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#D&D 5e homebrew
tabletoptrinketsbyjj · 21 days ago
Hotlinks to all Tables: A complete list of every trinket table for quicker access compared to scrolling through the entire blog or sifting through the archive. This also functions as the easiest link to reblog or save for reference purposes as it’s updated with each new table. Now with 116 full d100 loot tables, category specific rolling tables a working rollable Omni Loot Table.
---Note: The links sometimes don’t work on mobile devices or some apps. Try using a desktop or browser extensions if they aren’t working. 
-The Omni Loot Table: A loot meta-table that allows the user to roll randomly on the 116 tables this blog has collected. This grants a DM literally millions of unique trinkets, equipment and items that players can find to enrich their world and playing experience.
-Character Creation Loot Generator: This generator creates an sample of five trinkets, curiosities and loot, pulled from a wide list of other tables that is meant to provide the player with some items to encourage engaging roleplaying with perhaps a minor boon to the odd dice roll. The generator is meant to be used by character's of Level 1 or higher at character creation to help them with ideas of what their character have been or have done.
-All Unique Armors: Splint mail, studded leather and sturdy shields of all shapes, sizes and mysterious backgrounds. Distinctive armors that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
-Unique Armors, 1
-Unique Armors, 2
-Masterwork Armor Bonuses: Over a dozen homebrew armor improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary armor would not be considered “magic” or “+1” objects. 
-All Unique Minor Magic Weapons: A collection of flavorful weapons of artifact level quality suitable for low level characters. Much like the Minor Weapon Enchantments that some of them draw inspiration from, they provide small bonuses and combat options that are restrained by limited uses, niche situations or come with risky drawbacks. 
-Unique Minor Magic Weapons, 1
-Unique Minor Magic Weapons, 2
-Unique Minor Magic Weapons, 3 
-Unique Minor Magic Weapons, 4
-Minor Weapon Enchantments: A collection of minor bonuses that are weaker than a standard +1 weapons, as they come with trade-offs, risks, prerequisites, limited uses or niche benefits. These enchantments provide feat-like bonuses, low level class abilities, modify damage types, provide short bursts of power or replicate the effects of low levels spells. Rollable Minor Weapon Enchantments Table. 
-Random Weapon + Random Minor Weapon Enchantment.
-Random Unique Weapon + Random Minor Weapon Enchantment.
-All Minor Magical Items: Semi useful magical objects (If not always useful to an adventurer) that have little to no drawbacks associated with their use and are perfect for low level characters.
-Minor Magic Items, 1    /   -Minor Magic Items, 2
-Minor Magic Items, 3    /   -Minor Magic Items, 4
-Minor Magic Items, 5
-All Unique Weapons: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Distinctive weapons that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
-Unique Weapons, 1   /   -Unique Weapons, 2
-Unique Weapons, 3   /    -Unique Weapons, 4
-Unique Weapons, 5   /    -Unique Weapons, 6
-Unique Weapons, 7   /   -Unique Weapons, 8
-Unique Weapons, 9   /   -Unique Weapons, 10 
-Unique Weapons, 11   /   -Unique Weapons, 12 
-Unique Weapons, 13   /    -Unique Weapons, 14
-Masterwork Weapon Bonuses: Over 20 homebrew weapon improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary weapons would not be considered “magic” or “+1” weapons. Compatible with Pathfinder, D&D 5e and other D20 systems. Rollable Masterwork Bonus Table
-Running the Numbers: On Balancing Homebrew Masterwork Weapon Bonuses
-Random Weapon + Random Masterwork Weapon Bonus.
-Random Unique Weapon + Random Masterwork Weapon Bonus.
-Wild Magic Surges: A collection of Wild Surge options for DMs and PCs who find the published tables limiting, repetitive or boring, three things wild magic by definition, should never be. Rollable Wild Magic Surge Table.
Unique Metamagic Options: The practice of learning, preparing and casting spells is often considered Art rather than religious fervour, academic knowledge or inborn skill. An expanded list of metamagic options for PC's and DM's to use in their games and as a resource for other tables on this blog. More than just a list of effects, each Metamagic option hopes to provide a vivid description of exactly how the caster is deliberately warping the nature of the spell to achieve their goal. Rollable Unique Metamagic Options.
-All Sealed Glass Vials: Faulty potions, weak elixirs, alchemical supplies, spell components, ritual elements, enchanting materials, crafting ingredients and magically preserved biological samples.
-Sealed Glass Vials, 1   /    -Sealed Glass Vials, 2
-Sealed Glass Vials, 3   /    -Sealed Glass Vials, 4
-Sealed Glass Vials, 5   /    -Sealed Glass Vials, 6
-Sealed Glass Vials, 7   /    -Sealed Glass Vials, 8 
-Sealed Glass Vials, 9
-All Books: An eclectic library of dusty tomes, fictional textbooks, pocketbooks, paperbacks, hardcovers, booklets, leaflets and magical manuals.  
-Trinkets, Books, 1   /   -Trinkets, Books, 2 
-Trinkets, Books, 3   /   -Trinkets, Books, 4
-Trinkets, Books, 5   /    -Trinkets, Books, 6
-Trinkets, Books, 7   /    -Trinkets, Books, 8 
-Trinkets, Books, 9 
-All Rings: Enough rings and bands to wear three on every finger and toe while still having dozens to spare. These small circular pieces of gems, metal, wood or bone always add more to the story than the sum of their parts. 
-Trinkets, Rings, 1   /    -Trinkets, Rings, 2
-Trinkets, Rings, 3
Crowns, Circlets, and Coronets: Resting on the noble head of the mighty king or regal queen are the physical manifestations of their wealth and power. The symbols of their right to rule, these various headdresses are often tailor made to serve as metaphor for the monarch’s personality or that of their kingdom. 
-Crowns, Circlets, and Coronets, 1
-All Cloaks: A collection of unique descriptions of cloaks for DM’s to give to their players as magical or mundane loot and for players to use during character creation to help flesh out their personal style.
-Cloaks, 1
-All Necklaces: Pendants, amulets, lockets, chokers and other “Neck Slot” jewelry that grant an immediate glance into the bearer’s personality, wealth, rank or social class and often serves as an iconic part of that character’s look. While a locked metal torque can instantly mark the bearer a penniless slave and a string of lustrous pearls mark their owner a flauntingly wealthy noble, so can an adventurer's necklace mark them as a creature to bestow quests upon.
-Trinkets, Necklaces, 1   /   -Trinkets, Necklaces, 2
-Trinkets, Necklaces, 3
-All Artifacts: Artist masterpieces, rare magics and opulent combinations of jewels and precious metals. These objects can be found in the throne rooms of kings, the demiplanes of archmages and the pinnacle of a dragon's hoard.
-Trinkets, Artifacts, 1
-All Valuables: More useful than regular trinkets, these items have either a clear purpose, a reliable ability or are made from a fairly costly material.  
-Trinkets, Valuable, 1   /   -Trinkets, Valuable, 2 
-Trinkets, Valuable, 3   /   -Trinkets, Valuable, 4
-Trinkets, Valuable, 5   /   -Trinkets, Valuable, 6
-Trinkets, Valuable, 7   /   -Trinkets, Valuable, 8
-Trinkets, Valuable, 9   /   -Trinkets, Valuable, 10
-Trinkets, Valuable, 11
-All Trinkets: Interesting baubles or semi magical items that have little to no practical in game or mechanical use for an adventurer.
-Trinkets, First
-Trinkets, 1   /   -Trinkets, 2   /   -Trinkets, 3
-Trinkets, 4   /   -Trinkets, 5   /   -Trinkets, 6
-Trinkets, 7   /   -Trinkets, 8   /   -Trinkets, 9
-Trinkets, 10   /   -Trinkets, 11   /   -Trinkets, 12
-Trinkets, 13   /   -Trinkets, 14   /   -Trinkets, 15
-Trinkets, 16   /   -Trinkets, 17   /   -Trinkets, 18
-Trinkets, 19   /   -Trinkets, 20   /   -Trinkets, 21 
-Trinkets, 22   /   -Trinkets, 23   /   -Trinkets, 24
-Trinkets, 25   /   -Trinkets, 26   /   -Trinkets, 27 
-Trinkets, 28   /   -Trinkets, 29   /   -Trinkets, 30
-Trinkets, 31   /   -Trinkets, 32   /   -Trinkets, 33
-Trinkets, 34   /   -Trinkets, 35   /   -Trinkets, 36
-Trinkets, 37   /   -Trinkets, 38   /   -Trinkets, 39
-Trinkets, 40   /   -Trinkets, 41   /   -Trinkets, 42
-All Worthless Trinkets: Vaguely interesting garbage, vendor trash and junk loot. Not magical or mysterious like regular trinkets or worth anything more than a copper piece or two even if you could find someone to buy it in the first place.
-Trinkets, Worthless, 1   /   -Trinkets, Worthless, 2 
-Trinkets, Worthless, 3   /   -Trinkets, Worthless, 4
-Trinkets, Worthless, 5   /   -Trinkets, Worthless, 6
-Trinkets, Worthless, 7   /   -Trinkets, Worthless, 8
-Trinkets, Worthless, 9   /   -Trinkets, Worthless, 10 
-All Mottos: Whether they're called adages, maxims or creeds, these simple statements are essentially promises made to oneself, family, or institution. A character's motto can be a goal in itself or a moral anchor that centers his life and guides his action. A mixed collection of real life and fictional mottos that can aid a DM to quickly expand the history of the campaign or to aid a PC in a richer character creation.
-Mottos, 1   /   -Mottos, 2   /   -Mottos, 3
-Mottos, 4   /   -Mottos, 5   /   -Mottos, 6
-Mottos, 7   /   -Mottos, 8   /   -Mottos, 9
-Mottos, 10   /   -Mottos, 11
-Battle Cries: Simplistic and bone chilling warcries, complex and inspiring calls to arms and primal wordless screams of rage that shakes the enemy down to their iron-shod boots. A collection of simple phrases, threats, insults and violent promises for creatures to yell before and during combat to add verbal spice to each attack.
-Battle Cries, 1   /   -Battle Cries, 2   /   -Battle Cries, 3
-Battle Cries, 4   /   -Battle Cries, 5  /   -Battle Cries, 6
-Battle Cries, 7
-All Reference Tables: When a trinket calls for a Random Weapon, Random Color or Random Godly Domain and you can’t think of one offhand, just go here and either roll a die or select one of your own choosing.
—Keep reading for all reference and resource tables.
Random Weapon Tables: Sometimes you just need a weapon and literally anything mildly lethal will do the trick. These lists give a DM the ability to quickly look through different options when generating loot or as a paired resource when an trinket from another table asks you to “Roll a Random Weapon”. Rollable Random Weapons Table.
-Random Sword Table
Random Godly Domains Tables: Depending on your system and in-game universe, there may already be a pantheon, singular or lack of Gods. However, people are superstitious wherever your players go and these tables allow a DM to generate a domain, theme or patronage to quickly flesh out a trinket with a “Random Godly Domain”. Rollable Godly Domains Table.
Random Nightmares: Unspeakable, nonsensical night terrors, worse than the strongest of bad trips on mundane hallucinogens, exist to prey on adventurers who have seen more than their fair share of trauma. A cleric’s healing words can mend the flesh but nothing truly mends the mind from the aberrant horrors, monstrous beasts and undead abominations, whose defeat is an adventurer’s main source of income. Rollable Nightmares Table.
Random Musical Instruments Table: There are a surprisingly large number of ways to pluck a string, blow through a tube or hit something with a stick. This table represents a collection of real life instruments all capable of being created with pre-industrial techniques. Furthermore they are all small to medium sized and could be easily be stored, carried, maintained and played by a traveling adventurer. Rollable Musical Instruments Table.
-Random Color Table: Pretty self explanatory and it’s basically only here because many of the trinkets reference it. Roll for colors or just use it as a reference while handing things out if you don’t have a color wheel handy. Rollable Random Colour Table.
-Random Creature Type Table: A quick guide to the various creature types for reference purposes. Rollable Random Creature Type Table.
-Book Descriptions: A short list of quirks, physical descriptions and eccentricities to add additional personal characteristics to the book trinket list. Rollable Book Descriptions table
Glossary and Common Terms: A collection of terms and lingo that are frequently used in D&D and other tabletop games, along with terms written by me specifically for use in this blog. Some words used in this blog are purposely written as “catch all” ideas or “Common Terms” that can easily be adapted to any game system.
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The Installation Wizard - 5E Homebrew Wizard Subclass by Nines Behold the Installation Wizard! Tremble in the presence of basic programming! Cower in the face of the latest in file unzipping! Yeah, it’s a joke subclass. But we take our jokes seriously here. Rename it to “the School of Technology” and nobody would bat an eye. Except maybe Alchemist Artificer.
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dailyadventureprompts · a month ago
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Mechanic: Crafting pt 2, Consumables and Magical Items
In the first part of this post I expressed my frustration with how clunky crafting in d&d usually is and offered a few fixes. In this post I’ll continue by tackling consumable items like scrolls and potions, and how more modern notions of game design can remove burdensome inventory management and turn the process of alchemy into its own delightful minigame. 
Here’s some points about consumables in no particular order: 
No one likes how healing potions are implemented in 5e. They’re so necessary to the game that they’re one of the few magical items parties are allowed to buy, but no one enjoys having to scrounge around town looking for the merchant who sells them OR having to jump through so many hoops to make them. Players should be able to produce their own supply of healing potions, and that should be factored into the game. 
There’s a natural instinct to horde consumable items in case they’re useful later, which invariably leads to them not being used/forgotten about. Healing potions are ALWAYS applicable given how much fighting a party is liable to do, but anything situational has a risk of being totally forgotten. See Skyrim, BotW, or any JRPG where the main character’s pockets get completely filled with useless basic healing items by the end of the game. 
To counteract this bloat, lets look at things like decoctions from the witcher, or the estus flask from darksouls, which give the player a set resource at the start of each “deployment” and test their ability to ration or utilize these resources at their disgression. I’d much rather have a gameplay loop where a party starts in town all loaded up with potions and useful gadgets and slowly gets whittled down to nothing over time. 
I’ve more than once said that a party’s equipment are like a second suite of class abilities that offer infinitely more customization. While obviously you don’t want to drown your party in powerful options, 5e’s move to restrict items cut off a lot of that customization which left a lot of characters in the lurch.  Following on from that, letting the party replenish their consumable items lets them come to a better understanding of their mechanical toybox, and gives them more encouragement to seek out new items. 
Consumable items that are NOT replaceable should generally be fairly powerful, so it’s actually worth the party doing the Risk V Reward calculations. 
We need way more types of consumables than just potions and scrolls. sure alchemy items have been part of the game for a while, but what about whetstones/weapon oils? Great food to take on the road? Incense and candles? Clockwork wizbangs? Having these sorts of items only restockable in certain settlements/large enough markets encourages the party to revisit places they’ve previously passed through if it means topping up their gear. 
So, without further ado, here’s how I’m running Consumable items from now on: 
Rather than crafting an individual item ( check my original post or below the cut for a refresher on how I do crafting rules)  Completing a consumable in crafting represents you completing/researching a formulae that will allow you to quickly produce the item in the future, requiring only a few uses of the relevant crafting kit and a number of work periods based on the rarity of the base item. 
I’d also highly suggest using this brilliant system of “Depletion Dice” for potions rather than tracking individual uses. It takes a little while for players to wrap their heads around, but it grants a lot more utility to a crafter than single use items. 
Also below the cut: Crafting magical items, the genius upgrade system that WOTC invented completely by accident. 
Crafting basics: 
Items have a quality rating that sync up with the rarities of magic items: Mundane, Common, Uncommon, Rare, Very rare, Legendary.
To craft an item, you (or an npc you’re working with) need proficiency in the right toolset and a proficiency bonus based on the Quality of the item you’re trying to make (+2 for common, +3 for uncommon, etc)
You’ll need a properly equipped workshop for the task at hand, and sufficient components for the project you’re attempting (more on this below the cut)
An item requires a number of “work sessions” per grade of quality, each amounting to eight hours out of a day, though these days need not be contiguous. Each session requires the crafter to  make a skill check using the appropriate proficiency (or use my mini-game rules for extra special crafting projects) against a DC determined by the quality of the object: 10 for mundane, 15 for common, 20 for uncommon etc.
If half or more of the item’s work sessions are successful by the end of the run, the item is complete!
Tool kits: 
Spending an hour ( including a short rest) in a workshop related to your kit replenishes all charges. Generally you need to be friendly to this workshop, stealing from an unoccupied one, or pay for the privilege ( see below)
The herbalist’s kit and others that rely on natural ingredients can be replenished by spending an hour per use in an appropriate environment, possibly requiring a survival check to restock if the surroundings are harsh.
Visiting a market and paying 1/10th the value of the kit per charge. you may spend as much as you want this way, but in total the process only takes an hour.
Harvesting components from creatures relevant to your Kit’s specific trade, providing a number of charges equal to their CR.
Making magical items: There’s a tried and true questline that has the party hunting down some magical beast/rare material on behalf of a wizard looking to make some kind of critter. Plenty of players have internalized the idea that bits taken from monsters can be turned into magical items, so why not let them? It creates a delightful plothook where a party that wants an item needs to go find a crafter and a monster/ a party that’s just beaten a monster has to go find themselves a crafter and ends up discovering an item. You can also create the exact same sort of plothook with interesting elements/objects found in the monster’s lair, which can help with the more ephemeral creatures. 
The trick is to find a magical item that overlaps the CR of the monster ( not a large problem with the surplus of 3rd party material out there) and fits with the general concept.  
However, don’t make the mistake of trying to make items for every monster the party encounters (as I’ve done before), specifically wait for them to TELL YOU they’re looking to make monster loot, and plan accordingly.  
Upgrading magical items: I know I’m in the minority in saying that I like the item rarity system 5e implemented. I find it way easier to say  “alright, X items of rarity 1, Y of rarity 2, and a nice rarity 3 as a cherry on top” when making a horde than having to convert treasure values and budget portions for art objects.  While some items DO need to be sorted better, I find it comfortingly light weight. 
It ALSO allows for a neat bit of ability stacking if you consider each grade of rarity to be a tier of enchantment that can be layered on top of one another so long as the abilities remain consistent.  For example, imagine I give the wizard in my party a pipe of smoke animals (common rarity) in an early session.  WAAAAY later on they have an encounter with an iffrit who recognizes the wizard’s power and blesses the pipe with a bit of elemental ferocity, adding the “wand of fireballs” enchantment (rare rarity) to it. Now this has become a signature item for the wizard, who decides to meld it with his (uncommon) +1 focus, creating an iconic signature item. 
Infusing enchantments like lets us navigate the old problem where a character finds an enchanted weapon during their travels, but is carrying another weapon with less power but more personal attachment. 
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creativerogues · 3 months ago
50 Magical Origins...
You touched a strange rune-covered stone and was engulfed by its glowing energies.
You were bitten by a strange creature that then disappeared into the wilderness.
You hugged a tree that was attuned to a place of great power.
You ate a immortal insect that still sits in your stomach.
You accidentally transported yourself to the Astral Plane after consuming a strange magical substance.
You spoke to a phantasmal being while you slept.
You accidentally entered the ceremonial chambers of a lost temple.
Your ancestor claimed to be a powerful medicine man, but in fact worked with otherworldly magics to heal others.
Your skin became fused with a strange alloy metal dust, which was actually the ground up scales of a metallic dragon!
You found an ancient idol of unknown origins buried in an old field.
You took part in an arcane military experiment to develop a humanoid war machine.
You were exposed the strange energies of a glowing meteorite.
You breathed the magical spores of a prehistoric mould recovered from an amber chunk.
You fell ill from a mysterious illness that rode to earth on the surface of an alien space capsule.
You discovered a cave filled with giant crystals that released pulsating, glowing energies.
You were stung by several transmuted wasps that had been warped with a new form of magic.
Your father or mother was secretly an inter-dimensional traveller.
You were born of a failed cloning experiment and escaped the grounds before being destroyed.
Your grand-father was a performer who made some dark deals to gain fame and fortune.
You survived a magical explosion!
You were exposed to wild cosmic powers while picking through the remains of fallen space junk.
You accidentally breathed in the dust of a King’s tomb while exploring a ruined structure.
Your body was transformed after breathing in a toxic alchemical smog.
You consumed some unknown fruit found deep in a savage jungle.
You came into contact with a strange sludge flowing out of a flooded ditch near an old alchemist’s shop.
You participated in a strange experiment involving man-made magical fields.
You performed a magical ritual found in a strange, dusty old book.
You drank the waters of a mystical fountain.
You had a strange, almost allergic reaction to an experimental magical potion.
You consumed a strange tasting herbal tea while visiting an cackling old fortune teller.
You great grand-mother was the high priestess of a savage tribe.
You were taught ancient secrets of mind over matter by an elderly mage.
You survived a fall into a vat containing a strange new alchemical substance.
You were struck by lightning while visiting a historical site during a brewing storm.
You were bitten by a lizard while visiting a series of old magically ruined towns located far away from any modern civilization.
You were exposed to a previously unknown mineral ore during a mining accident.
You were kidnapped by strange creatures and forced to participate in bizarre experiments.
Your latent magical powers activated when you were accidentally electrocuted.
You snorted a bizarre looking ash while getting high on street drugs at a dive bar.
You consumed a bizarre tasting elixir purchased from an old alchemist’s shop.
You fell into a bizarre, dream-filled trance when visiting an old medieval tower.
You rode in a boat that was in engulfed with strange energies from a magical sea storm.
You survived the accidental release of a magical modified disease.
You purchased a mysterious ancient war mask from a back alley antique store.
You survived being struck by a falling crystalline meteor, with a shard still buried in your back.
You were once an Imp, but a strange surge of magic during your "Promotion" trapped your Soul in a Mortal Humanoid body.
You were once part of an illegal gambling ring, winning a Wizard's Spellbook in a Game of Chance. Sometimes you find yourself writing in that old Wizard's hand-writing.
You were grievously wounded by a powerful Dragon, but not before landing a blow on the creature. Your bloods mingled and some of its powers were shunted into you!
Your Soul wandered the depths of the Shadowfell, before arriving at the Fortress of Memories, where pity was taken upon you and you were reincarnated as a second chance at life.
You worked at an old clock tower. One day time seemed to stop for just a moment while you stood before the gears, but then it ticked along once more...
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dm-tuz · 7 months ago
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Gnolls, a Reinvented Player Race by DM Tuz
The Gnolls have arrived! This is a new take on an existing race that gets alot of love from the community, but not alot of love from WotC. Get your hands on additional racial options, such as an additional race, an additional subrace, as well as several feats and more by becoming a patron or buy it directly from my Kofi-Shop!
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astrelan · 7 months ago
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So, I posted this a long while ago on my patreon, but felt it was time to share it here.
I’ve seen a lot of supplemental weapon posts, and figured I should throw my hat into the ring. I love weapons with special effects that aren’t necessarily magic, and felt 5e just didn’t have quite enough variety. Especially with ranged weapons. Most of these were translated from 3.5 or 4e, but some I did the footwork on myself. Either way, enjoy!
PDF Version:
Visit my Patreon for everything I’ve done, and if you’d like to support me and see new posts early:
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ravnicacardsconverted · 25 days ago
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Join the Ravnica Cards Converted Discord and come hang out here     (SERVER LINK)
To contact me directly for commision info or to just talk my Discord name is RavnicaCardsConverted#3451
Special Thanks to my 10$ Patron
Castreek Erin Rowe
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just-here-for-humor · 10 months ago
I’m sure many d&d people have seen this artwork of a carcass centaur concept.
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Well I made a stat sheet for it! I made a stat sheet for both the horse and centaur forms in fact. I’ll put the sheets under the cut cause otherwise this post will be ridiculously long. Feel free to use them though!
▪Carcass Horse
Large Undead, neutral evil
Armor Class: 13
Hit Points: 54 (4d12+6)
Speed: 60ft
STR 18 (+4) // DEX 12 (+1) // CON 15 (+2) // 
INT 4 (-3) // WIS 12 (+1) // CHA 7 (-2)
Senses: Passive perception 11; Darkvision 60ft
Challenge: ?
Damage Immunities: Poison
Condition Immunities: Poisoned, Exhaustion
Trampling Charge: If the Carcass Horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Carcass Horse can make another attack with its hooves against it as a bonus action.
Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6+4) bludgeoning damage.
Tentacles: Melee Weapon Attack: +5 to hit, reach 10ft, one target. Hit: (2d6+4) bludgeoning damage.
The target is also grappled (escape DC 16). If the target is Medium or smaller it is also restrained until this grapple ends. While grappling the target the Carcass Horse has advantage on attack rolls against it and can’t use this attack against other targets.
Absorb: While grappling a target the Carcass Horse can attempt to pull it into its chest cavity. It must succeed on a strength contest to pull the target in. 
Assimilate:  When the target is in the chest cavity the skull halves close. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (2d8+4) bludgeoning damage. The skull halves continue to do damage until they are pried open, DC 14 strength check to force the halves apart.
Once the grappled creature is dead after the skull halves close the Carcass Horse becomes a Carcass Centaur. The Carcass Centaur uses the weapons it used in life and keeps the same proficiencies with them
▪Carcass Centaur
Large undead, neutral evil
Armor Class: 14
Hit Points: 72 (6d12+6)
Speed: 60ft
STR 18 (+4) // DEX 14 (+2) // CON 15 (+2) //
INT 9 (-1) // WIS 12 (+1) // CHA 7 (-2)
Senses: Passive perception 11; Darkvision 60ft
Languages: Cannot speak but understands the languages it knew in life
Challenge: ?
Damage Immunities: Poison
Condition Immunities: Poisoned, Exhaustion
Trampling Charge: If the Carcass Centaur moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Carcass Centaur can make another attack with its hooves against it as a bonus action.
Psychic Scream: Twice per day the Carcass Centaur can use this ability two let out a piercing scream that will deal an extra 1d4 psychic damage when it makes a successful melee attack against a target
Multiattack: The Carcass Centaur makes two attacks
Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6+4) bludgeoning damage.
Pike: Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: (1d10+5) piercing damage
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the-local-siren · 3 months ago
DnD Cleric Homebrew: Intimacy Domain
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In a world of gods and dragons, sometimes just a kiss is power. They say the right kiss can tame the mightiest of warlords or the most fickle of tricksters. That it can cause bliss greater than any other and pain worse than that of the nine hells. Many deities claim to hold power over such a thing but they all too often fall to it’s whims as well. Clerics of this domain are frequent and many, often the ones who unite hopeful couples in the union of marriage. It does not matter to them who loves who or how long the love may last. Merely that it is a willing love that the participants wish to tend to.
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Lover’s Whispers At 1st level you may add your Wisdom modifier to all Charisma checks. In addition you gain proficiency with your choice of Deception, Persuasion or Performance.
Channel Divinity: Soulmate’s Kiss At 2nd level, you may imbue divine magic into the universal sign of affection, a kiss. 
If you cast a spell with a range of Touch on a creature via a kiss,  you may use your Channel Divinity as a reaction to treat the spell as one level higher. This cannot exceed the maximum spell level that you can cast at.
Additionally you can use this feature to kiss a weapon and imbue it with your blessing as a reaction. The weapon gains an additional +1 to attack and damage rolls for one hour. 
Fickle Heart At 6th level, you may grant a boon to allies but your heart is fickle and others may have to compete for your affection. As a bonus action you may activate your boon. Friendly creatures that have recently dealt the most damage in the last turn gain your Wisdom modifier to future damage rolls. If a friendly creature restores your hitpoints, you may use a reaction to grant your boon to them until the end of their next turn. After which it returns to the normal priority.
You may use this feature equal to your Wisdom modifier (minimum of 1). You regain all uses of this feature after a long rest.
Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Spurn Fate At 17th level you learn that love, can change even fate itself. With a kiss you can cast Resurrection without any material components. 
You regain use of this feature after 1d4 days.
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Gargoyle - 5E Homebrew Race by Nines You know, sometimes these things just happen. You get annoyed that you’re not allowed to use heavy armor with any of they flying races, you start theorycrafting, and before you know it you’ve accidentally made a new race. Is it balanced? Eh, for a certain definition of “balance.” You’ve got some uniquely gargoyle-flavored abilities that really let you feel like the flying murder-statue you deserve to be, which is more than you can say for some released races.
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dailyadventureprompts · 3 days ago
Hi Dapper, This is more of a game mechanics advice question, if you have any thoughts... You’ve suggested a few naval themed, or at least travel themed adventures. How do you run Ship based campaigns (either naval ships or air ships)? I guess, focusing on combat or encounters, rather than just travelling.
I know there are various official and unofficial rule sets, but none of these feel “right” to me. I think because, in all other respects, 5e is so individual-character focused. Most ship rules tend to remove “the character” and focus on the ship or crew as a single mass. Players aren’t rolling for their character anymore, and in some rule sets, the “captain” is singularly rolling for everyone.
I understand ships are big, and historical naval combat involves hundreds of sailors spread over hours, but this runs counter to the general vibe of the game (most rpgs, actually) that focus on a handful of PC heroes as “stars of the show.” As a result, jumping over to these more anonymising rules always feels awkward to me.
How have you navigated this discrepancy, and what things have you found to work (or to avoid)?
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Drafting the Adventure: Naval Combat & Encounter Design
SUCH a good question, so thanks for writing in!
I think the discrepancy you've pointed out actually underlies a lot of what's wrong with 5e combat, in that the simple mechanical systems we are given tend to be boring when they're left to their own devices. The thing that the developers really should impress on everyone learning to run 5e gams is that these systems AREN'T supposed to be left on their own, they're supposed to be a simple framework over which you place challenges of batshit bravery/ skill and epic setpieces, which is apparently a thing we need to all learn on our own through trial and error, sacrificing the fun of our sessions in the process.
First, a note on encounter design:
Think of a default "at sea" naval encounter like a fight in a generic 20x20ft dungeon room: yes the party gets to show off their abilities, but once you've gone through one of these sorts of combats, every other "vanilla" encounter is going to seem almost rote, an exercise in tedium. Likewise, if you throw your party's vessel against another vessel in a generic void of sea/sky/aetherspace, you're going to run into the same problem: relying on a less than stellar mechanical system until it breaks under the pressure of trying to maintain the fun at the table all on its own.
It all comes down to encounter design, you as the DM picturing what you think would be a fun/cool/exciting action sequence, and then setting up the narrative stakes, mechanics, and enemies to facilitate that. I'd say that there's a lost art to encounter design, but it's not so much lost as untaught: when the prevailing wisdom is that the party should be having 5-7 encounters PER DAY, then gives us little in the way of rules or ideas about making those encounters spicy, its no wonder we end up churning out a bunch of boring filler content.
Think of it like a movie production team, be it a writer, director, actor, or props department: anyone would struggle making 5-7 unique action scenes, when that energy could all be focused on making one scene 5-7 times as good. Translating that back into DM relevant information, focus on making fewer, more interesting encounters rather than trying to cram in as many as possible, you only have so much time and creative juice to utilize between sessions so make sure it goes where its most needed. These encounters don't need to be biggest, most epic things ever, they just need to be unique and push the story along regardless of whether your party wins or loses.
My thoughts on building those unique encounters and how to really Jazz up ship to ship combat under the cut.
How to choose the right encounters:
The first thing to do is throw out every notion given to you by the DMG about how many encounters an adventure needs to have, and anything regarding rolling for random encounters while traveling. Random encounters are an artifact of grindheavy JRPGs and the earlier editions where fights were simple, deadly, and over in a few dice throws. 5e breaks if played like that, so you shouldn't attempt to do so. Instead, have an encounter whenever it's right for there to be an encounter, when you think you've prepped a good one that fits with the rhythm of the story, something that feels like it will challenge them, and something that will have a bearing on the plot regardless of what the final outcome is.
Next, when plotting your encounters you need to consider the different goals involved in the narrative you’re spinning:  what are your party attempting to do and how does this encounter impede them? Sure you can have a generic “pirates/seamonsters attack because we haven’t had a fight in a while” sort of encounter, but those are just as boring narratively as the fight in the 20x20ft room is mechanically. Such generic battle should only be the setup for other, more interesting mechanical scenarios, such as the pirates having a strange artifact in their hold, or the seamonster’s venom poisoning somebody and potentially forcing the party to divert course in favor of seeking aid. 
Variety is your friend here so consider implementing chases, stealth runs, standoffs, and navigation challenges to frame your usual combats. These can be spaced out with social encounters to provide exposition and tension, or vignettes of how the crew is managing. I’ve actually been fond of using a “captian’s log” style framing device to breeze over repetitive maritime travel, highlighting scenes and detailing their aftermath without having to repeatedly describe the routine process of working on a ship. 
Improving Naval Combat
You’re completely accurate in that most tabletop systems are very bad at portraying naval combat, but mostly because they tend to try to run ship-actions in the same way they’d run a multi-character skirmish.  Instead, do away with your traditional initiative system and have both (or all) side stake their turns simultaneously in the following rhythm: Planning, execution, resolution. Which make the early rounds of naval combat work out sorta like a game of rock paper scissors, all chance and intuition
Planning: During the planning phase, have your party talk freely about what they should do, representing your crew feeding information back n forth and adapting to the situation at hand. At the end of the planning phase, they agree (or the captain decides) what to do, which is executed during the next phase.  Simultaneously, you as the DM determine what the opposing vessels are going to do during their execution phase, without any foreknowledge of what the party might be about to attempt. 
Execution: the ships move, and the actions chosen by their crew trigger. This prevents all the weirdness brought about by trying to run constantly moving vehicles in turn order. 
Resolution: Damage is tallied, the results of skillchecks are meted out, and the party gets an ongoing report of what the hell is happening. 
I call this system “ the Approach” and it represents the actions of the vessels involved in a more zoomed out time frame and scale that allows for actual positioning, or navigation around reefs, atolls, or inlets, as any good fight should have a proportionally interesting backdrop, if only for variety’s sake. 
Once one vessel has closed with another in a step I call “The Engagement”, you can use the d&d naval rules, with characters either acting as their role on the crew or their player character. rolling initiative and carrying out the fight as normal. Here’re a few tricks I’ve learned for making these closing segments interesting: 
Keeping things interesting during a naval fight is a matter of juggling the fight between the ships themselves and what’s happening on the party’s vessel. A LOT can go wrong on a ship, and its up to those characters without primary ship roles to deal with things like fires breaking out, holes punched in the hull, vital equipment like cannons malfunctioning, crew being injured and needing to be escorted to the infirmary. Throw at least one of these complications at the party each time they have a close engagement, and you’ll give ‘em more than enough to chew on every time they have a fight on the high seas. 
Just about every ship battle outside of a seamonster attack or massive military engagement is going to involve a boarding action, which can transition the fight from one of positioning and potshots with cannons to an impromptu siege. 
Again, its important to consider motivation: Loot hungry pirates may send a secondary looting force into the ship’s cargo hold while keeping the defenders busy on topdeck, forcing the party to divide their attention. Privateers or slavers may focus on attacks that prevent the enemy ships from escaping, encouraging the party to run around putting out (sometimes literal) fires.  When enemies are working in groups, their initial goal may only be to slow the party down while waiting for reinforcements to arrive in a separate boarding ship, overwhelming them with numbers. 
Just like with every other encounter, its important to consider what happens to your party when things go badly. Stress that Surrender is an option, but consider that happens to your party and their crew when that happens: are they imprisoned? marooned? left with no cargo and just enough supplies to get to the next port?  What are their patron/creditors going to say when they come back with an empty hold and excuses? Perhaps the most dramatic thing you could do is have them shipwrecked, killing off the majority of their crew and leaving them stranded somewhere to figure it all out. This should be saved for the turning point of a campaign, as it kicks them back do zero and may sour them on ever venturing out onto the seas again. 
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creativerogues · 2 months ago
1d20 Powerful Dark Lords To Be...
A phantom rider who sweeps through the village, stealing victims who disbelieve their legend.
A priestly cleric obsessed with creating an impenetrable shelter that will preserve them through the coming apocalypse.
A former paladin driven insane and delusional by their fall from grace.
A lich king whose dark ascent to godhood was cut short by their own untimely death.
A poisoner who seeks to manipulate history through targeted killings.
A crime boss that steals souls of those who cross them.
A malignant spirit that commits its atrocities through possessed pawns.
A wraith that torments both living and dead out of rage at their pointless death.
A treant who demands living limbs to replace the branches of trees cut down by an ever-expanding town.
A desperate general who unleashes otherworldly armies that they can’t control.
Someone who loves a monstrous creature and does anything to keep it fed and safe.
A serial killer whose murders follow a highly complicated mathematical sequence.
The animated mind of a dead necromancer that seeks to regrow their body.
A devil that appears when youngsters speak a rhyme into a darkened mirror.
An artist who manufactures terrible accidents to provide inspiration and reference for their art.
An astronomer, broken and enraptured by what they saw in the stars.
A great sage who seeks to solve an endless war by preventing anyone from dying.
An aging king obsessed with creating a new body so they can continue their reign indefinitely.
A night hag that dwells in the dreams of those who drink a special soporific tea.
The spirit of a long-dead murderer who stalks the same types of victims in death as in life.
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dm-tuz · 2 months ago
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Gremlins, a Player Race by DM Tuz
Play as a literal gremlin and be part of a displaced people that endured because of their resourcefulness and smarts!
This supplement was created in collaboration with my best friend Dansome who also provided most of the art for this player race!
Check the reply or reblog for the link to the free PDF file (because otherwise Tumblr is gonna shadow ban this post :/ )
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dorgaorpha · 6 months ago
Pathfinder to 5E Conversion, The Devastator!
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So this is a conversion of a fun creature that is a celestial, most likely an angel of some kind, that has been corrupted into a demonic construct of pure chaos and destruction!
So I made this as a BBEG for a homebrew campaign I'm running for my wife and a friend and I just wanted to share it here and show you guys for the fun of it and maybe get some critiques. Hope you all like it!
Made on, and the art isn't mine but the official pathfinder art found on Google. Artist is Helge C. Balzer.
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stormcloudgeneral · 20 days ago
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Y’all want a sorcerer subclass based around blood magic, using some ideas from the Blood Hunter class? Well, here you go, a subclass I made for my own games is now yours to mess with.
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ravnicacardsconverted · a month ago
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Light Up The Stage
4th-level Conjuration Casting Time: 1 action (Ritual) Range: 30ft radius Components: V,S,M (A Devil’s Tongue a torch) Duration: Concentration up to 10 minute Classes: Bard, Sorcerer, Warlock, Wizard
Description: The torch floats 30ft away from you then multiplies circling the 30ft radius with 20 torches while inside this arena any creature may use it’s action to Cause one of the following effects.
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Spectacle: You may cast this spell as a bonus action if a creature other than you has lost life this turn.
Join the Ravnica Cards Converted Discord and come hang out here     (SERVER LINK)
To contact me directly for commision info or to just talk my Discord name is RavnicaCardsConverted#3451
Special Thanks to my 10$ Patron
Castreek Erin Rowe
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sh5ehomebrew · 2 months ago
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The monsters in Downpour are actually pretty standard for D&D, they wouldn’t be difficult to bring into a normal campaign. Screamers have some good crowd control for lower level characters and could really useful when used within a group of enemies.
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