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#homebrew items
hyliandude · 1 month
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Need ideas for homebrew d&d items?
Look at MTG artifact cards
Seriously- run through them and make up mechanisms based on the art and text
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tamvmat · 9 months
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I drew the magic items for the Oops! All Himbos game at GenCon this week. They're quite silly hehehe, I cant share what they do till after....
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basilhomebrews · 7 months
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Woe, accessories be upon ye! *tosses rat charm at you*
Wanted to share a couple of the accessories I've made for personal use since they're sorta just rotting in digital storage while my players aren't at the shops they're found in yet. Feel free to use them in your home games!
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raeynbowboi · 1 year
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Putting the Omnitrix in DnD
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The original purpose of the Omnitrix was to give the user access to the DNA of aliens from various worlds to preserve the DNA of a species in the event of a genocide or mass extinction. The watch fused to one person, was extremely hard to remove, and its default setting gave the user access to the DNA of 10 different species they could choose between. Aside from Humanoid, there are 13 total creature types: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, and Undead. In the spirit of Ben 10, I’ll make a list of 1 creature from each creature type that the watch can turn a player into. Playable races vary a little. Kenku, Grung, and Drow are all CR 1/4, but Changeling, Satyr, and Hobgoblin are 1/2, and Bugbears are CR 1 creatures. So, I’ll be considering everything within that scope. Some do go beyond that, such as Centaurs and Minotaurs, but most are within the window of CR 1/4 and CR 1. To give the DM and Player some variety, I’ll pick one option from each, if applicable. Celestials had to be eliminated because the lowest CR Celestial is CR 2 Pegasus. In-Universe, it was likely created by Mordenkainen.
ITEM:
BRACELET OF POLYMORPH
VERY RARE | ATTUNEMENT REQUIRED
The DM chooses any 10 possible transformations from the list below, only choosing 1 from each creature type. As a bonus action, you can activate the bracelet, becoming one of the creatures chosen by the DM. You use that creature’s stat block instead of your own, except you retain all languages you know, and your INT, WIS, and CHA are not affected unless the creature’s are higher than your own. If the creature you turn into does not speak any languages, you cannot communicate verbally while polymorphed by this item. Depending on the CR of the creature you turn into, the recharge rate of this item varies. For a CR 1/4 creature, it recharges on a short rest, on a CR 1/2, it recharges at dawn, and for a CR 1 creature, it recharges after 1d4 days. You can stay in the form of a CR 1/4 creature for up to 8 hours, a CR 1/2 creature for up to 4 hours, and a CR 1 creature for up to 1 hour. If your hit points in this form are reduced to 0, you return to your original form with your current hit points at the moment you transformed. The DM decides what the bracelet polymorphs the player into, and may ask the player for a contested INT check against a DC 15 to coax the bracelet into cooperation. Otherwise, the bracelet may choose to polymorph the attuned into a different creature than the one they wanted to turn into.
ABERRATION
CR 1/4: Star Spawn Grue
CR 1/2: Gnome Squidling
CR 1: Core Spawn Crawler
BEASTS
CR 1/4: Fastieth
CR 1/2: Jaculi
CR 1: Moorbounder
CONSTRUCTS
CR 1/4: Duodrone
CR 1/2: Kiddywidget
CR 1: Clockwork Bronze Scout
DRAGONS
CR 1/4: Pseudodragon
CR 1/2: Ambush Drake
CR 1: Faerie Dragon
ELEMENTALS
CR 1/4: Smoke Mephit
CR 1/2: Magmin
CR 1: Fire Snake
FEY
CR 1/4: Pixie
CR 1/2: Satyr
CR 1: Dryad
FIENDS
CR 1/4: Abyssal Chicken
CR 1/2: Nupperibo
CR 1: Imp
GIANTS
CR 1/4: Young Hill Giant
CR 1/2: N/A
CR 1: Half-Ogre (Ogrillon)
HUMANOIDS
CR 1/4: Troglodyte
CR 1/2: Gnoll
CR 1: Thri-Kreen
MONSTROSITIES
CR 1/4: Young Griffin (Small)
CR 1/2: Cockatrice
CR 1: Hippogriff
OOZES
CR 1/4: Oblex Spawn
CR 1/2: Gray Ooze
CR 1: N/A
PLANTS
CR 1/4: Needle Blight
CR 1/2: Myconid Adult
CR 1: Thorny Vegepygmy
UNDEAD
CR 1/4: Skeleton
CR 1/2: Shadow
CR 1: Specter
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salokorai · 9 months
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it's been a while! Here are some more items I did for my campaign the past few months! I started making them transparent recently to make it look nicer in dndbeyond sheets.
I honestly never thought, creating items could be this fun but I am having a blast whenever I get to make these little sketches.
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dungeon-oracle · 5 months
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Just some random homebrew items, some of which I've used as a player character and some of which I've given out in my games. Feel free to share/use in your own games String of Remembrance - Wondrous item, rare
Two inches of magical string enchanted to help the user remember important things when tied around one's finger. This item has 1d10+2 charges. The user can spend 1 charge to gain advantage on an Intelligence or Wisdom skill check, as well as any check made with a tool proficiency. Once the string runs out of charges, it becomes non-magical.
Quarterstaff of Wildspace* - Weapon (quarterstaff), very rare (requires attunement)
This +3 quarterstaff is blessed with the magic of Wildspace. As part of an attack, or following the casting time of one of the spell effects, you can spend a number of charges to gain an effect from the list below. You regain all charges after completing a long rest.
1 - Moon - Feather Fall / 1 Charge
2 - Comet - On a hit, the target's movement is reduced to 0 until the start of your next turn. / 1 Charge
3 - Nebula - Chaos Bolt / 1 Charge
4 - Open Space - Air Bubble / 2 Charges
5 - Sun - On a hit, the target takes an extra 1d8 radiant damage and is blinded until the start of your next turn. / 2 Charges
6 - Black Hole - Pulse Wave / 3 Charges
7 - Void - Darkness/Silence ; The radius of the Silence spell is bound to the radius of the Darkness spell: 15 ft instead of 20 ft. / 4 Charges
8 - Supernova - This effect does not expend charges, but destroys the quarterstaff completely. In exchange, you cast Planar Ally with a casting time of 1 action instead of 10 minutes.
*(This item is based on the Quarterstaff of the Wilds by @noblecrumpet-dorkvision - my DM and I worked together to adapt the item to the Wildspace setting for his Spelljammer campaign)
Pocket Kitchen - Wondrous item, uncommon
This pop tent folds up to the size of a handkerchief. It unfolds into a 5 foot square tent. You can use an action to place or pick up the tent. On the inside is a 30 square foot extra-dimensional space, with a full service professional kitchen including ovens, stoves, mixers, blenders, pots, pans, cooking utensils and dishware. It contains sufficient food to serve a meal for up to 8 people, three times a day. A staff of two unseen servants can assist with prep work and serving food. Food can be removed from the tent, however, if it is not eaten before midnight, any food that remains outside the tent disappears. The interior is refreshed daily at midnight.
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xploringmap · 1 year
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Working on characters and items for the Frozen Halls - Hollow Adventures. 
https://www.kickstarter.com/projects/xploringmap/frozen-halls-hollow-adventures-1?ref=6ddwgu
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dndinedelterre · 1 year
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CUSTOM ITEMS!!!
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An interesting fashion piece, paired with utility! What’s not to love?
--------------------------------------------------------------- Bague d’Sol (by dndinedelterre)
Rare, Magic Requires Attunement
This is a small golden ring with an icon of the sun etched onto its top. Once attuned, the wearer can summon a single use +1 rapier 3 times per dawn. Each time it hits, you can add an extra 1d6 fire damage. These three charges replenish each dawn.
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This ring originates from the Nation of the Sun, Hiba. Only high priests seem to have them on hand.
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marshyy-mom · 1 year
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Wanted to share a home brew magic item I made a long bit ago when I was a teenager ^^ honestly hoping fellow dms use it with their players or just see what players use with it, might make more dnd items from my past to share so more players and dms can have fun at their tables with others!!!
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tildae · 2 years
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Designed a dog toy for the Land of the Lull campaign! During a rowdy tavern session last night, one of my lovely players won this thing from spinning the prize wheel. A Free! Sovereign Jean-Lusqueaks! Squeaky Toy! *rainbow details excluded due to production costs* (No, Jean-Lucrece does /not/ have a great reputation on Dryas)
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the-stick-seller · 20 days
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Dnd item idea
The broken clock of the Fateweaver
A potentially story driven item that has lost most of it's power. However, twice per day when you fail a check or saving throw you can automatically pass as though you rolled a nat20. The catch is that every other time you fail a check or save, you critically fail as though rolling a 1.
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fullofmoss · 10 months
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Back at it again with Dnd stuff inspired by Death Note. Have some items!
Death Scroll: A scroll of fine black parchment, soft to the touch. On the inside of it names and causes of deaths are written in various different handwritings, inks and languages. On the outer side of the roll in silver lettering are the rules.
-Any Humanoid who's name is written upon this scroll shall die.
-Their full name and face must be known by the writer so that people with the same name are not effected.
-Time and cause of death can be written after the name.
-While writing concentration must be held for a minimum of thirty seconds, the time is extended if the cause of death is specified.
-If the cause of death is impossible or not specified, the humanoid will die of a heart attack.
While the player character has the Death Scroll in their possession they will be followed by a Death Fiend that only those who have touched the Death Scroll can detect. Death Fiend's vary, but generally they are bored or curious along with their mischievous nature. Again generally they are unhelpful and see humanoids as entertainment, but they can be bribed to do small favors. Death Fiend's cannot be charmed and will not enter battle.
(For more balanced gameplay:) The Death Scroll only has about five lines of space left before the scroll is torn off. Any player character who writes in the Death Scroll will incur the Curse of the Death Scroll. Every (number of days equal to either their Wisdom or Intelligence modifier) they keep the Death Scroll in their possession, they roll a d20. If the roll is below a ten, they take a negative modifier to their Constitution, Intelligence, Charisma, or Wisdom. If they roll another failure it becomes a negative two modifier and so on. On a third failure their alignment becomes more neutral or evil (depending on their first alignment) and the effects become permanent. Up until that point they can destroy or relinquish the Death Scroll to be rid of the curse.
(This is flavored for a more fantasy setting but if you have a more modern ttrpg you can easily just make it a more like the original Death Note. Anyway that was long lets get on to the other items-)
Pocket Watch: An expensive looking pocket watch that looks good with any outfit. When the hour and minute hand's are both turned to twelve, and the second hand is turned to five and the knob is pressed in the face of the watch will open into a small pocket dimension. The pocket dimension is half a cubic foot in size, anything that enters it will not age, decay or change while inside. Given that they are small enough to fit inside the watch face a tiny creature can also fit inside and will not be harmed or starve while inside.
Ever-sweet Teacup: An ornate teacup that refills thrice per day whenever not being watched. It's contents are always incredibly flavorful, though tooth-rottingly sweet. Roll a d6 to determine what tea will fill the cup every time it refills.
Black Tea- Gives temporary immunity to Exhaustion, and the Sleep spell- eliminates need to sleep for up to ten hours.
Green Tea- Restores 20 hit points.
Peppermint Tea- Restores 3 spells slots.
Darjeeling Tea- Gives an temporary advantage in one Dexterity skill of choice in the next hour.
Pu'er Tea- Gives advantage on one Wisdom check in the next hour.
Hibiscus Tea- Gives an advantage on one Intelligence check in the next hour.
Magical Mic of Charm: A magically charged wand that is intricate and cute. The head of it holds a hollow and perforated heart made of a magical alloy. It can be used for casting. While speaking, singing, or making any sound into it the sound will carry up to a distance of one hundred feet. It holds one charge of Charm Person, though it has been modified so that person's (note, can be multiple) effected by the spell will not know they have been charmed (although unaffected onlookers can tell). After the modified spell is used the object becomes a regular wand.
Sacrilegious symbol: A religious symbol worn in a blasphemous way. When worn it gives +3 to Intimidation. It can give inspiration once per day so long as it is worn for up to twenty four hours.
Goggles of Focus: When attuned and worn while using concentration the goggles can be used to Comprehend Languages, use True Sight or track a humanoid or beast.
Questionable Jam: A red colored jam. The labeled words are illegible and the consistency is strange but consumption of the whole jar will give you advantage on Stealth, Deception, and Investigation for an hour.
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gyrrakavian · 1 year
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Thunder Drum
This barrel-like lacquered wooden drum once belonged to a storm giant bard who's name has been lost to time. The drum's skin and sides are adorned with thunder cloud iconography.
Charges. The thunder drum has 10 charges and regains all charges during a storm. If you expend the drum's last charge, roll a d100. On a 10 or less, the drum will explode dealing 8d8 thunder, 4d8 bludgeoning, and 4d6 lightning damage in a 40-foot-radius sphere .
Spells;
Thunderclap. cantrip, FREE
Thunderwave. 1st level, 1 charge
Thunderstep. 3rd level, 5 charges
Call Lightning. 3rd level, 5 charges
Storm Sphere. 4th level, 7 charges
Investiture of Wind. 6th level, 10 charges
Requires attunement
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regal-bones · 11 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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dungeon-oracle · 5 months
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Paper Mario Badges Part 1
I spent a long time converting the Badges from Paper Mario 64 & Paper Mario: The Thousand-Year Door into items for D&D, and I thought I'd share. Since there's not really a Badge point system in D&D (unless you want to make that a homebrew thing? 3 Badge points per level with a cap of 30 points to spend. . .it could work. . .), and I didn't want them to take up attunement slots, there can only be 3 badges equipped at a time. DM discretion is obviously at play here, go nuts.
Part 2
Part 3
Part 4
Bump Attack Badge - Badge, rare
While equipped, if you land the first nonmagical melee or ranged attack on an enemy that has otherwise not been damaged, the hit is considered critical. If the attack roll is a natural 20 and meets or exceeds the target's AC, you can roll one extra damage dice in addition to the critical hit. You can only have three badges equipped at one time.
Charge Badge - Badge, very rare
While equipped, you can use an action to charge up power in your body. When you hit a target with your next melee attack, you can treat the hit like a critical success. You can only have three badges equipped at one time.
Charge Strike Badge - Badge, rare
While equipped, you have 3 charges, which replenish on a long rest. As an action, you can spend a charge to build up power for your next strike. You have advantage on the next unarmed melee attack made before the end of your next turn, and on a hit you add +2 to the damage roll.
Chill Out Badge - Badge, rare
While equipped, you cannot be surprised. Additionally, you do not provoke opportunity attacks when moving. You can only have three badges equipped at one time.
Close Call Badge - Badge, uncommon
While equipped, if you are targeted with an attack and the attack hits or you fail your saving throw for a damaging effect, you have a 10% chance of the attack missing or succeeding on the saving throw. Roll a d20. On a roll of 19 or 20, the attack misses or you succeed on the saving throw. You can only have three badges equipped at one time.
Damage Dodge Badge - Badge, uncommon
While equipped, you have +1 to all saving throws. You can only have three badges equipped at one time.
Deep Focus Badge - Badge, very rare
While equipped, you can use an action to pull arcane energy towards yourself, allowing you to regain a number of expended spell slots with a combined level of up to 5th. This ability recharges daily at dawn. You can only have three badges equipped at one time.
Defend Plus Badge - Badge, uncommon
While equipped, you have +1 to AC. You can only have three badges equipped at one time.
Dizzy Attack Badge - Badge, common
While equipped, you have 3 charges, which replenish on a long rest. When making an unarmed strike, on a hit you can spend a charge to force the target to make a DC 13 Constitution saving throw. On a failure, the target becomes stunned until the beginning of your next turn. You can only have three badges equipped at one time.
Dizzy Stomp Badge - Badge, rare
While equipped, you have 3 charges. which replenish on a long rest. When making an unarmed strike, on a hit you can spend a charge to cast Confusion on the target with a DC of 15 or your spell save DC, whichever is higher. You can only have three badges equipped at one time.
Dodge Master Badge - Badge, uncommon
While equipped, you have advantage on Dexterity saving throws. Additionally, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can only have three badges equipped at one time.
Double Dip Badge - Badge, rare
While equipped, you can take an extra action in combat. This ability recharges on a long rest. You can only have three badges equipped at one time.
Double Trouble Badge* - Badge, common
While equipped, you deal double the damage with weapon attacks. However, you also take double the damage when hit. You can only have three badges equipped at one time.
*This is actually the Double Pain Badge, which purely makes you take double damage in Paper Mario: TTYD. Great for PM Danger Strats, useless for D&D, so I made it slightly more useful via double damage
Feeling Fine Badge - Badge, uncommon
When equipped, you are immune to the poisoning, paralyzed, and stunned conditions. You can only have three badges equipped at one time.
Fire Drive Badge - Badge, uncommon
While equipped, you have 3 charges, which replenish on a long rest. When you hit a target with a melee weapon attack using a hammer, you can spend a charge to blast a line of fire starting from the space the target occupies and extending in a straight line 15 feet behind it. The target and any creature in the line takes 2d8 fire damage. You can only have three badges equipped at one time.
Fire Shield Badge - Badge, uncommon
While equipped, you have resistance to fire damage and advantage on saving throws made to avoid effects that deal fire damage. You can only have three badges equipped at one time.
First Strike Badge - Badge, uncommon
While equipped, you can choose to forgo rolling initiative to automatically go first in the initiative order. You can only have three badges equipped at one time.
Flower Drain Badge - Badge, uncommon
While equipped, you have a -1 penalty to damage rolls (to a minimum of 1 damage) made with weapon attacks, but on a hit you regain one used spell slot of 5th level or lower. You can only have three badges equipped at one time.
Flower Finder Badge - Badge, uncommon
While equipped, when you defeat an enemy in combat, you have a 10% chance of regaining a spell slot of 3rd level or lower. Roll a d20. On a 19 or 20, you regain a spell slot of 3rd level or lower. You can only have three badges equipped at one time.
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