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#5e magic items
regal-bones · 5 days
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A blade of swirling smoke and reddened eyes 💨🍃
This started as a joke but I think I committed to hard - happy 420 😎
you can support me on Patreon for £1 and help me keep making art!
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sparkdew-dnd · 2 years
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Today I attempted to use artificial intelligence to beat my writers block and it was not entirely successful
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ecoamerica · 21 days
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youtube
Watch the American Climate Leadership Awards 2024 now: https://youtu.be/bWiW4Rp8vF0?feature=shared
The American Climate Leadership Awards 2024 broadcast recording is now available on ecoAmerica's YouTube channel for viewers to be inspired by active climate leaders. Watch to find out which finalist received the $50,000 grand prize! Hosted by Vanessa Hauc and featuring Bill McKibben and Katharine Hayhoe!
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the-fluffy-folio · 8 months
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Drop – Potion, very rare
Simply referred to as drop among alchemists, this potion is brewed by exposing the contained magical liquid to a droplhorse's luminescent light. Described as being mentally uplifting and often used for amusement purposes, the drop bears the danger of quick dehydration while bestowing the ability to smoothly fly and swim alike.
🔮 If you like my work, kindly consider to support me on Patreon to gain access to monster pages, tokens & artwork of over 220 quirky creatures as well as dozens of potion & item cards based on their lore.
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brewerssupplies · 1 year
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Howdy! Here's the goodest blade to have ever been forged! I had the idea for this item the other day and wanted to make it!
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foundry-fabrications · 2 months
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Hey folks! It took WAY too long to get this out, but it's finally done. Well, technically it isn't done, but I'll get to that in a bit. One weird thing that needs explanation at a time.
So, as one can tell, I didn't just make statblocks for the behemoths, write some lore, and call it a day. I've discovered that I really don't like making statblocks and dealing with all the nonsense that comes with it (CR is a joke, and I'm not laughing). So, in typical Foundry fashion, I tried doing something weird that requires more work and ultimately still required me to make statblocks anyway. Yeah, I'm not smart. 
So I made them templates instead. And while I was tempted to give up and just do the obvious thing since I was just going to end up with stats anyway, making them templates makes a certain amount of sense from a lore perspective and I genuinely think is an interesting idea worth pursuing. Quick lore tidbit, behemoths are likely the result of normal creatures becoming mutated by aether (it's not certain, but there are signs of this origin from what I've read), so a template makes logical sense. So, as long as I pick appropriate creatures for the template examples, the end result will get you pretty close to the behemoths in game. Sure, they're not perfect, but it would be easy to tweak them to better suit your game.
So the other behemoth in the room is there are only 3 behemoths here. I had intended on releasing them all at once. Turns out there's like 30+ behemoths AND 5 basically legendary behemoths. So, I'm splitting them up into their elemental categories, and the legendaries by themselves. I already have the Blaze behemoths written out, so those won't take nearly as long. As I complete each category, I'll update this post and make y'all aware of the additions. By the end, I'll have one document with all of them in it, a brew to rival Flesh & Bone. 
But for now, a quick break to work on something else my ADHD has compelled me to rework. Stay tuned for that. Anyway, stay safe, don't forget to love each other, and I'll see you next time.
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thehomebakery · 2 months
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When I make a homebrew legendary item for DnD, I like to make it ✨ legendary ✨
And I imagine why this option often gets voted by my supporters.
So enjoy the Pot of Plenty and the folk tale that comes with it.
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rollforimagination · 4 months
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Magic Item
Sandwich of Chaotic Layers
Description: A sandwich made of suspicious ingredients and a curious amount of cheese, when eaten it gives random effects to character. If it is kept in the inventory long enough it might attract mice and other rodents, if it is kept for even longer at every rest of the character with the Sandwich of Chaotic Layers in their inventory loses 2d12 of HP while those near a radius of 10 ft lose 2d6 of HP after the rest, due to the radiations that the Sandwich of Chaotic Layers emits.
Functionality: Use a bonus action to eat the sandwich, a normal action if you’re size is smaller than Medium, then roll d for the effects.
Results:
You get teleported inside a radius of 5-20 ft not occupied by another creature, you can decide exactly where
The scent of warm bread surrounds the player and up to 5 allies, they heal 2d10 HP and gain 20 Temporary hit points
You get two charges of a garlic scented breath attack that causes confusion and disadvantage to all roles against you and saving throws to all your enemies in a 15 ft cone, but also repel your allies to at least 5 ft from you
A bread wall circles around your enemy and it blocks their vision and movement. To escape your enemy has to deal at least 10 x S of damage, where S is the size of the enemy (1 is Tiny, Medium is 3, Gargantuan 6…), to make a hole big enough to escape
From the mouth of the player comes out a steam of water that deals 4d6 of water damage to those in a line of 20ft in front of the player, with a roll of Athletics higher than 12 the player can move while spitting water to aim to other enemies, this however will deal 2d6 to all enemies hurt instead of 4d6.
A cheese armour surrounds the player, giving them +2 AC but also giving them a -10ft of movement speed
The player’s movement speed doubles but it may randomly oink even after the effect wears off, until they take a rest
Wheel of cheese. For 17 turns. Aka 289 seconds. Aka 4 minutes and 49 seconds. Aka Wheel of cheese for five minutes.
3d4 mice gets teleported in a 5 ft radius from you, you can control them and give them order for 6 turns, after that they’ll become normal mice
A cloud of lint surrounds an enemy, they’ll suffer 2d6 more fire damage if attacked with a fire spell or fire related attacks, the same goes with 1d12 of lightning damage. Until the enemy is surrounded by the lint cloud it gets disadvantage on rolls to hit. The cloud disappear once a fire or lightning attack successfully damage the enemy
A rideable Large cushion of magical focaccia appears in front of the players. The cushion can fly and has 350 HP but no attacks. After receiving 300 HP, reaching a total of 100 ft of movement or after 7 turns the flying focaccia gently lands and then disappear.
3d8 of radiant damage to all creatures in a radius of 35ft from the player (including) the party gets a -10 to the total damage if they have spent at least 2 rests with the Sandwich of Chaos Layers in the inventory of someone.
Inspiration: this silly reblog list ⬇️
Thanks to @garaks-padded-bra @acrowbyanyothername @buglyteeth @imhaley @ronzyponyo @funnywormz @deepestturtlepielover @willowandthesagaofgayyearning @summer-azure @spacetronomyfan @spocktopodes ❤️
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abyssalbrews · 3 months
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Crescent
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High res versions of the art, a Foundry VTT module, and other formats, as well as a full compendium of our 100+ items can be found on our Patreon
There are all manner of individuals who will worship anything from the flaming ball of gas in the sky to the bugs that crawl on the leaves outside. I have seen all manner of those dedicated to their beliefs in whatever deity is their flight of fancy. Those dedicated to the moon though, are a special kind of excitable. It seems that one of such revenant pursuits dedicated themselves to making a weapon to match their particular leanings, even taking the shape itself from the holy body that they sought to worship. I will admit the functionality is something to behold. Just don’t get lost in the phase change.
If you want to see more of our items you can check us out on our Website, Twitter, Pinterest, Tumblr, Bluesky, Threads or Instagram where we post them regularly. You can also find us at our Discord server where you can hang out and chat with the community.
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Recursive Magic Items
I've been working on a number of projects, but none of them are ready to be revealed quite yet. So, have something silly instead.
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nailsofvecna · 24 days
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You aren't a real adventurer unless you've hauling around so much loot that you need hirelings just to carry it all. For the veteran dungeoneer, then, only being able to attune to three items at a time can be seriously limiting. Some might even consider - gasp - selling some of their treasures! Well, banish those thoughts from your head, my friend, for with one of these rings, you can switch up your gear on a whim. Even the most niche and obscure items can have their moment in the sun!
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DM Tip: Better Loot
Treasure is ubiquitous in D&D, it’s presumed to be one of the default motivations, if not the only motivation behind many adventures, despite the fact that very little thought has been put into the systems by which the DM generates the treasure and the party plays around with it. After nearly two decades of being a DM I can’t count the number of times I’ve made a treasure horde and handed it out to the players while feeling as if the fun game we had been playing had suddenly been put on pause. 
It took me a while to realize that this was because unlike combat ( the favourite child among d&d’s many subsystems) very little attention had been made to making loot feel good at any stage of the process whether it was down to the mechanics or even the presentation. 
While below the cut I’m going to get into systems about easier ways to generate treasure,  rebalanced magic item prices, and how to get your players in on the fun, for now I want to focus on this element of presentation when it comes to handing out loot.
Here’s some of my findings, in no particular order:
Just like combat has “ Roll initiative�� and “how do you want to do this?”, handing out loot should have codified phrases to indicate that the party is entering into a specific period of game time. It’s a ritual that will not only get them excited but have them in the right kind of headspace required for absorbing new information. The phrases I’ve been using are “ You spill out your plunder across the table/dungeon floor and there you find_____”  and “With that sorted, you pack away your spoils, and return to the adventure at hand”
I completely ignore art items/gems, they’re a neat idea for flavor but they slow things down at every turn ( coming up with them during loot generations, players recording them) and are almost always junked for gp at the first possible opportunity. The exception to this is valuable trade goods/collectors items, which I mention being worth X gp in value but worth MORE if the party can find an associated merchant ( as a questhook)
GP comes first, followed by the names of the items and a brief as possible physical description. Players can ask questions generally on what items do but either have to call dibs then or divy them up on their own time.  Listening to the dm dispassionately read out the stats of an item is boring as hell, only eclipsed by the dm describing the indepth  LOOK of various items and then asking the party to roll checks to identify/figure out of the items work. Speed in divvying loot keeps the momentum of the game going and you want to tap into the “OOOH, SHINY” impulse of your players before their eyes glaze over.
I HIGHLY suggest keeping a party doc with the stats of all your items copy/pasted into it. Divide the doc up by characters/in the cart, so your party can always remember where shit was. Ask one organized player to be the one to keep track of the party doc and share it with the others. Call them “quartermaster” they’ll love that shit. 
Unless the item in question needs to be used immediately “ It’ll be in the party doc” is your answer when they ask for stats. Update the partydoc after session so your group can have the whole week to look at it and get used to things between sessions. Gearing up with new loot is just as much homework as leveling up a character, and is best done away from the table.
After you’re done checking out the treasure generation rules below, also be sure to check out my systems on handling shopping trips, making identifying items more interesting, and managing party wealth. I’m sure you’ll find something there that can help improve your game.
The magic item chart to rule them all
Figuring out a better way to generate magic items was actually pretty simple once I had all the pieces in place, though it took me a many attempts to realize what I actually wanted in such a system:
It had to be simple and time saving, requiring the least amount of math/chart references as possible
it had to be relevant at every level accommodating to 3rd party material
d&d already divides items and adventuring parties into tiers, and the game already allows lower level parties the chance at finding items that outstrip their tier.  
Absolutely no effort should be spent generating items wroth random amounts of gp when players are going to instantly sell them.
Which led me to this thing of elegance:
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To generate a hoard of items, roll a single set of dice (1d4, 1d6, 1d8, 2d10, 1d12, 1d20) and compare the numbers rolled against the chart above. Every 0 represents an item relevant to the party’s adventuring tier ( so a lvl 1-5 group would get common, lvl 6-10 group would get uncommon and so on). +1s represent an item of a grade above, -1s represent an item of a grade below. I had to invent a tier below common, but d&d already has rules for “trinkets” as fun but mechanically useless items that were easy to adapt.
After I’ve got a string of -1s, 0s, and +1s, it’s only a matter of comparing them against whatever list/books I’m using to supply items. For sake of ease, I’ve got multiple google docs where I’ve sorted my collection of 3rd party and homebrew items by rarity and theme, but if you don’t hoard material like I do you don’t have to worry about that. 
New Magic Item Prices
having several thousand GP worth of wiggleroom for high level items helps no one, so instead we’re going with a base 5 system that’ll guide us through the rest of this doc. These prices are meant as an absolute baseline for things like crafting and haggling down to, as well as determining the value of non-magical rewards later on.
Trinket: 10 , Common: 50 , Uncommon: 250   Rare: 725 , Very Rare:  3625 , Legendary: 18,125
Having a concrete price also lets you use my chart to generate raw GP in coinage:  too many items cluttering up your list? run out of ideas? convert the leftover item slots into thier price in GP and worry no more.
Other Uses for the Chart:
If you’re the type to run magic item shops ( and you should), using a set of dice to generate treasure is a great way to pick out the inventory.  Most shops are going to be at common rarity, but for major shops the party is going to return to over several levels, I do a new inventory drop every 5 levels.
Since Overthinking d&d is my passion, I was caught up in weighing the value of treasure that was scattered throughout the dungeon  vs treasure that was all in one place. The former encouraged the party to explore (which is the entire reason for going into a dungeon) but risked the party missing out on important rewards if they didn’t figure out a clue or feel like fighting a particular beast.  The latter felt like a proper reward for overcoming a gauntlet of challenges, but encouraged players to race to the end. The answer was to do both, One hoard at the end of the dungeon, one scattered around in nooks and crannies for the party to discover on their own. That meant that a party could count on almost doubling their plunder if they explored the content I’d made for them... which is exactly where I want them to be.
Frequently my parties will do a bit of unexpected looting I haven’t planned for: They’ll pick through the ruins of a destroyed town looking for salvage, harvest alchemical components from a garden of feywild flora I’ve only intended as set decoration, or load up a cart with the contents of a bandit armoury and hit the market with it. I want to reward players for taking the initiative, but I always feel like raw gold is too flat a prize and I don’t like making up stuff on the spot. My system offers a solution: every time they do that they get a stack of loot ( graded common to very rare, based on who or what it is they’re looting). When they hit the market, they can cash in any number of loot stacks for the roll of 1 dice, scaling up. If they hit 7, they get to roll the full array and get themselves a loot drop. This is always done in the aftermath of a session, so that I have time to tell them what they’ve won. ( 5 stacks of loot is worth 1 of the next grade up and visa versa). I similarly let my players attach a wishlist to this loot drop ( vague things like “ healing potions” or “ I’d like a new spell focus” to guide my search through my item lists.
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regal-bones · 17 days
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A blade of creeping mycelium and falling spores for @/platyshroom (Twitter!) 🍄🌀
If you’re interested in getting a commission done yourself, DM me!
Or you can support me on Patreon for £1 and help me keep making art!
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Sword of Fire and Ice
Weapon (any sword), very rare (optional attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned, you have resistance to fire and cold damage. 
While holding this weapon, it sheds bright light in a 10-foot radius and dim light for another 10 feet.
Whenever you hit with this weapon, choose one of its two modes, which will determine its extra damage type and an additional effect that can be activated once per turn:
Fire. You deal an extra 1d6 fire damage to the target. If you are attuned, you can cause a bolt of flame to leap to another creature of your choice within 5 feet of the first. The second creature also takes the fire damage.
Ice. You deal an extra 1d6 cold damage to the target. If you are attuned, its speed is reduced by 10 feet until the start of your next turn.
Art by Chris Rahn
(This magic item is part of my in-progress supplement, Plane Shift: New Phyrexia)
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the-fluffy-folio · 4 months
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Nope-Sudes – Potion, very rare
Although the nope-suds may look like an ordinary bucket of soapy water, it is in fact a potent potion and tool for combat. Sometimes found in skely-ton-infested dungeons and imbued with the magic of the dark goddess they worship, the contained liquid is rumoured to grant sinister powers. But who would voluntarily drink from a mop bucket…
🔮 If you like my work, kindly consider to support me on Patreon to gain access to monster pages, tokens & artwork of over 220 quirky creatures as well as dozens of potion & item cards based on their lore.
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brewerssupplies · 1 year
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Here's a fun little sword I made while tinkering on one of my projects. Hope you enjoy!
[PDF]
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Hey folks! Been sitting on this one for two weeks, done and ready, not wanting to release so close to the Behemoths and just reveling in the fact that for once I have a small stockpile of brews that are done/close to done. It's nice to take a break and not worry about what's next.
Anyway, this is a complete rework of my Transformation Cog item I did a few years back. For those not familiar with the source material or just need a refresher, the Transformation Cog, or T-Cog, is from Transformers and is the organ that allows a Cybertronian to transform into (and scan in later continuities) an alternate mode.
The original version was a reworked version of the Druid's Wildshape feature, with a focus on beast forms rather than vehicular ones. This time, I've gone the other direction and made various types of vehicular alt mode, each for a different purpose and giving you related benefits. A focus of this new version was, as with most of my reworks, refinement of the old idea and simplifying its mechanics to be easier to use. I think I've accomplished that goal, but we'll see how she plays.
I pulled a lot from the Shifter race from Ebberon, as well as the official Transformers RPG by Renegade Games, which is a pretty robust RPG in its own right, though a touch complicated for my tastes (maybe worth a System Spotlight in the future). Eventually, I would love to use this new version as a base for a beast mode T-Cog, and make a Cybertronian lineage that incorporates perhaps an even more simplified version of what I have now. Something to think about.
Anyway, that's it from me, hope y'all like the update! Stay safe, don't forget to love each other, and I'll see you next time.
Enjoy my work? Consider supporting me on Patreon! Patrons gain access to high quality PDFs for all of my content, weekly updates, early access, and more!
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