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#item rarity: uncommon
lotro-tooltips-daily · 5 months
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dndtreasury · 5 months
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Hush's Bibliography by lebiro
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singing-cicada · 10 months
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Shout-out to the nice lady at a local second hand store that agreed to sell an antique glass bottle at half price because the booths 1/2 off sign didn't have any clause about prices marked firm, hope she has polite customers and communicative sellers for forever
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wp100 · 1 year
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Bringing back the Naxx40 appearances EXCEPT for the corrupted ashbringer makes zero sense. Why should that weapon be the exception and not the rule? It's either bring it all back or keep exclusive shit exclusive so you don't disappoint players even more.
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dungeon-strugglers · 7 months
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✨New item!✨ Charon’s Obol  Wondrous item, rarity varies 
The rarity of this coin is determined by the metal it is made of. A common obol is copper, uncommon is silver, rare is gold, and very rare is platinum. While the coin is in the mouth of a dead creature, it bestows powers upon the corpse, detailed below. Each ascending rarity also grants the properties of the lesser rarities.
Copper. The corpse can’t become undead.
Silver. The corpse can’t be targeted by any necromantic magic.
Gold. The corpse is resistant to all damage and protected from decay. A creature that attempts to remove the coin from the corpse’s mouth must make a DC 15 Constitution saving throw or take 5d10 radiant damage and fail to remove the coin.
Platinum. The corpse is immune to all damage and can't be targeted by any divination magic or perceived through magical scrying sensors. A creature that attempts to remove the coin from the corpse’s mouth must make a DC 16 Constitution saving throw. On a failed save, the creature takes 10d10 radiant damage, fails to remove the coin, and is thrown 20 feet from the corpse. On a successful save, the creature takes half as much damage, removes the coin, and is not thrown.
In lands where necromancers roam and the dead are restless, it is a common burial rite to place an obol in the mouth of the deceased. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 180 magic items, item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
📜 Credit. Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.
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🎁 𝗦𝗽𝗲𝗰𝗶𝗮𝗹 𝗙𝗿𝗲𝗲 𝗖𝗼𝗻𝘁𝗲𝗻𝘁!⁠ [13/14] This content has been generously donated by @loottavern to be shared while The Griffon's Saddlebag takes a vacation! Please support these creators and their excellent content!⁠ ⁠ Related downloads are available *for free* through the link in my Vacation highlighted story! ⁠ ___⁠ ⁠ Be sure to check out the post on Patreon using the "Vacation" story for the Uncommon and Rare variants!⁠ ⁠ Loot Tavern is one of the most prolific item makers in the 5e scene! Their work continues to fill in the game's item and flavor gaps with fun and interesting magic items. They enjoy creating items of varying rarities, so if that's a thing you really like to see in an item, be sure to check them out! They also release other content, much like the Saddlebag, so if you want to expand your haul of magic items and side content, Loot Tavern is a great option! ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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dailyadventureprompts · 4 months
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Homebrew Mechanic: Fixing D&D’s Gameplay Loop with Item Degradation
Normally I have snappy titles for these, but in this case I wanted to be super upfront with what I was getting you all into. 
Some people are not going to like the idea of introducing item degradation into the game, and they’re ABSOLUTELY right to be hesitant. Just about every attempt I’ve seen (includig both RAW versions from previous editions, examples from videogames, and those I’ve put together myself in the past) have been horribly clunky exercises in beancounting that only ever existed to needlessly slow down gameplay for the sake of joyless realism. 
I’ve come at it from another angle however, but to explain we’re going to need to get into some game design talk. 
The basic gameplay loop of D&D is supposed to be: 
Seeking adventure leads you to face challenges
Overcoming challenges leads you to rewards
Rewards Help you get stronger 
Getting stronger allows you to seek tougher adventures
After a while this system starts to break down specifically with regards to gold as a method of reward. Even if you’re the smart sort of DM who flouts the rules and gives their party access to a magic item shop, there’s an increasingly limited number of things to spend gold on, leading to parties acquiring sizable hordes of riches early on in their adventuring career, completely eliminating the desire to accept quests that pay out in gold in one form or another. This is a pretty significant flaw because adventures that centre around acquisition of riches ( treasure hunts, bounty missions, busywork for rich patrons that will inevitably betray you) are foundational to storytelling within the game, especially early on in a campaign before the party has gotten emotionally invested.  Most advice you can find online attempting  to solve this problem tends to dissolve down to “let them pour money into a home base”,  but that can only really happen once per campaign as a party is unlikely to want more than one secret clubhouse. 
TLDR:  What I propose is the implantation of a lightweight system that forces the party to periodically drop small amounts of wealth into maintaining their weapons/armour/foci. The players will be motivated to seek out gold in order to keep using their best stuff,  giving value to treasure drops that previously lacked it.  Not only does this system act as an insulation against powercreep at higher levels, it also encourages a party to engage with the world as they seek out workshops and crafters capable of repairing their gear. 
The System: 
Weapons, armour, shields, and caster foci (staves, holy symbols etc) can accumulate “ticks” of damage, represented by a dot or X drawn next to their item entry on the character sheet. Because you get better at handling your gear as you level up, an item that exceeds a total number of ticks equal to its bearer’s proficiency bonus breaks, and is considered unusable until it is repaired. 
Weapons and Foci gain a tick of damage when you roll a natural 1 on an attack made with them, or if they are specifically targeted by an enemy’s attack.
Armour and shields gain a tick of damage when you roll a nat 1 on a saving throw or when an enemy beats your ac by 5 or more. A character equipped with both can decide which of the two items receives the tick
Creatures with the “siege” (or any “does double damage to objects” ability) deal an extra tick when attacking gear. 
A character with a crafting proficiency  and access to tools can repair a number of ticks of damage equal to their proficiency on a four hour work period. This rate is doubled if they have access to a properly equipped workshop.  A character with access to the mending cantrip can repair ticks on any kind of item, but is limited to their proficiency bonus per work period.  
Having an item repaired by an NPC crafter removes all ticks, but costs vary depending on the rarity of the item:    5g for a mundane item, 10g for a common item, 50g for uncommon, 250 for a rare, 1250 for a very rare, 6250 for a legendary.  The DM decides the limit on what each crafter can repair, as it’s likely small towns have access to artisans of only common or uncommon skill, requiring the party to venture to new lands or even across planes if they wish to repair end game gear.
As you can see, degradation in this system is easy to keep track of and quite gradual, leading players into a position where they can ignore obvious damage to their kit for the sake of saving their now precious gold.  It likewise encourages them to seek out NPC crafters (and potential questhooks) for skills they do not possess, and encourages the use of secondary weapons either as backups or to save the more potent items in the arsenal for a real challenge. 
Consumables
Everyone knows the old joke about players hoarding consumables from the first adventure past the final bossfight, it transcends genre and platform, and speaks to a nature of loss aversion within our shared humanity.  However, giving players items they’re never going to use amounts to wasted time, resources, and potential when looking at things from a game design perspective, so lets work on fixing that. 
My inspiration came from witcher 3, which encourages players to make frequent use of consumables by refreshing them whenever the character had downtime. The darksouls series has a similar feature with the signature estus flask, which provides a limited number of heals before it must be refreshed at one of the game’s checkpoints.  When the designers removed the risk of permanent loss and the anxiety it creatures, players were able to think tactically about the use of their consumables confident in the knowledge that any mistakes were just a resupply away from being fixed.  
My proposal is that while the party is in town they can refill the majority of their consumable items for a small per item fee. Just like with gear degradation, this encourages them to seek out crafters and do quests for the hope of discounts, while at the same time encouraging them to explore new realms in the hope of discovering higher level artisans. 
The price for refills is set at: 5g for common, 25g for an uncommon, 125g for a rare, 625g for a very rare, 3125g for  legendary.  I encourage my own players to keep a  “shopping list” in their inventory with prices tabulated so they can hand out a lump sum of gold and have their kit entirely refreshed. 
Characters with a relevant skill and access to their tools can refill a number of items equal to their proficiency bonus during a four hour work period. With access to a proper workshop, this rate doubles.   ( At last, proficiency with brewers supplies, carpenters tools etc become useful) 
I encourage you as a DM to check out this potion flasks system, which I’ve found adds a delicious factor of uncertainty back into the mix.  Attached is also my super lightweight rules for tracking gear and supplies, which I absolutely refuse to shut up about.
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violetganache42 · 3 months
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After some much needed time to process today's wild reveals, here is the second part of the DuckTales cards that we got from the official Lorcana Discord server! And it's a character I knew was gonna show up (considering last month's video strongly hints she was playing an integral role this set)! IT'S THE SHADOW QUEEN HERSELF, MAGICA DE SPELL, COMING IN WITH THREE CARDS!
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Magica De Spell - Ambitious Witch
Ink Cost: 2 (Can be put in the Inkwell) Card Type: Character Ink: Amethyst Classification: Storyborn • Villain • Sorcerer Strength: 2 Willpower: 3 Lore Value: 1 Rarity: Common
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"Feed my power, Dark Eclipse. Free my form from the abyss. Dormant magic now unchain, the Shadow Queen be whole again!"
Art by Lissette Carrera
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Magica De Spell - Thieving Sorceress
Ink Cost: 4 (Can be put in the Inkwell) Card Type: Character Ink: Amethyst Classification: Storyborn • Villain • Sorcerer Strength: 3 Willpower: 4 Lore Value: 2 Rarity: Uncommon [TELEKINESIS] Exert - Return chosen item with cost equal to or less than this character's Strength to its player's hand.
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"Do you know what I call this? A good start!"
Art by Giulia Riva
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Magica De Spell - The Midas Touch
Ink Cost: 7 (Cannot be put in the Inkwell) Card Type: Character Ink: Amethyst Classification: Floodborn • Villain • Sorcerer Strength: 4 Willpower: 6 Lore Value: 0 Rarity: Super Rare Shift 5 (You may pay 5 Ink to play this on top of one of your characters named Magica De Spell.) [ALL MINE] Whenever this character quests, gain lore equal to the cost of one of your items in play.
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"I can feel my powers growing the closer I get to Scrooge's precious dime!"
Art by Lauren Levering
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jillybeanjoy · 2 years
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Guys! I cracked the code! I wish I had any followers to share this magic revelation I had!
In D&D I love being a DM. I really do. With one exception.
Money.
Knowing how much a character should buy or sell something for is just way out of my grasp. For a rare item the price can be anywhere between five hundred and five THOUSAND. That’s a big difference! How am I supposed to know in between those two numbers what it should be?
I googled. And googled. And googled. Thinking *there must be a better way* and couldn’t find a single thing that made sense. Well me and two other DM friends got together and we figured it out. The magic system of pricing.
So first you take the pricing by magic item rarity in the DMG
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Then you go to Xanathars and look at the Magic Item Tables to determine if the item is major or minor
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Divide the prices in the rarity into major and minor. Major the higher half and minor the lower.
So that makes
Rare Minor - 500 - 2,500
Rare Major - 2,501 - 5,000
Very Rare Minor - 5,001 - 30,000
Very Rare Major - 30,001 - 50,000
Legendary Minor - 50,000 - 300,000
Legendary Major - 300,000 - 500,000
Then
THEN
It’s all up to a persuasion roll. Because let’s face it, what’s a fantasy shopping adventure of magic items without bartering and haggling?
So you divide the amounts into roll milestones. So a persuasion roll of 0-10 you pay the highest and 20+ you pay the lowest.
Like so:
Common Items: 1d6 x 10
Uncommon Items 1d6 x 100
Rare Minor:
0-9: 2,500
10-11: 2,100
12-14: 1,700
15-17: 1,300
18-19: 900
20+ : 500
Rare Major
0-9: 5,000
10-11: 4,600
12-14: 4,200
15-17: 3,800
18-19: 3,200
20+: 2,500
Very Rare Minor
0-9: 30,000
10-11: 25,000
12-14: 20,000
15-17: 15,000
18-19: 10,000
20+ : 5,000
Very Rare Major
0-9: 50,000
10-11: 45,000
12-14: 40,000
15-17: 35,000
18-19: 30,000
20+ : 25,000
Legendary
0-9: 250,000
10-11: 200,000
12-14: 150,000
15-17: 100,000
18+ : 50,000
Legendary Major
0-9: 500,000
10-11: 450,000
12-14: 400,000
15-17: 350,000
18-19: 300,000
20+ : 250,000
Seriously someone who is followed by a lot of D&D people find this shit and spread it! It’s so much easier and makes a million times more sense then anything I ever heard of before and i wish someone else would have thought of it sooner (or if someone else did that I had found it sooner)
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Since the live show is like six years (a long time!) in-game after the two-shot, a fun thing I've been thinking about is that the Nein should be allowed new items for fun. so, here's a thought experiment:
You can give each member of the Nein one (1) item that is very rare or lower rarity to have during the live show, but it must be kind of funny to have (broadly construed) while still being a sensible item that makes sense to acquire and to have and that they would reasonably be interested in owning and using.
You don't have to do all of the Nein. Homebrewed items that appeared in CritRole or ExU are allowed. No cursed or sentient items nor Vestiges or Arms of the Betrayers (both are too high rarity anyway); they are not sensible or reasonable. Do not suggest things replacing an item a character would not reasonably replace, i.e. no new primary weapons for Fjord. Say why you think it's funny; it doesn't have to be a whole comedy and can be as simple as, for example, adding further to Beau's movement speed is amusing to you.
Some—not all, because this is getting long, but I DO have more—of my personal pitches are:
Mistral Mantle (very rare) for Fjord. Sleet storm but you're unaffected by the drawbacks is giving him more options for woe, untoward weather that affects everyone but me be upon ye! It's also funny to imagine people getting knocked over by wintry winds just bc Fjord walked at them. Thank you, Wildmother!
Armor of Safeguarding (very rare) for Fjord. Because he absolutely needs an additional +27-30 hit points to his already stupid number of hit points AND let's throw "Beacon of Hope without concentration" into a party that is already difficult to work with due to the double cleric situation. :D
Ring of the Orator (uncommon) for Jester. Let her say hi to everyone in a mile radius!
Orb of Gonging (common) for Caduceus. The man who bought a death whistle and played it in a park deserves it.
Bottle of Boundless Coffee (common). The Nein already have TWO Flasks of Perpetual Booze, so... and they all need it right now, tbh.
There's a lot of good items to be had even if they're not per se funny (let Caleb have a Staff of Power!), but remember this is specifically about what's kind of funny to have while still being realistic. So, with all the caveats and "rules" above, pitch out some new items that you think would be amusing for the Nein to have in the live show.
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sad-eyes-art · 1 year
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Orym's sending stone
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Type: wondrous item
Rarity: Uncommon
"Oh Orym, find strength, stay steadfast, sending you fairer winds...is this thing on?"
Project organized by @artists-guild-of-exandria
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lotro-tooltips-daily · 4 months
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dndtreasury · 8 months
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Dragonstone by Dragons & Stories
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cloaksandcapes · 3 months
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Talk with your DM about what kind of creature\beast would be appropriate for this. Dungeon Masters, if you let your DnD players have something that gets to be too powerful, it's on you! But I gave you an out in the fact that this isn't 'under the control' of your player. Use with caution and cause chaos with a smile!
Magic Menagerie Tattoo
Wondrous Item, rarity (varies)
“These tattoo’s come in a variety of creatures, but you can always tell when they’re magical. The ink is made with precious gems, so its always sparkling and when the light hits it just right you almost swear the creature is moving on the skin.” The rarity of these tattoos determine the strength and type of creature they can summon. Any beast can be inscribed as a tattoo so long as they have some material of the beast to add to the ink. The beast can be summoned from the tattoo once per day using an action. Once the tattoo has been used, you must complete a long rest before it can be used again.
The beast will persist for 1 hour or until it is reduced to 0 hit points. The beast is under no one’s control and acts just as it normally given whatever situation it is in.
Tattoo Rarity and Max Beast CR
Uncommon CR 1
Rare CR 5
Very Rare CR 11
Legendary CR 15
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tuxedo-floracat · 1 year
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All 1/19/2023 Update Item Text Changes
for anyone curious about all the item description changes, here they all are! format is:
Item Name
Original Description
Updated Descrption
and all changes to the text are italicized!
List under the readmore ⬇
Eye of Talona
These deceitful harpies claim to be defectors of Talona, striking out to forge alliances with dragonkind. Little do many know that they are actually her most talented spies.
These deceitful harpies claim to be representatives of Talona, striking out to forge alliances with dragonkind. Little do many know that they are actually talented spies seeking to benefit from conflict.
Dragonfish
Named by beastclans for its greedy appetite and 'stupid face'.
Named by beastclans for its greedy appetite.
Shining Feather Cluster
These brilliant blue and green harpy feathers are often affixed to various pieces of beastclan weaponry to symbolize unity.
These brilliant blue and green harpy feathers are often affixed to various pieces of weaponry to symbolize unity.
Condor’s Breastplate
It was once uncommon for harpies to wear armor, but recent run-ins with dragonkind have seen them prepare for the worst.
It was once uncommon for harpies to wear armor, but trade with centaur herds facilitated by longneck brokers has enabled them access to bronze armor.
Historical Text
A long, storied history of the rise of the beastclans is scrawled on this parchment, written from the perspective of a serthis too young to fight.
A long, storied history of the rise of the Serthis is scrawled on this parchment, written from the perspective of a Serthis too young to fight.
Simple Raptorik Sash
A simple waist sash emblazoned with the united Beastclan sigil. The fabric is rough and primitive.
A simple waist sash emblazoned with the united Beastclan sigil. The fabric is worn from years of use.
Crystalcourt Ambassador
Of those that are granted audience with the Crystalcourt elite, the centaurs are especially lucky. Beastclans cavorting with affluent dragonic society is almost unheard of. (Rockbreaker's Ceremony 2018 Holiday Item
Of those that are granted audience with the Crystalcourt elite, the centaurs are among the few artisans from outside Earth's sway. (Rockbreaker's Ceremony 2018 Holiday Item)
Harpy Ancestor
An ancient ancestor to harpy-kind that has never known the breath of dragons.
An ancient ancestor to harpy-kind that has never known the sight of dragons.
Greenwing Razorclaw
This warrior's uncanny ability to mimic draconic speech allows it to repeat the battle cries of its foes.
This warrior's uncanny ability to mimic the speech of other species allows it to repeat the battle cries of its foes.
Stonewatch Prince
Males are a rarity among harpies, and are forbidden from taking up a warrior's mask.
Males are a rarity among harpies, and it is unusual to see one take up the warrior's mask.
Windcarve Fugitive
Some harpies prefer solitude to participation in the hierarchy of their warrior society.
Some harpies prefer solitude to the cacophony of the cities of large harpy flocks.
Masked Harpy
Harpies build their nests in many of the same locations where dragons make their lairs. Territory is highly contested.
Harpies build their nests in many of the same locations where dragons make their lairs.
Mesacliff Royal/Noble
Harpy royalty is based less on who establishes the most valuable treasures, and more about established families.
Harpy nobility is based less on who establishes the most valuable treasures, and more about established families.
Stormcloud Harpy
Willing to make the best of a bad situation, these Southern Icefield refugees use their spelled snow to cool the ground where they keep their homes.
Willing to make the best of a bad situation, these Southern Icefield immigrants use their spelled snow to cool the ground where they keep their homes.
Tengu
Tengu will attempt to confuse and lead the unwary dragon astray.
Tengu will attempt to confuse and lead the unwary traveler astray.
White Squirrel
This species of squirrel spends its life on the ground, perhaps because it can't jump.
This species of squirrel spends its life on the ground.
Antlers (all 3 are identical)
Nice rack, but they probably aren't natural.
An impressive set of antlers, but they probably aren't natural.
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coreene · 18 days
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And time for the sexual Magical Items! There are some fun stuff in this chapter xD
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source: The 5e Guide to Sex (unofficial)
Transcript under the cut
AMULET OF FLUIDITY
Wondrous item, rare (requires attunement)
While wearing this amulet, you may change your sex as an action to male, female, both, or neither. Changing sex in this way has no impact on your sexual preferences. You can impregnate or become pregnant as normal for your current sex. If you become pregnant, you can’t change your sex until either the fetus is terminated or you give birth.
CONDOM OF CERTAINTY
Wondrous item, rare
While wearing this condom, any pregnancy check you would make fails automatically. The condom is reusable, though it is advised you wash it between uses. Curse. There is a 10% chance that a condom of certainty is cursed. A cursed condom of certainty instead has any pregnancy check you would make while wearing the condom succeed automatically, provided that you are otherwise compatible with your sexual partner(s).
FIGURINE OF THE WILLING WONTON
Wondrous item, very rare (requires attunement)
This appears as a tiny (an inch or so high) statuette of a lovely male or female of a given race. When the figurine is tossed down and a command word is spoken, it becomes a very attractive, living person of the race and sex the statue depicts that will serve you willingly and well for 12 hours. The figurine does not come with any gear or clothes. It uses the Commoner statistics from the Monster Manual.
DETACHABLE PENIS
Wondrous item, rare
As an action, you can place this dildo against the clitoris of a woman and speak a command word to have it meld to the woman, becoming a flesh-and-blood, perpetually erect penis of appropriate size to the woman it has attached to. The woman can thereafter use the penis exactly as though she had one naturally, albeit with no chance of the woman impregnating another woman. The detachable penis does not cover the vagina and as such the woman can still be penetrated and impregnated as normal. The detachable penis can be detached by speaking the command word again; otherwise, it falls off after 1 hour has passed.
GREATER DETACHABLE PENIS
Wondrous item, very rare
This item functions as a detachable penis, except that a woman can use it to impregnate her partner(s), provided they are otherwise compatible. The resulting fetus is a perfectly healthy, normal example of its kind. The greater detachable penis may or may not include a visible ball sack, as preferred by the creator of the magic item.
PERIAPT OF PROOF AGAINST PREGNANCY
Wondrous item, rare (requires attunement)
This engraved gem appears to be a jewel of small value. While wearing it, it is impossible for you to impregnate (if male) or become pregnant (if female).
PHALLIC WEAPON, +1, +2, OR +3
Weapon (any), uncommon (+1), rare (+2), or very rare (+3)
You gain a bonus to attack and damage rolls made with this magic weapon, which looks like male genitalia. The size of the bonus is determined by the weapon’s rarity. Additionally, the weapon functions as a sex toy. If used during sex itself, it grants you a bonus to your satisfaction check, also determined by its rarity. It inflicts no damage when used for sex.
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