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Thread: Calm Before The Storm homebrew (game 1)

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    Default Re: Calm Before The Storm homebrew (game 1)

    Invulnerable Barding
    Legendary, requires attunement

    This thick adamantine barding magically molds itself to the shape of the attuned creature, provided they are not larger than Large or smaller than Medium. While worn, the creature's AC is set to 21, any critical scored on them only deals damage as a hit, and they regenerate over time. Provided they have at least 1 HP currently, they will regain 1d6 HP per 10 minutes, and will recover lost body parts over the course of 1d6+1 days.

    Faithful Shield
    Legendary, requires attunement

    Once attuned, this shield floats near its owner and defends them to the best of its ability. The attuned creature increases their AC by 5, and any criticals scored on them only deal damage as a hit. The shield requires no hands to use, leaving the user free to cast, or to wield large weapons, or to handle other objects, as desired.

    Portable Alchemical Lab
    Legendary, requires attunement

    This backpack always weighs just 20 lbs. When fully opened, the opening is large enough for a Small creature to walk in, or large enough for a Medium creature to walk in if they squeeze. Inside is a fully-furnished and well-ventilated alchemy lab with plenty of storage for ingredients and finished alchemical products. This lab is 20 ft long, 20 ft wide, and 10 ft tall, and can hold up to 6000 lbs worth of ingredients and alchemical products in its shelving storage. The contents of the backpack are not jostled by movement outside the pack. As an extradimensional space, it doesn't play nice with other such spaces, and reacts as if it were a Bag Of Holding or a Portable Hole, whichever would result in a worse outcome for such an interaction.

    Wolf Spider Boots
    Legendary, requires attunement

    These boots are prized among drow assassins for conveying an array of powers associated with particularly powerful hunting spiders. While attuned, you can jump three times as long or high as usual, you can walk on walls and ceilings as if under a Spider Climb effect, you add your proficiency bonus to Perception checks (even if you already possess proficiency or expertise), you have advantage on Initiative checks, and your speed is not reduced by wearing heavy armor or carrying a heavy load.

    Ioun Stone Of Nobility
    Legendary, requires attunement

    This golden die with diamond pips whizzes around the head, sparkling in the light. It shows off your wealth, but also conveys more useful properties when attuned. Each morning, you may choose three languages you don't currently speak, and may consider yourself perfectly fluent in them for 24 hours. You can cast Mage Hand at-will, be it to fetch something without getting up, write sad poetry in your journal while still wallowing dramatically on your fainting couch, or touching something dangerous without actually taking any risk yourself. If you find yourself in such a mood that even this distant, uninvolved interaction is too taxing or just too beneath you, once per day you can cast Unseen Servant (although if you take 10 minutes to cast the spell, then this charge is not expended).

    Cupid's Bow
    Legendary, requires attunement by bard

    This harp functions as a Shortbow +3. Additionally, while held, it grants the use +2 to AC, Saves, and Spell DCs.

    The harp has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the harp regains 1d12 + 1 charges.

    Power Shot: When you hit with a ranged attack using the harp, you can expend 1 charge to deal an extra 1d6 psychic damage to the target.

    Spells: While holding the harp, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: Charm Person (can be upcast 2nd-7th, 1 charge per level), Enthrall (2 charges), Suggestion (2 charges), Bestow Curse (3 charges, or 5 charges for 5th lvl version, or 7 charges for 7th lvl version), Charm Monster (4 charges), Dominate Person (5 charges), Modify Memory (5 charges), and Mass Suggestion (6 charges). "Bestow Curse" can only be used to inflict the "Cupid's Arrow" curse.

    Cupid's Arrow: The cursed creature falls in love with a random creature in its line of sight, and is Charmed by them. If the cursed creature is immune to the charmed condition, this has no effect. While charmed, the cursed creature has Disadvantage on any Int/Wis/Cha saves they make against effects originating from their Love. They otherwise act as if affected by Charm Monster with regards to their Love, doting on them and protecting them and taking their side in things.

    True Love: Once per day, you may spend an action and 20 charges to cause two creatures in line of sight of each other to fall hopelessly in love. This acts as a 9th lvl Bestow Curse (Cupid's Arrow) on both targets, with the following exceptions:
    • Reduce their resistance to being charmed by one step (immune-->advantage-->rolls normally-->disadvantage-->autofails)
    • The targeting for the "Cupid's Arrow" curse is not random - they fall in love with each other


    (EDIT: "True Love" has the potential to break campaigns if used properly. I made this for a game I'm running, where the bard is a DMPC who mostly does support and shooting from the back lines. If you're considering allowing this homebrew item in your own home game, you could honestly remove True Love and it'd still easily be a fantastic Legendary item.)
    Last edited by AvatarVecna; 2020-08-18 at 11:14 PM.


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    An Abattoir Vecna, if you will.
    My Homebrew