the-5e-experience
The 5e Experience
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A Place for my DnD 5e original content, reblogs, DM tips and character advice
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the-5e-experience · 7 years ago
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100 Magic Items for 5e Pt. 8
Past Posts
Items 1 - 5
Items 6 - 10
Items 11 - 15
Items 16 - 20
Items 21 - 25
Items 26 - 30
Items 31 - 35
36.      Rapier of Swift Attacking
Weapon (Rapier), Rare, Requires Attunement
An eloquent rapier, with a loops guard made of several strand of steel, intertwining and curving over the wielders hands. Every time the wielder of this takes the attack action, they can take an additional attack in exchange for reducing all attack rolls made by 1.
37.      Meat Cleaver
Weapon (Greataxe), Rare, Requires Attunement
This top-heavy weapon is in the shape of a giant meat cleaver. With a large flat head sharpened on one edge. A critical hit with this weapon can be achieved by rolling a 19 or a 20 (this effect stacks with other effects that lower critical hit requirements). Additionally increase the damage die of each critical hit by 1 die.
38.      Soul pincher
Wondrous Item (Ring), Uncommon, Requires Attunement
A ring made of ivory, stained yellow after years and years of exposure. The face of the ring is wrought in the shape of a skull, with 3 spikes of amethyst shaped in a triangle around the skull. When the creature wearing this ring makes an unarmed melee attack with the fist the ring is on, it applies 1 stack of “Soul Pincher”. When a creature dies with 3 stacks of “Soul Pincher” it becomes reanimated a skeleton in your control. You may have a maximum of 3 skeletons under your control. One spike of amethyst fills up with necrotic energy for each skeleton under your control.
39.      Mark of The Bold Heart
Wondrous Item (Tattoo), Rare, Requires Attunement by a Monk of level 5 or higher.
Magic ink is set into the skin of the character receiving this boon. The image crafted Is a scholar, blocking a warriors blade with his book. If the Monk attuned to this tattoo uses their Flurry of Blows to attack a fourth or higher time hits on at least 4 attacks out of the action – the Ki point spent on Flurry of Blows is regained.
Note: The main reason I made this a tattoo is because I feel like that could work into the concept of a Monk well. It could just as easily be a ring, or a necklace or even a blessing from a god if the idea of magical tattoos don’t fit your world or tickle your fancy. (You can read a blog I wrote about blessings as a replacement for magical items here)
If you’re unfamiliar with the idea of tattoo’s as a replacement for magical weapon you can read up a bit more on it here.
40.      Pazuzu’s Kiss
Wondrous Item (Ring), Legendary, Requires Attunement by a spellcaster
This ring is crafted of simple metals, it has claws to hold a center stone, but the gem is missing. The magical aura around this ring is faintly disturbing to those who are lawful – as it emits faints negative energy. This ring can be used to control a demon or devil when activated by a ritual known to anyone who casts the “Identify” or similar spell.
Attunement Ritual – To activate the abilities of this ring the creature must complete a blood sacrifice. The creature must offer 7 pints of blood from a living human, while chanting the ancient incantations given to them telepathically by the ring, during the ritual. The ritual takes an hour and requires the summoner to yell at the top of their lungs.
Once the ring is activated, the attuned creature can summon a Demon or Devil from the Monster Manual or similar book. They must sacrifice an amount of spell slots that level is equal to 1.5x the monsters CR. While a monster is under the rings control, the center piece fills with a crimson red ethereal gem. The fiend is telepathically bonded to its owner, and will obey – albeit begrudgingly, taking its own turn in initiative. When the fiend dies, the player receives their spell slots back, and the ritual can be completed again.
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the-5e-experience · 7 years ago
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the-5e-experience · 7 years ago
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the-5e-experience · 7 years ago
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Sunny side up! 🍳
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the-5e-experience · 7 years ago
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Races of Theros - Satyr and Gorgon (Download)
The Satyr race took inspiration from the standard Monster Manual rules for a Satyr, along with the rules for goats, which provided a base of the Sure-Footed ability, which I felt was flavourful both because satyrs have goats’ legs, and are likely to be pretty good at keeping their footing, considering the amount of times they’re likely to find themselves trying to stand up while drunk. To add to the magically charismatic nature of Satyrs, I also gave them a bard cantrip.
For the Gorgon, the core aspect was the petrifying gaze ability. This was based on the ability of the Medusa from the Monster Manual, with a DC based on the dragonborn race’s breath weapon. Using the enemy’s hit points as the grading of whether they can be turned to stone was inspired partially by the spell Power Word: Kill, which can only target creatures with a certain number of hit points. To make it a useful ability regardless of the character’s level, the total number of hit points that a target must be under increases each time the character levels.
For more of my content from Theros, including a Cleric Divine Domain perfectly suited to a Satyr character, click here! If you want to help support my work, you can make a small donation to my ko-fi here!
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the-5e-experience · 7 years ago
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the-5e-experience · 7 years ago
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I am not afraid! (It) by ömer tunç
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the-5e-experience · 7 years ago
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Metal
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the-5e-experience · 7 years ago
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Frostgrave Cultist!
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the-5e-experience · 7 years ago
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Items cards in collaboration with @r-n-w; A new one every Sunday. Check out our stuff here!
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the-5e-experience · 7 years ago
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Random Gemstone Generator
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image credit: Lucas Durham
A “Gemerator,” if you will. Since there is already a way to roll randomly for gemstones in the DMG (p. 134), this series of tables is for creating brand new gemstones that might not even exist in nature. These are the gems as you might find them in a dungeon. To determine their worth, I would use the DMG. The appearance of the gem might not affect its overall worth since we are inventing new gems, so just make it worth as many gold pieces as is appropriate for the circumstance. You can also use this with my jewelry generator.
Gem Type
Most precious stones and minerals considered gems come in two varieties, either a stone or a crystal. Roll 1d6 to determine the gem’s type:
1: Stonelike (Matte)
2-3: Stonelike (Glossy)
4: Crystalline (Opaque)
5-6: Crystalline (Translucent)
Gem Size
First roll for the gem’s size. Since this is D&D, the gemstones can afford to be much larger than in reality. Fun thing I never really thought about before making this is that gemstones are a good way for adventurers to carry around gratuitous amounts of wealth in a smaller amount of space. Imagine carrying around a one-centimeter diamond instead of 5000 gold coins in a one-ton chest. Don’t ever dismiss the importance of gemstones.
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Gem Shape
Although a gem’s shape does come from its cut, to simplify this series of tables and increase the variety it generates, I’ve separated the gem’s cut and its shape into different tables.
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Gem Cut
Most valuable gems found in a dungeon have already been cut unless said dungeon is a natural cave system. To determine how the gem was cut, roll on the table below. Before modern advances, most hard gems were “cut” by abrading two gems together of similar hardness, beveling the natural crystal’s corners into facets. The gem dust from the abrasion was gathered and mixed with water or oil for polishing the gems into their finished form.
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Gem Color
Next roll for the gem’s color. I could have just gone with ROYGBIV colors but gems can come in many varying hues. If you roll a 20, the gem has two colors. Roll again, ignoring further values of 20. Then roll on the next table to determine how the two colors interact.
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Gem Pattern
Duo-colored gems are common, especially among stones rather than crystals. Think things like banded agate or tigers eye.
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And you’re done! You’ve got a brand new gemstone that may or may not exist in nature! Use it for important or unique magic items or when imagining a new mineral for your setting.
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the-5e-experience · 7 years ago
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Gremlins: Little Buggers
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the-5e-experience · 7 years ago
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Variant Rules to Kill Your Players
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Source: Alexander Pavlenk
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the-5e-experience · 7 years ago
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Warlock Invocations
Ethereal Weapon
Prerequisite: Pact of the Blade feature, 9th level
When you attack a creature wearing nonmagical armor with your pact weapon, their AC is equal to 10 + their Dexterity modifier, and they gain no AC bonus from a shield. Creatures with natural armor are not affected by this. Magical weapons that you have transformed into your pact weapon do not benefit from this.
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the-5e-experience · 7 years ago
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Two Magic Items
Sorry for the gap in posting. Hopped from a couple of different jobs that didn’t work out, trying to get back into college, and moving to a new city. Its been a little hectic. Anyway, here’s some magic items I made for the current campaign. I may or may not have allowed my players to wish for the XP needed to be 24th level. So they can turn into Ancient Gold Dragons. They’re fighting Tiamat, so I think its fine. Oh god, what have I done…
Hammer of the Stone Speaker
Artifact, legendary (requires attunement)
This weapon was wielded by Koxiris, the Stone Speaker. A sadistic bronze dragon, he relished in the destruction of “lesser” civilizations.
This hammer has the properties of a ring of earth elemental control, in addition to the following properties:
Rock Hide. While wielding this hammer you have resistance to piercing, slashing, and bludgeoning damage from nonmagical weapons, and are immune to the petrified condition.
Solid Footing. You have advantage on ability checks and saving throws to resist being pushed or shoved, and on effects that would knock you prone.
Strength of Stone. While wielding this warhammer your Strength and Constitution scores become 26, unless they are already higher.
Breaker of Stone. This weapon is treated as a +3 warhammer. Additionally, when you score a critical hit against a target with this weapon, the target becomes the center of an earthquake spell (save DC 17). You and any creature you designate automatically succeed their saving throws against the spell.  
Staff of Thema
Artifact, legendary (requires attunement)
This staff was created with the essence of Thema, the Titan of Time and Reality, grafted into it.
This staff acts as a +3 quarterstaff, an amulet of the planes, and can be used as an arcane focus or holy symbol, granting a +3 bonus to your spell attack bonus and spell save DC.
Temporal Banishment. When you roll a 20 on a d20 for an attack roll with this weapon, the target of the attack is subjected to the banishment spell, requiring no concentration (spell save DC 15).
Time Stop. You can use an action to cast the time stop spell. A time stop spell cast from this staff does not end early if you take an action that affects a creature other than you or an object being worn or carried by anyone else other than you. You must wait seven days before doing this again.
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the-5e-experience · 7 years ago
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When you’re writing a campaign, but have no players.
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the-5e-experience · 7 years ago
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Valentines Spells
Homebrewed for Dungeons and Dragons 5th Edition by me. Artist is tagged on the page.
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