crit range (Scores a critical hit on 19-20).
A dual set of hand crossbows. Both can be fired as a part of the same attack. One deals an extra 1d6 lightning damage and the other deals an extra 1d6 acid damage.
Spear. Deals an extra 1d6 necrotic damage and when you throw this weapon you can instantly return it to your hand as part of the same action.
Mace. Deals an extra 1d6 radiant damage and each time you hit with this mace you regain HP equal to your proficiency modifier.
Longbow. Deals an extra 1d6 psychic damage and the arrows are able to target any target you are aware of within range even if you have no line of sight on them or they are invisible.
Want a fun chaotic weapon that can add some variety to your arsenal? Look no further! Perfect for a fighter who has proficiency with every weapon or even as a party item that can change hands based on it's form. Each weapon type deals an extra damage type and has an additional magical benefit.
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iwannawriteasourcebook · 2 years ago
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Valus (Magic Item)
Greatsword, requires attunement
You have a +3 bonus to attack and damage rolls made with this greatsword with the additional 3 damage being radiant.
As a bonus action, you can cast Searing Smite (at 3rd level), Branding Smite (at 3rd level), or Blinding Smite on Valus without any material components or spell slots.
In addition, while within 5ft of an ally you gain 1 extra attack per turn.
A legendary holy artifact once held by a legendary holy warrior in the Demon Wars, this is a sacred blade that is now kept safe within the vault of the church of the goddess of life.
The radiant damage, while only 3, is capable of disrupting abilities on multiple fiends and the selection of smites at your disposal allow for you to be constantly applying debufs and dealing some bonus damage at no cost other than a bonus action. Particularly effective if used by a paladin or someone on the front lines with them as they can already benefit from the paladin aura and now they get an extra attack as long as they remain close to an ally.
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iwannawriteasourcebook · 2 years ago
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Bad Feeling (feat)
Moments before entering a dangerous situation whether you are aware of it or not, you get a bad feeling about it. While this feeling is active you gain advantage on all perception checks and initiative rolls.
A useful feat for that sceptical rogue or even that squishy little wizard. It does require some coordination with your GM so be sure to let them know when you take this feat and to constantly remind them if necessary. This feat could come in the standard "shivers down your spine" variety or maybe you can say a spectral fairy appears before you to warn you of danger ahead, whatever you want.
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iwannawriteasourcebook · 2 years ago
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Rings of Favor (Magic item)
Start things off with a rather simple yet effective magic item that I've already included in a couple campaigns so far, the Rings of Favor
Ring of Favor (fire)
Requires attunement
"Each time you deal fire damage, you deal an extra 1d6 fire damage"
Each ring is assigned a magical damage type for example the Ring of Favor (fire) and is meant to boost your damage for that damage type. The rings come in many varieties for most damage types and trigger based off damage instance. What that means is that if I hit an enemy with fire bolt then they take 1d6 extra damage, cool. If I hit a group of enemies with fireball then they all take 1d6 extra damage, sweet. BUT if I hit an enemy with all 3 beams of scorching ray then they take an extra 3d6 fire damage. This can make a big difference when it comes to taking down some of the bigger foes. It's meant to encourage use of a particular damage type and can be very rewarding to player who want to primarily use one damage type.
The rings come in the following damage types: fire, poison, acid, thunder, cold, lightning, necrotic, psychic, and radiant. (Specifically not force cause then magic missile gets broken real hard real fast)
Then there is a secret more special one called the Ring of Favor (Life). This one works similarly however it activates whenever you provide healing for a creature they regain an extra 1d6 healing.
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