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  1. - Top - End - #1
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    Default Calm Before The Storm homebrew (game 1)

    Artisan's Toolbelt
    Rare, requires attunement (wizard, artificer)


    This resizing belt has 12 pockets on it, each its own extradimensional space. When an artisan's toolset is kept in a pocket for 1 hour, it becomes attuned to that pocket, and enhanced by the belt's power: whenever the tools kept in that pocket are used for their intended crafting purpose, you have advantage on the check, and you have proficiency with the toolset even if you normally don't. Each pocket also has magical enchantment tied to artisan blueprints for various crafting projects, organizing the stored blueprints for ease of location; as such, when the owner goes searching for a particular blueprint in a pocket attuned to blueprints, they need only spend a bonus action to always locate the one they're looking for in the filing system. Finally, each pocket acts as a miniature bag of holding for general items as well, although it does give any additional benefits the way it does for tools and blueprints. In the case of general storage or toolkit storage, each pocket can carry up to 20 lbs, not exceeding a volume of 2 cubic feet; if used to store blueprints, the pocket's weight and volume shift to 80 lbs and 8 cubic ft.

    Generally speaking, a randomly generated Artisan's Toolbelt will be found with 1d6+4 (avg 8) pockets already containing a toolset to which they are attuned, and 1d2-1 pockets containing some blueprints from the previous owner.

    ((EDIT: The one Elly has currently has the following Artisan's tools already inside: Alchemist's supplies, Carpenter's tools, Cook's utensils, Jeweler's tools, Leatherworker's Tools, Smith's tools, Tinker's tools, Weaver's tools))

    Magus Blade
    Legendary, requires attunement (sorcerer, warlock, wizard)


    Originally a gift from Tenebris to one of his more capable minions, this beautiful obsidian blade enhances its wielder in a number of small ways that add up to an overall effect greater than the sum of its parts - turning any wannabe warrior-mage into the gish of their dreams. In regards to offense, this weapon acts as a +1 longsword with the finesse property, and can be used as a channel for spell attacks (in which case the enhancement bonus applies to the spell attack, and the spell's damage roll if it has one). Additionally, the weapon enhances your offensive magic overall as well, adding +1 to all the wielder's save DCs (including from non-casting class features).

    The defensive benefits aren't anything to ignore either: while wielding this weapon, the user gains a +1 bonus to AC, +1 to all saves, +1 hit point per Hit Die they possess, and +1 initiative. In this way, even the most fragile of glass cannons stands more of a chance on the front lines. Additionally, for those that consider an ounce of prevention worth a pound of cure, the weapon also gives a +1 to all Charisma-based ability checks the wielder makes while the Magus Blade is in their possession and attuned to them, as the blade's extremely rudimentary intelligence bolsters their confidence.

    Of course, what takes this blade from a versatile magus' dream to a weapon of legend is its ability to attune more deeply with its wielder over time; whenever the blade draws blood, or is used to channel magic, or lends its wielder a touch of confidence, it becomes more in tune with the attuned mage - learning what it wants from the blade, and adjusting to support this desire. Each of the +1s this weapon gives can be individually enhanced by spending a great deal of time making use of that aspect of the blade; it is encouraged that the DM ties this into "critical successes" involving that aspect (impressive damage rolls, nat 20s on the many relevant rolls, times when the defensive benefits made the difference between success and failure, or the difference between alive and dying, things like that), although the exact rate at which such critical successes can evoke an evolution in the blade is a matter of DM discretion.

    Berserker's Greathammer
    very rare, requires attunement (barbarian)


    This enormous goliath greathammer is simple in design but heavily enchanted and absolutely deadly in the right hands. For most Medium or Small creature, this weapon acts as a +2 Maul. For a Large creature, or a Goliath, it counts as a +2 Warhammer that deals an additional damage die (so 2d8 if wielded in one hand, or 2d10 if used with two hands). Additionally, while wielding this weapon, you possess the endless endurance of a true berserker, and have one additional rage per day; if you already have unlimited rages per day, then instead you regenerate your Constitution modifier in hit points at the beginning of any round where you possess at least 1 HP but no more than half your maximum HP.

    Amulet Of Attunement
    legendary, requires attunement


    This simple silver chain with a small, softly glowing green crystal imbues its wearer with a greater awareness of and connection to the world around them. Mechanically, this benefit is fourfold:
    • The wearer's Wisdom increases by 2, as does their Wisdom maximum.
    • They gain proficiency in Use The Force; if they are already proficient, they gain Expertise in it; if they are already an expert, they instead gain continuous auto-Advantage on uses of that skill
    • When the wielder's intended actions would cause larger ripples in the Force than they would otherwise be aware of, they are made aware of the potential their actions possess, to some degree. The Amulet does not judge their actions one way or the other, merely provides a greater understanding of the general consequences that can follow - for good or ill.
    Last edited by AvatarVecna; 2020-05-07 at 04:12 PM.


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    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
    My Homebrew

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

    Dragon Scales
    1st level abjuration
    Casting Time: 1 bonus action
    Range: Personal
    Components: V, S
    Duration: 8 hours

    You manifest the latent draconic power flowing through your veins and call forth your magic to replicate the defensive benefits if dragonkind. Your base AC becomes 13 + your Dexterity modifier. The spell ends if you don armor or if you dismiss the spell as an action.

    Higher Levels: When you use this spell at 2nd level or higher, you add 1 point to the AC rating for each level above 1st. When you use this spell at 3rd level or higher, you gain an additional Hit Point per Hit Die for every three spell levels (so +1 HP/HD at 3rd, +2 HP/HD at 6th, etc). When you use this spell at 4th level or higher, you gain resistance to a single non-weapon damage type for the duration (typically, the one most directly tied to your own draconic heritage); when you use this spell at 7th level or higher, this resistance instead becomes immunity.
    Last edited by AvatarVecna; 2018-10-21 at 11:24 PM.


    Currently Recruiting WW/Mafia: Logic's Deathloop Mafia and Book Wombat's A Small Wager - A Practical Guide To Evil

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    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
    My Homebrew

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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.


    Currently Recruiting WW/Mafia: Logic's Deathloop Mafia and Book Wombat's A Small Wager - A Practical Guide To Evil

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    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
    My Homebrew

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

    Prismatic Defender
    legendary, requires attunement

    Most defenders focus on a more straightforward tradeoff between offense and defense capabilities, but the prismatic blade takes a more versatile approach. This +1 greatsword grants damage resistance to 7 damage types, one for every color of the rainbow: Fire (Red), Acid (Orange), Lightning (Yellow), Poison (Green), Cold (Blue), Force (Indigo), and Psychic (Purple). Additionally, damage that is resisted in this way is stored within the blade indefinitely until discharged. So for example, if the wielder would normally take 26 fire damage from a fireball, they instead take 13, and also 13 damage is stored within the blade.

    However, the sword can only hold so much, depending on the power of the wielder. For each damage type, it can store up to 10 points times your proficiency bonus. While the sword is "maxed out" for a damage type, it doesn't grant damage resistance against that damage type. If an attack would charge the sword more than it has room for, the wielder will have damage resistance against that whole attack, but the excess charge that would normally grant is lost instead. For example, if a Paladin 14 wielding this blade was hit by the fireball mentioned earlier, but already had 45 fire stored within the blade, they would still take only 13 damage, but only 5 would get stored within the blade.

    When the wielder hits using this weapon, they can choose to discharge stored damage as part of the attack. This discharged damage can by any mix of types for which the sword has stored points, but no single discharge can spend more than 5 points times your proficiency bonus. For every 5 points sacrificed of a particular damage type, the hit will deal an additional 1d6 of that damage type. For example, if the Paladin from before hits, they can choose to discharge 25 points; if this is 5 fire, 10 acid, and 10 psychic, then their attack will deal +1d6 fire/+2d6 acid/+2d6 psychic damage.


    Currently Recruiting WW/Mafia: Logic's Deathloop Mafia and Book Wombat's A Small Wager - A Practical Guide To Evil

    Avatar by AsteriskAmp

    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
    My Homebrew

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

    Silverscale Gauntlet
    Very rare

    This adamantine gauntlet has a single silver scale embedded across the back. The wearer is immune to cold damage, and their unarmed attacks now deal 2d6+Str or Dex (wearer's choice) cold damage. Additionally, this counts as a silvered weapon.


    Currently Recruiting WW/Mafia: Logic's Deathloop Mafia and Book Wombat's A Small Wager - A Practical Guide To Evil

    Avatar by AsteriskAmp

    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
    My Homebrew

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