Hotlinks to all Tables: A complete list of every trinket table for quicker access. This also functions as the easiest link to reblog or save for reference purposes as it’s updated with each new table. Now with 131 full d100 loot tables, resource tables and 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: The loot mega-table that allows the user to roll randomly on the 131 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 trinkets, curiosities and loot, pulled from a wide list of other tables that is meant to provide the player with items to encourage engaging roleplaying. Best used at character creation to help with ideas of where the character has traveled, what they’ve accomplished and what they’ve chosen to carry with them.
-All Trinkets: Interesting baubles or semi magical items that have little to no practical in game or mechanical use for an adventurer.
0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15 / 16 / 17 / 18 / 19 / 20 / 21 / 22 / 23 / 24 / 25 / 26 / 27 / 28 / 29 / 30 / 31 / 32 / 33 / 34 / 35 / 36 / 37 / 38 / 39 / 40 / 41 / 42 / 43 / 44 / 45 / 46 / 47 / 48 / 49 / 50 /
-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.
1 / 2 / 3 / 4 / 5 / 6 /
-Masterwork Armor Bonuses: Over a dozen homebrew armor improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than standard armor but weaker than a +1.
-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.
-All Books: An eclectic library of dusty tomes, fictional textbooks, pocketbooks, paperbacks, hardcovers, booklets, leaflets and magical manuals.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 /
-Book Descriptions: A short list of quirks, physical descriptions and eccentricities to add additional characteristics to the book trinket list. Rollable Book Descriptions table
-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.
- All Circlets, Crowns 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.
-All Minor Magical Items: Not-quite-wondrous objects, common magic items, utility and niche magical equipment, underpowered relics or depowered artifacts. These options are essentially cantrips and weak magic spells in physical form and are perfect for low level characters.
1 / 2 / 3 / 4 / 5 /
-All Necklaces: Amulets, lockets and pendants 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.
1 / 2 / 3 /
-All Rings: Enough bands, loops and rings to wear three on every finger and toe while still having dozens to spare. These tiny bejeweled circlets of bone, metal and wood always add more to the story than the sum of their parts.
1 / 2 / 3 /
-All Sealed Glass Vials: Faulty potions, weak elixirs, alchemical supplies, spell components, ritual elements, enchanting materials, crafting ingredients and magically preserved biological samples.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 /
-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.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15 / 16 / 17 /
-Masterwork Weapon Bonuses: Over 20 homebrew weapon improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary weapons but weaker than a +1. 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.
-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 Unique Minor Magic Weapons: A collection of weapons of artifact level flavorful but low level power. Much like the Minor Weapon Enchantments, these provide small bonuses and combat options that are restrained by limited uses, niche situations or come with risky drawbacks.
1 / 2 / 3 / 4 /
-All Valuables: More useful than simple baubles touched mystery, these items have either a clear purpose, a reliable ability or are made from a fairly costly material. The items could fetch fair prices to collectors of the strange, jewelers, antique or art dealers or simply to barter with if the owner is short on actual currency.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 /
-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.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 /
—Keep reading for all reference and resource tables.
-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.
1 / 2 / 3 / 4 / 5 / 6 / 7 /
-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.
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.
Unique Metamagic Options: The practice of learning, preparing and casting spells is often considered Art rather than religious fervour, academic knowledge or inborn skill. Over a dozen homebrew options all of which 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 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.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 /
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 collection of real life instruments are all capable of being created with pre-industrial techniques and can be easily be carried, maintained and played by a traveling adventurer. Rollable Musical Instruments Table.
Random Nightmares: A collection of unspeakable, nonsensical night terrors, worse than the strongest of bad trips on powerful hallucinogens. These exist to frighten 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 witnessing the aberrant horrors, monstrous beasts and undead abominations, whose defeat is an adventurer’s main source of income. Rollable Nightmares Table.
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. Rollable Random Weapons Table.
-Random Sword Table
-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.
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.
Update 16/04/2022! Golems!
A project I have been working in for a while!
Golemancers are a pretty unique class. Between the golems themselves, how they are handled, and the way they cast spells, I'm pretty happy with how it turned out, I really hope you enjoy!
As for the golems themselves, they get stronger the bigger they are, and the more experienced you are!
Tumblr doesn't allow for more than 10 images in a single post so this will be followed by a continuation with all the Golemantic additions, the Spell List of the class and the golems themselves.
Drafting the Adventure: Lessons Learned
I love stories that focus on people developing new skills, partially because I as a creative I pride myself on constantly improving my craft, partially because there’s so much potential in a story about learning and how it relates to the evolution of the character’s arc: A character puts their heart and soul into something they SHOULD be good at but falls short because they just don’t muster up, only to figure out a way to succeed that’s uniquely theirs. A pair of characters grow closer as they exchange skills that will keep the other alive. An uptight and pillaged character gets their hands dirty for once and learns that they actually like doing something constructive.
All these and a thousand more arcs form the foundation of some of the world’s best stories, providing meaningful development of both conflict and themes without forcing the stakes to climb ever higher. The hero learning some essential skill can be just as cathartic as the defeat of a hated villain, while curbing the need to constantly introduce new external hazards to keep the audience engaged.
Color me disappointed then when I realized that d&d’s mechanics for learning new proficiencies are laughably bad, relegated to a downtime activity that much like crafting can only really be done off screen and requires months of time away from actually adventuring to perform. I didn’t want to run my games that way, so below the cut I’m going to link to possibly the best “learning” system I’ve seen in a d20 format, then explain why you should let your party start gathering new proficiencies and other abilities even if it breaks the traditional paradigm of “leveling up”
The System: created by https://dumpstatadventures.com/ (good stuff, go check them out), features a mechanic that matches what you’re trying to learn with a particular ability score, then assigns you a die based on your bonus in that score. Every time you roll a 1 on that die, you decrease the size of the die, until eventually you learn the thing you want to learn after rolling a 1 on a d4. Each of these training sessions takes 4 hours, which is a perfectly manageable amount of time for adventurers to fit into their routine, making it instantly better than a lot of the other systems I’ve seen that require a student to potentially take months off in order to pick something up.
Doesn’t this break the game?: While it’s true that having more profficencies does make a character more powerful, I want to point out that dnd is a game about telling stories, not mathmatical perfection. There are plenty of things in the game already that break the “Power curve”, and I can promise you letting a character pick up a new hobby or the ability to speak sign language isn’t going to fundamentally break the underlying math of the game.
Effort should be rewarded, and systems like this allow you to reward your players’ effort in a tangible way, making their character feel unique compared to others of a comparable level. Likewise, this customization creates whole new forms of emergent storytelling, as the characters decide which skills they’d like to peruse:
The wizard teaches everyone a dead language so they can communicate in code
A party signs on with a vessel to earn their sea legs (read: water vehicle proficiency) before crewing a vessel of their own
Characters can learn specific skills not commonly available, such as law or mercantilism, to better fit with their character concept.
The return of exotic weapons! Now rather than requiring a feat to utilize a chakram or kursuri-gama, the fighter need only put in the requisite training hours.
A character loses a limb and must grow used to the prosthetic, practicing and practicing until the replacement becomes second nature.
In addition to learning new profficencies, I think this system works great for characters improving their already existing capabilities, especially as tips and tricks handed down from mentor characters and skillful rivals. Mete these out as you see fit.
Skill expertise: It WOULD break the game if players doubled their proficiency on every skill check, but there’s no reason that a character can’t put their mind towards being the very best at something. I’d tie this training into quest, really digging into WHY they want to be the best and what motivates their passion.
Alternate class features: players arn’t always going to read through the optional content documents ( or all that delightful 3rd party material) so having them taught these tricks and modifications by fellow casters lets you introduce the option without overwhelming a character with choices.
Boons: given that the dmg is very rare on how often your’e supposed to give these out, letting platers work for these powerful mini-feats provides a steady means of doing so.
Feats: give some love to little selected feats by offering a player the ability to train in a SPECIFIC one ( learning gourmand from a master cook, learning an ancestral feat from an elder of their community) that might interest them, but they’d pass over because it wouldn’t always be useful.
Unlocking the powers of an artifact, beyond an identify spell.
Proficiency dice: there’s a variant rule that rather than adding a flat bonus based on your proficiency, you can roll a die, size determined by what that your proficiency bonus would be ( d4 for +2, d6 for +3 and so on). This might slow down gameplay if it was for every roll, but consider letting a character train to “surpass their limits”, granting the ability to replace their proficiency bonus for a die during one roll or save at the cost of a hitdie. This would let them use their healing pool in a whole new way, as well as provide a great moment of achievement for a character that’s surpassed their individual limits.
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.
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...
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 :/ )
Mountain plot hooks! Some may say I’ve peaked. Support or commission me here.
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: https://homebrewery.naturalcrit.com/share/0_eQ8Unw5
Visit my Patreon for everything I’ve done, and if you’d like to support me and see new posts early: https://www.patreon.com/astrelan
Join the Ravnica Cards Converted Discord and come hang out here https://discord.gg/PydYEEY (SERVER LINK)
To contact me directly for commision info or to just talk my Discord name is RavnicaCardsConverted#3451
KO-FI << >> PATREON
IF YOU WISH TO SUPPORT ME AND MY CONTENT YOU CAN FIND ME ON PATREON AND KO-FI BY DONATING YOU GAIN BENEFITS AND ARE ABLE TO VOTE ON PLANESHIFTED CARDS, GETTING A FREE MONTHLY COMMISSION FOR 5$+ PATRONS AND GETTING A FREE COPY OF WHATEVER COMPENDIUMS ARE COMING UP; AS WELL AS EARNING A SPOT ON MY DISCORD SERVER
Special Thanks to my 10$ Patron
I always wondered how people make those really professional looking 5e style docs for their homebrew content that I see floating around the internet. I've never had five minutes - or the need, so far, to be fair - to hunt down how they make 'em.
But today, while I was wandering around the internet, looking for tips on making online/virtual TTRPGin' more fun and less of a nightmare, I found this:
You put your text on the left, and using a combination of HTML and modified Markdown, it renders it on the right. Then you can save a copy of a PDF.
It's very, very cool, and one day, when I'm ready to put my homebrewed stuff out there, I'll definitely be using it.
From now on I'll make a weekly update of everything I've been working on this week.
So, update on week 13 of 2022.
It was a relatively slow week for me, Aside from the Oath of Turnips for April Fools.
I also did 2 Fighter subclasses: The Battle Medic and the Invoker
The Battle Medic can heal allies and buff them.
While the Invoker gains warlock powers, similar to profane Soul Blood Hunter!
W-Wait a minute... are those on the bottom... page numbers? And what are the Archmage, Creator and Crystal Patrons? Well, you gonna have to wait till next week to find out!
(or go to my patreon wink wink nudge nudge)
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.
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!
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.
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.
1d20 Reasons For Adventuring...
You thirst for knowledge and wisdom.
You're searching for something specific; A place, person, god, thing, etc.
You wish to one day rule a kingdom of your own.
This adventure was a quest given to you by a mentor, church, king, family member, etc.
You simply want to help the helpless.
This adventure is a part of your rite of passage into adulthood.
You're adventure just for the fun of it!
The glory and fame of it all has enticed you to stay in the adventuring business.
The world needs a hero, and you're willing to give it a try!
You're escaping from something, someone, a purpose, a calling, etc.
You're obsessed with danger, mystery and the unknown.
You drift from town to town, with no real home and making money no matter the danger.
You were dragged along on this adventure to keep someone you care about safe.
You were forced into adventuring by the will of circumstance.
You were indentured as a servant to your traveling mentor, learning their ways as you adventure together.
You were sentenced by the law or religious beliefs to adventure and prove your worth.
You really like to kill things and take their stuff.
You adventure to take out your frustration on creatures you're sure deserve it.
You adventure to gain money and support those that supported you in your youth.
You adventure in the hopes of gaining new allies and friends after years of lonely wandering.
DND Homebrew: College of Discord
It’s common for bards to seek harmonies, the hunt for these harmonies is desired by no college more than the College of Discord. While others may seek to bring peace and order, bards of this college delicately pluck at these fine strings until they reach the breaking point. The universe and even art itself is chaotic in nature and there’s nothing more these bards want than to listen to the incomparable melodies formed when discord and chaos reigns.
Master of Lies:
When you choose this college at 3rd level you gain proficiency with Deception. At 6th level you add double your proficiency bonus with all Deception checks.
Strings of Strife:
At 3rd level you turn those you charmed against their allies. When you have successfully charmed a creature you may use your bonus action to take control of the creature’s actions and movement. You cannot control the creature to do anything that would cause them harm.
Student of Chaos:
At 6th level you can bring strife and discord to anyone. Your spells ignore any resistances or immunities to the charmed condition. Additionally your spells thrive when in the middle of conflict, creatures don’t gain advantage against your spells that impose the charmed condition if an allied creature has recently attacked them.
To the Fairest:
At 14th level when you target a creature with a charm effect you may choose two additional creatures within 60ft of the original. Each makes their saving throws separately. If more than one of the targeted creatures becomes charmed you may only use Strings of Strife to cause the creatures to strike at each other. You regain use of this feature after a long rest.
So my nerd ass is trying to figure out how to build a Marshal in 5e D&D per Horizon Forbidden West, because this is how my brain works when I enjoy things.
I'm debating between building a Barbarian base with Oath of the Crown Paladin levels and an Outlander background, or just relying to homebrew a class entirely. I think starting as Barb and building the crossclass eventually may be the better option, though.
"Your redemption arc privileges have been revoked."
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.