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#homebrew weapons
nuroodle · 2 months
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Weapons for Syrkys and Caelan!
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yall wanna hear about the best item ive ever homebrewed for a game of dnd?
no? okay well i'll tell you anyway.
it's called the orb of questionable light, and its a 3 inch diameter plastic orb. it's constantly glowing.
when it's used to attack, it does a two for one in terms of damage. it's technically a ranged weapon, bc i didnt know how to categorize it otherwise. anyway, when you throw it at someone, they have to make a dexterity save, then an intelligence/wisdom save depending on preference. if they fail the dex save they take 2d6 + 2 bludgeoning damage (doubled on a nat 20), if they fail the int/wis save they take 3d6 + 2 psychic damage (doubled on a nat 20), from the sheer confusion of being hit/almost being hit by whatever this is.
regardless of wether it hits or not, they have to make that int/wis save.
what is it, though? is it a stupid plastic orb? yeah! but if you look closer... well, the true answer is hidden behind both a dc 20 arcana check and/or a dc 20 investigation.
a successful investigation allows you to double bludgeoning damage on any successful hit that's over two points higher than the opponent's ac, and deal half bludgeoning damage on any unsuccessful hit if they miss the dex save. you also get advantage on luck checks, and 5 temp hp as long as you are holding the orb.
a successful arcana check allows you to find out that this orb is both a potential arcane focus, and a potential familiar. if the player is able to succeed in three consecutive dc 10 animal handling checks, a familiar that fits their personality and theme and whatever will hatch from the orb. you will no longer have the orb but now you get all the benefits of a familiar, and advantage on luck checks.
players can make investigation and/or arcana checks as frequently as they wish on this item, but if they choose to waste their battle like that, there may be consequences.
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leidensygdom · 8 months
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Forging swords out of stardust is a skill reserved to the most skilled artificers and wizards, as they require a good deal of skill and magic, as well a spark of the divine. However, it is also possible to obtain such a weapon by contacting entities from beyond the stars. This tends to lead to a pact, or maybe some exchange of sorts. However, these entities can be capricious, and their understanding of wealth and riches is entirely alien. Their requests often seem completely incomprehesible.
First sword for Swordtember! Starting out with Cosmic, a sword made out of crystal and a miniature black hole, all bound up by a constellation. I have a masterlist of my Swordtember pics, check out this post! (This one is has been bought by @knightcallie !!!)
Reblogs are super appreciated!!
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foundry-fabrications · 5 months
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Hey folks! I'm back with a short brew today that came together surprisingly quickly. This is the second part to my Dauntless series I've been calling the Slayer's Arsenal. This one includes a rework of the Aether Lanterns, as well as the various consumable equipment such as the Pylons, Tonics, and Grenades.
These were a relatively straightforward conversion, and like I said, they came together pretty quickly. A fun aspect I got to include with these is how some of the equipment interact with the weapons from my previous Slayer's Arsenal (which can be found HERE). Having already begun to look at future Dauntless content, this will be an ongoing theme, and that excites me.
But yeah, that's pretty much it. Have fun with these fine additions to any adventurer's tool belt, Slayer or otherwise.
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cloaksandcapes · 3 months
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This isn't our first Mimic-related item the past week and it won't be our last. Mimics are just too much fun in DnD! But don't worry, this one is on your side. We promise.
Mimic Weapon
Weapon (any), rare
“This weapon is unsightly, often made of bones, teeth and skin of unknown origin. Occasionally, it even has the odd unblinking eye and salivating tongue.” You can use an action to change this weapon into any weapon type. Additionally, this weapon deals an extra 1d6 peircing damage on attacks.
While holding this weapon you have advantage on Charisma (Intimidation) checks.
Join us on Twitch every Mon\Wed\Fri to create new Homebrews and check out our Patreon for 451+ magic items, tokens, maps, and more.
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doomatix · 2 months
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Halting Sword -- Weapon (Greatsword), rare.
Abyssal Adamantine: This is a +1 adamantine greatsword.
Halt: Upon striking a target with this weapon, you may use your bonus action to force the target to make a DC 14 CON save or be paralyzed until the end of your next turn. The target may repeat the saving throw at the end of their turn. Upon a success, the target is immune to this effect for 6 rounds.
So hear me out. I REALLY love Retrievers and I decided to design a sword based on one. What do you think? Good weapon? 🤔 I may design more magical items based on monsters like this in the future!
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tabletopresources · 1 month
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[reddit]
Check out Tabletop Gaming Resources for more art, tips, and tools for your game!
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madanythinglaboratory · 8 months
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"Netflix's Castlevania" Weapon Pack - D&D 5e
The Morning Star (Very Rare Whip, 1d4 piercing)
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This whip was created for the progenitor of the Belmont clan, Léon Belmont, in order to fight the creatures of the night at Dracula's command. Known as the most powerful anti-vampire weapon, it was passed down along the generations of the Belmont clan, all the way down to Julius Belmont, the man who would eventually succeed in ending Dracula's unlife permanently.
You gain a +1 bonus to attack rolls made with this magic whip. In addition, it deals an additional 1d6 bludgeoning damage.
Consecrated for Fighting Vampires and Demons: The Morning Star deals an extra 1d6 radiant damage if the creature is a fiend or undead. In addition, when an attack hits a creature with a weakness to sunlight, a burst of light comes out of the striking head, triggering the weaknesses to sunlight of the target and any creature within 10 ft. of it.
Grapple: When making a grapple check, you can use the Reach property to determine at which distance from the target you can be, and forceful movement doesn't end your grapple, instead moving your target in the same direction and distance as you.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Reach: This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
Special: You have disadvantage when you use the Morning Star to attack a target within 5 feet of you.
Alucard's Sword (Very Rare Longsword, 1d8 slashing)
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A sword used by the legendary Adrian Fahrenheit Ţepeş, better known as Alucard, Dracula's most persistent foe and his son. Despite being only half-vampire, Alucard is remembered as one of history's most powerful vampire, second only to Dracula himself. His combat prowess mainly involved his sword, which he'd wield using magic and his physical strength in equal parts. After centuries of use, the sword has absorbed Alucard's energies, granting a weaker, but still substantial version Alucard's magical swordsmanship.
When attuned to this weapon, you gain a +2 bonus to attack and damage rolls made with this magic weapon.
Balanced for Superhuman Strength: In order to wield this sword with only one-hand, you must have a Strength score of 16 minimum.
Telekinetic Battling: The sword has 3 charges and regains all expended charges daily at dawn. A creature attuned to the sword can use a bonus action in order to expand a charge and wield the sword telekinetically for a minute. When wielded this way, you can make a weapon attack on a target within 10 ft. of it as a bonus action, and once per turn, you can move the weapon up to 15ft. If you use your action to attack, you can attack using this magical weapon. You cannot use the Versatile property of the sword while using Telekinetic Battling.
Reach: This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
Versatile (1d10): This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Cross Haladie (Very Rare Chakram, 1d6 slashing)
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Legend says a mad Norwegian vampire hunter went to India in order to ask renowned Indian weapon master Raja-Putra to make him a weapon able to kill vampires easily from a distance. Taking inspiration from the chakrams of his home-country and applying his knowledge of vampire weaknesses, Raja-Putra made the Cross Haladie, a chakram with four bladed points rather than a single circular blade. The points serve to confuse vampire vision, who is not used to these types of geometric shapes.
When attuned to this weapon, you gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, it deals an additional 1d6 piercing damage.
This chakram has 3 charges. As an action, you can expend 1 of its charges to use a curving throw. The trajectory of the chakram is a circle with a radius of 15 ft. or lower. If any creatures are on its path, they must succeed on a Dexterity Saving throw (DC = 8 + your proficiency bonus + your Decterity modifier) or take damage from this weapon as if it were an attack.
The chakram regains all expended charges daily at dawn.
Returning: Once thrown, if there is a direct path between you and your target, the chakram can return to you. Enemies on the path of the returning chakram are not damaged by the weapon. You must use your object interaction in order to catch the weapon.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Confusing Geometry: Undead eyes are not made to process even midly complex inorganic geometry, and are thus slower to react to this weapon. When calculating AC or making a Dexterity Saving Throw against this weapon's damage, the Dexterity modifier of targeted undead creatures is halved. A creature with blindsight ignores this property.
Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
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honourablejester · 2 days
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Some Nautical Magic Items (D&D 5e)
A random collection of salty artefacts for people to stumble across.
Trinkets
A plain, rusty sword hilt covered in barnacles, that sounds like the sea and whispers of salt and blood when touched.
A battered green glass fishing float, half filled with water, in which odd motes of greenish light bob and float, causing the bauble to emit a watery, green, dim radiance to a distance of 5ft.
A flute carved from whale bone that cannot be played, but sings a mournful whalesong by itself when held.
A 2-inch scrimshawed ivory plaque carved with a large seabird that absorbs any blood spilled upon its surface without staining.
Common Magic Items
SAILOR’S SALVATION (Wonderous Item). This leather waterskin has a chased silver mouthpiece. If filled with seawater, the waterskin converts it to clean, fresh drinking water after 1 minute. This transformation does not work on other liquids.
GRACEGIRDLE’S GUSTY MOTIVATOR (Wonderous Item). The product of gnome wizardry, this marvellous item appears to be a roughly 1ft diameter conch shell, beautifully carved, and mounted on a swivel attached to a pair of metal vices that would allow it to be fastened to the hull of a rowboat. If affixed to the rear of a small rowing vessel, the gusty motivator provides power to the boat equivalent to a sail, allowing the rowboat to move at a speed of 2 miles per hour without all that strenuous rowing nonsense. The boat can also be steered by adjusting the motivator on its swivel.
SAILMAKER’S NEEDLE (Wonderous Item). This heavy sailmaker’s needle, designed for moving through canvas, is enchanted to greatly speed repairs. As an action, the bearer can touch the needle to a piece of damaged cloth or sail and speak a command word, whereupon the needle with fly into the air and beginning repairing the material at a speed of 2ft per minute until it either runs out of material or the command word is spoken again. The needle produces its own thread to do this. It is not advised to use the sailmaker’s needle to repair clothes unless one is satisfied to have them stitched with sail thread.
Uncommon Magic Items
SCINTILLANT NET (Weapon (Net), Requires Attunement). Woven of strange, faintly glowing seaweed, this net does not restrain its target, but rather binds itself to them on a successful hit. The target must make a DC 14 Strength saving throw. On a successful save, the net deals an extra 1d4 poison damage and falls away, returning to your hand. On a failed save, the net binds itself to the target and sinks into their hide for 1 minute. The target may repeat the save at the start of each of their turns, the net falling away and returning to your hand on a success. While bound in this way, the target’s speed is reduced by 10ft, and their form is outlined in bluish-green luminescence, granting advantage to all attacks against them, and rendering them unable to benefit from invisibility.
Rare Magic Items
REACHER (Weapon (Pike), Requires Attunement). This heavy boarding pike has a beautiful bronze finish protecting its iron head, and is carved with images of grasping tentacles along its wooden haft. You gain a +1 bonus to attack and damage rolls made with this magic weapon. On a successful hit with this weapon against a large or smaller enemy, the wielder can use a bonus action to attempt to pull the enemy forward off their feet with the hook. The enemy must make a Strength saving throw (DC equal to 8 plus your proficiency plus your strength modifier) and is knocked prone on a failed save. In addition, this weapon has 3 charges which replenish every day at dawn. The wielder can expend a charge as a bonus action to teleport to an unoccupied location that they can see within 40ft of them.
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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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5ecardaday · 1 year
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Artifact Rumble: Neon Dynasty
Last week, all of my supporters over at Patreon were gtiven early access to four new magic items, all converted from cards printed in Kamigawa: Neon Dynasty, a new neon-cyberpunk themed set from Magic: the Gathering. Patrons were also the ones who voted on a poll back in December to decide which cards I would turn into magic items, and these were their top votes.
The ancestral katana is a blade that never dulls or rusts, and provides special benefits to those go it alone on the front lines. The blade of the oni is a demonic parasite turned deadly weapon, capable of running errands (or running away from!) its master. The dragonspark reactor is a dragon-shaped lightning cannon, charged with energy from other magic items, and capable of blowing away even a full-grown dragon at peak capacity. And finally, you can’t have a cyberpunk setting without your classic hoverbike; and this one’s lightning-powered engine gives it an extra kick!
If you want to help make decisions on what content I make, get early access to all of my releases, and join my new patron-exclusive discord, you can do so by signing up to support me on Patreon!
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choking-on-ice · 3 months
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The Kobold Shield of the Dragon
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I love making up D&D weapon designs sm, this guy would definitely be a psychic-linked magical item that would bitch whenever it got like whacked in the eye or whatever.
gonna do a bunch more for sure, might make stats for em
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artsandantlers · 1 year
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Swordtember Day 29: Monochrome 
This one seems really simple, but somehow I ended up redesigning it like 5 times... 
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leidensygdom · 8 months
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Sometimes, extraplanar debris ends up in the Material Plane, creating particularly dangerous phenomena. But it can also be put to use in interesting ways: Ever-burning weapons can be crafted from fire-infused comets, for example. However, one has to be creative on how to manipulate such weapons, and those that wield it are often either resistant to the hungry flames, or willing to endure the pain.
Hello! The third Sword for Swordtember (Asteroid) is not a sword at all, but a censer! I had been itching to design one, and the idea of putting a burning rock in one was way too tempting. This one belongs to @zephyrbug , but you can check out other unclaimed Swordtember adopts in here!
As always, reblogs are incredibly helpful
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another-rpg-sideblog · 6 months
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Advanced Weapon Wield by Raccoomph on reddit
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cloaksandcapes · 2 months
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Simple exploding dice mechanic for a magic weapon, as requested by someone during our live Homebrew & Hangout streams on Twitch. This would be most beneficial during a Critical Hit...imagine exploding twice, at least.
Cascade Weapon
Weapon (any), rare
“Weapons made with this enchantment are constructed from a rare, precious alloy only found in the depths of the Plane of Water. They look as though they were crafted from the ocean itself and are water given a solid form.”
When you hit with an attack using this weapon you can choose to forgo adding your primary ability modifier to the damage roll and instead roll a d6. If you roll a 6 on the additional die, repeat the roll adding each result to your damage until you roll lower than a 6.
Join us on Twitch every Mon\Wed\Fri to create new Homebrews and check out our Patreon for 482+ magic items, tokens, maps, and more.
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