#-mario's star power menu in PM 64) and that is a ridiculous amount of items for one post
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dungeon-oracle · 1 year ago
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Paper Mario Badges Part 1
I spent a long time converting the Badges from Paper Mario 64 & Paper Mario: The Thousand-Year Door into items for D&D, and I thought I'd share. Since there's not really a Badge point system in D&D (unless you want to make that a homebrew thing? 3 Badge points per level with a cap of 30 points to spend. . .it could work. . .), and I didn't want them to take up attunement slots, there can only be 3 badges equipped at a time. DM discretion is obviously at play here, go nuts.
Part 2
Part 3
Part 4
Bump Attack Badge - Badge, rare
While equipped, if you land the first nonmagical melee or ranged attack on an enemy that has otherwise not been damaged, the hit is considered critical. If the attack roll is a natural 20 and meets or exceeds the target's AC, you can roll one extra damage dice in addition to the critical hit. You can only have three badges equipped at one time.
Charge Badge - Badge, very rare
While equipped, you can use an action to charge up power in your body. When you hit a target with your next melee attack, you can treat the hit like a critical success. You can only have three badges equipped at one time.
Charge Strike Badge - Badge, rare
While equipped, you have 3 charges, which replenish on a long rest. As an action, you can spend a charge to build up power for your next strike. You have advantage on the next unarmed melee attack made before the end of your next turn, and on a hit you add +2 to the damage roll.
Chill Out Badge - Badge, rare
While equipped, you cannot be surprised. Additionally, you do not provoke opportunity attacks when moving. You can only have three badges equipped at one time.
Close Call Badge - Badge, uncommon
While equipped, if you are targeted with an attack and the attack hits or you fail your saving throw for a damaging effect, you have a 10% chance of the attack missing or succeeding on the saving throw. Roll a d20. On a roll of 19 or 20, the attack misses or you succeed on the saving throw. You can only have three badges equipped at one time.
Damage Dodge Badge - Badge, uncommon
While equipped, you have +1 to all saving throws. You can only have three badges equipped at one time.
Deep Focus Badge - Badge, very rare
While equipped, you can use an action to pull arcane energy towards yourself, allowing you to regain a number of expended spell slots with a combined level of up to 5th. This ability recharges daily at dawn. You can only have three badges equipped at one time.
Defend Plus Badge - Badge, uncommon
While equipped, you have +1 to AC. You can only have three badges equipped at one time.
Dizzy Attack Badge - Badge, common
While equipped, you have 3 charges, which replenish on a long rest. When making an unarmed strike, on a hit you can spend a charge to force the target to make a DC 13 Constitution saving throw. On a failure, the target becomes stunned until the beginning of your next turn. You can only have three badges equipped at one time.
Dizzy Stomp Badge - Badge, rare
While equipped, you have 3 charges. which replenish on a long rest. When making an unarmed strike, on a hit you can spend a charge to cast Confusion on the target with a DC of 15 or your spell save DC, whichever is higher. You can only have three badges equipped at one time.
Dodge Master Badge - Badge, uncommon
While equipped, you have advantage on Dexterity saving throws. Additionally, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can only have three badges equipped at one time.
Double Dip Badge - Badge, rare
While equipped, you can take an extra action in combat. This ability recharges on a long rest. You can only have three badges equipped at one time.
Double Trouble Badge* - Badge, common
While equipped, you deal double the damage with weapon attacks. However, you also take double the damage when hit. You can only have three badges equipped at one time.
*This is actually the Double Pain Badge, which purely makes you take double damage in Paper Mario: TTYD. Great for PM Danger Strats, useless for D&D, so I made it slightly more useful via double damage
Feeling Fine Badge - Badge, uncommon
When equipped, you are immune to the poisoning, paralyzed, and stunned conditions. You can only have three badges equipped at one time.
Fire Drive Badge - Badge, uncommon
While equipped, you have 3 charges, which replenish on a long rest. When you hit a target with a melee weapon attack using a hammer, you can spend a charge to blast a line of fire starting from the space the target occupies and extending in a straight line 15 feet behind it. The target and any creature in the line takes 2d8 fire damage. You can only have three badges equipped at one time.
Fire Shield Badge - Badge, uncommon
While equipped, you have resistance to fire damage and advantage on saving throws made to avoid effects that deal fire damage. You can only have three badges equipped at one time.
First Strike Badge - Badge, uncommon
While equipped, you can choose to forgo rolling initiative to automatically go first in the initiative order. You can only have three badges equipped at one time.
Flower Drain Badge - Badge, uncommon
While equipped, you have a -1 penalty to damage rolls (to a minimum of 1 damage) made with weapon attacks, but on a hit you regain one used spell slot of 5th level or lower. You can only have three badges equipped at one time.
Flower Finder Badge - Badge, uncommon
While equipped, when you defeat an enemy in combat, you have a 10% chance of regaining a spell slot of 3rd level or lower. Roll a d20. On a 19 or 20, you regain a spell slot of 3rd level or lower. You can only have three badges equipped at one time.
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