#Piercing Damage: Thornwhip
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Piercing Damage: Thornwhip
Monday, Monday, until I have a day job again it’s just like any other day. But It’s the day I’ve decided I get to talk about dice on, so I’m finally getting around to talking about this set from Dice Envy’s Pride Box. These guys are nicely novel but have a hard time living up to their aesthetics. Regardless, let’s roll! I find that I complain a lot about the pointy corners on sharp edged metal…
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#Dice#Dice Envy#Dice Envy Pride Box#Dice Review#Piercing Damage: Thornwhip#polyhedral dice#TTRPG Dice#Tympest Books
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D&D Homebrew Items
Running my first session as a DM this Saturday and I’m excited as fuck to do it. Been working on a series of homebrew items for a while and I feel like sharing them with people outside the group. None have been playtested and I’m new to designing items like this, so feel feedback is encouraged. If anyone wants to use some of these items in their own games, feel free!
(Quarterstaff of the Spying Serpent, Lens of Valmoora, Chauntea’s Thornwhip, and Fortune’s End originally suggested by other players in the group. Ring of the Grammarian workshopped from the item originally featured in The Adventure Zone.)
Wondrous Items Items marked with an * require attunement.
Bracers of Bracing* Common These bracers provide a flat +2 bonus to resist being pushed, grappled, or otherwise moved against one’s will.
The Gift that Keeps Giving Common This small chest opens to reveal a smaller chest within. The chest within fills all available space, preventing any other items from being stored within. When withdrawn, the smaller chest grows to the size of the original, and the original chest fades out of existence.
Dwarven Brü Common This potion, favored by dwarves caught unawares in festivus by their enemies, instantly sobers the user from all non-magical effects that alter perception, impair judgment, or otherwise influence their mental faculties. For the next 10 minutes the user also has advantage on all saving throws to resist similar effects and poisons.
Mace Mace Common This unassuming mace is magically coated with a potent irritant to the eyes and throat. A creature struck with it for the first time must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn. A creature affected by this weapon becomes immune to its effect for the next 24 hours.
Bead of Gravity Uncommon This small bead can be thrown up to 30 feet, detonating upon impact and creating a 10-foot field of altered gravity. The bead comes in three types: white, black, and gray. The white bead creates a field of anti-gravity, causing all objects and creatures within to float per the spell Levitate. The black bead creates a field of enhanced gravity, causing all objects within to become immensely heavy and pinning them to the ground. The gray bead creates a burst of inward gravity, causing everything within the field to fly toward the center, taking bludgeoning damage from collisions with other objects (1d6 per object or creature). Any unwilling creature within the bead’s field can make a DC 15 Dexterity saving throw (white or gray) or a DC 15 Strength saving throw (black) to resist the effects of the field. The effects of each bead lasts 1 minute.
Amulet of Giant’s Bane* Uncommon This amulet gives the wearer advantage when making attacks against enemies sized Large or larger. All other bonuses are applied normally.
Boots of the Living Shadow* Uncommon These black leather boots allow the wearer to walk silently, giving them advantage on stealth rolls while moving along the ground. Once per day the wearer can conjure a plume of black smoke and teleport up to 30 feet to an unoccupied location within sight (per the spell Misty Step).
Statikk Shiv* Uncommon On a critical hit (19-20), this jagged-bladed dagger emits a blast of lightning through its target, dealing an extra 1d10 lightning damage. The lightning arcs to up to 3 other enemies within 10 feet of the target or each other, prioritizing foes wearing metal armor, and deals 1d10 lightning damage to each target hit.
Transposing Ring* Uncommon This ring allows the user to switch places with another creature within 30 feet that they can see. An unwilling creature may resist with a DC 15 Constitution saving throw. This effect can be used once per day on an unwilling target, or twice per day on willing targets.
Bangin’ Scrunchie* Uncommon This radical piece of 80’s hairwear is both stylish and enchanting. Anyone who wears it draws the eyes of all around them, granting them a flat +2 bonus to Persuasion and Performance checks, as well as advantage on Sleight of Hand checks to steal from those who are enthralled by their undeniable stease.
Quarterstaff of the Spying Serpent* Uncommon This staff resembles a rigid steel snake holding a jade eye in its mouth. Upon activation the snake comes alive and drops the jade eye. Whoever holds the jade eye can telepathically control the snake as if it were their own body, using the snake’s senses as their own. The snake has the base stats of a regular Snake enemy.
Ring of Invisible Arms* Uncommon A melee weapon held in the hand wearing this ring is rendered invisible, granting a +1 bonus to attack rolls made with that weapon. Once per day the ring can also render the effect of a single spell invisible, adding 1 to its save DC or increasing it’s damage by 1 die, if applicable.
Gloves of the Rider* Uncommon These worn leather gloves were once carried by a master cavalier, and the memory of their prowess lives on through them. While wearing these gloves you have proficiency with Animal Handling, and gain a +1 bonus to Strength (Acrobatics) and Dexterity (Athletics) checks while mounted.
Chauntea’s Thornwhip* Uncommon A thorned whip blessed and bestowed by Chauntea, goddess of greenery and harvest. This magical weapon deals an additional 1d4 piercing damage. As an action, you may use this weapon to make a grapple check against a creature within 5 feet of you using Dexterity instead of Strength. Subsequent restraint checks must still be made with Strength. As a bonus action while grappling using this method, you may deal 1d4 piercing + Dex. piercing damage.
Amulet of Local Calling* Rare This palm sized medallion has a central onyx gemstone surrounded by 6 slots for smaller gems, and a slot on the back containing a gem of a random type. The back gem can be removed and slotted into another amulet to attune it to the original amulet’s magical frequency. The back gem of each amulet regenerates after 1 minute and can be given to another user in turn. A gem from an Amulet will disappear if not slotted into another Amulet within 1 day. These amulets, when attuned to each other, allow the user to hold the onyx to their mouth and, while focusing on a specific gem, speak to the user of that gem’s medallion as though they were 5 feet apart. The amulets have a maximum range of 5 miles, and each can only be attuned to 6 other amulets at a time.
Silver Fox* Rare This small, silver, fox-shaped figurine affects its users in one of two unique ways. When held by a creature less than half their maximum age, they appear as though they are advanced in years, giving them advantage on stealth rolls to blend into crowds. When held by a creature over half their maximum age, they gain vitality equal to their prime youth. If a creature has taken any negatives to their attributes due to age, those negatives are removed.
Lens of Valmoora* Rare A magical focus made in honor of Valmoora, god of torment and agony, by the members of his cult. Many were commissioned and cursed at their god’s behest, but after Valmoora was slain by the adventurer Setzar Gul’Adatiere, many were repossessed and had their curses removed. When using the lens as a spellcasting focus, your spells are treated as one level higher for the sake of the spells counterspell and dispel magic.
Glacial Shroud* Rare This icy blue cloak chills the air around its wearer, reducing the movement speed of hostile creatures within 10 feet by 10 feet. Once per day as an action the wearer can spin the cloak with a flourish and emit a blast of icy wind, dealing 1d6 cold damage and reducing the movement speed of all hostile creatures within range to 0 until the end of their next turn (DC 15 Con. save).
Lolth’s Blessing* Rare This silver spider ring thirsts for blood, and grants those who feed it a number of boons. Any creature wearing this ring has Superior Darkvision (120 ft range) and can cast either Dispel Magic, Darkness, or Levitate at their lowest level once per day as an action. A drow wearing this ring gains a pool of Luck Points per the feat Lucky. The Queen of Spiders is a jealous, vengeful god, and does not grant her blessing frivolously. If a day (sunrise to sunrise) passes that the wearer of this ring does not spill blood in Lolth’s name, they are cursed and turned into a drider. The creature remains cursed until affected by a Remove Curse or Wish spell.
Beckoning Bell* Very Rare This chime of this bell reaches through time and space, calling out for the resonance of another. Once per day, when rung, any creature in possession of a partner bell may ring their own to answer the call, appearing in the nearest unoccupied space adjacent to their beckoner. This bell can summon creatures from anywhere on any plane. Unless a party member uses another Beckoning Bell to answer the call, roll a d20. A random creature will be summoned as described below:
1-3 | The Bell’s toll is answered by a hostile creature that will attack the beckoner or otherwise impede them.
4-6 | The Bell’s toll is answered by a neutral, size small creature that may or may not assist.
7-9 | The Bell’s toll is answered by a friendly, size small creature that will assist.
10-12 | The Bell’s toll is answered by a neutral, size medium creature that may or may not assist.
13-15 | The Bell’s toll is answered by a friendly, size medium creature that will assist.
16-17 | The Bell’s toll is answered by a neutral, size large creature that may or may not assist.
18-19 | The Bell’s toll is answered by two friendly, size medium creatures that will assist.
20 | The Bell’s toll is answered by a powerful ally of the beckoner who will assist in whatever way they can.
Ring of the Grammarian* Very Rare The wearer of this ring can alter any spell by one letter (e.g. changing cause fear to cause bear). The effects of this change are determined by the DM, taking the user’s wishes into account. The ring can be used once per day to alter a spell cast by the user or as a reaction to alter a spell cast by another. Altering another caster’s spell requires a wisdom saving throw against the wearer’s spell save. On a failed save, the spell is altered as dictated by the wearer of the ring. When used to alter a spell of level 5 or above by another caster, the ring is destroyed. Otherwise the spell is cast normally and the ring remains.
Full Metal Jacket* Very Rare This long coat shimmers brilliantly in all forms of light, giving its wearer disadvantage on stealth rolls in dim or brighter light, but grants a base AC similar to platemail armor without impeding movement for the purposes of travel or spellcasting. AC = 18.
Fortune’s End* Very Rare A shimmering gold coin emblazoned with a skull on one side, and a sigil of Tymora, goddess of luck, on the other. When the coin is flipped, it grants one of two effects: When the skull is revealed, up to four creatures within 30 ft. that you can see have disadvantage on all rolls for up to 1 minute. When the sigil of Tymora is revealed, up to 4 creatures within 30 ft. that you can see gain advantage on all rolls for up to 1 minute. Resisting or maintaining the effect requires DC 17 Wisdom saving throw. The coin can be flipped once per long rest.
Tooth of Tamara* Legendary This ancient longsword, carved from the tooth of a platinum dragon, is imbued with a godly radiance. Once per day the wielder of this sword can use an action to speak the Ptarian Code, activating the blade and making it shine with a warm silvery light. For 1 minute the wielder has immunity to necrotic damage and resistance to all other damage types. Also during this time the wielder can cause one Spell Attack that would otherwise hit them target the blade instead. If they succeed against the caster’s Spell Save, the arcane energy of the spell is devoured by the sword, restoring up to the sum of the spell’s level in spell slots to the wielder. The Tooth of Tamara is an eldritch force, not meant for mortal use, and greatly taxes a mortal wielder. A creature attuned to this sword may not attune to other magical items, and must maintain concentration on its effect when activated. The wielder suffers a level of exhaustion when the effect ends.
Armor of Denial* Legendary This enchanted breastplate allows the wearer to deflect any incoming attack, except for critical attacks, even if the attack would normally be successful. On a critical miss with a melee attack, the wearer can use a reaction to make an opportunity attack with advantage against the attacker. Both abilities can only be used once per day.
Loviatar’s Ladle Legendary This unassuming serving utensil was once used by the Willing Whip herself, and as one could guess, has been used to brew and dole out some of the most deadly tinctures ever concocted. Up to 5 square feet of liquid touched by this ladle is instantly cursed, and any creature that consumes it gains disadvantage on all rolls for 24 hours or until Remove Curse is used on them.
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