r/UnearthedArcana • u/ThreeRiversPress • 1h ago
r/UnearthedArcana • u/AutoModerator • 4d ago
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r/UnearthedArcana • u/LeChristpy • 9h ago
'24 Subclass College of Mimicry - DnD 5.5e Bard Subclass
r/UnearthedArcana • u/Oaken_Peryton • 11h ago
'24 Subclass Circle of the Swarm [Druid]
Those druids who follow the circle of the swarm see the beauty in community and the safety in numbers, to be able to become more than ones self and become one of many.
They study and learn from the beasts that swarm together such as Rats, Bats and Insects and under go ancient rites to allow them to separate their minds across multiple forms.
r/UnearthedArcana • u/InspiredArcana • 20h ago
'24 Monster Magmawyrm| Gargantuan Ever Consuming Fire Worms
r/UnearthedArcana • u/SquirrelBouquet • 17h ago
'14 Feat Ancestry Feats: All the Elves (GLoF)
Another update to the Grand Library of Feats - this time adding ancestry/racial feats up to level 9 for Astral Elves, Drow, Eladrin, High Elves, Sea Elves, Shadar-Kai, and Wood Elves. About half are sub-species specific, while the other half are available to all elves.
Also anything with the † symbol is an official racial feat that I've adjusted to be a full feat to work within my system.
Each lineage has 9 feats, gated at 3rd, 6th, and 9th level. These are meant to be used in Tier 1 & 2 campaigns to reward players between levels and give species more relevance to character development. Some of the higher level feats are definitely stronger than baseline feats and that's by design, but I'm always open to feedback of any sort: if something seems broken, please let me know!
The project also includes a similar array of feats for each class (and eventually, each background).
See the full version (161 pages so far) on Homebrewery as it's updated in real time (Chrome Only, not mobile friendly)
Or you can find the current PDF here, though its not updated frequently (Mac users: Preview messes with Homebrewery pdfs - use Chrome or something else to open it).
r/UnearthedArcana • u/AlarictheLich • 13h ago
'24 Class The Venenant - A Half-Casting Poisoner Class w. 5 Subclasses
Hello everyone! I’m AlarichtheLich and I am a DM that loves to homebrew, paint minis, and make cardboard terrain.
This class is the Venenant. The Venenant is a Wisdom-based Half Caster that is my attempt at a legitimate Poisoner class. It has 5 subclasses inspired by history. Three of the subclasses, the Apothecary, Chemist, and Herbalist were my attempt at some historical niches that fit the poisoner vibe. The Attery and the Cultivator are my interpretations on the Vishkanyas and Gu Poison from Indian and Chinese history respectively. I designed this class after playing a Rogue with the Poisoner feat that felt very repetitive and unfulfilling. I did my best to include a lot of the science around poisons and mixed it with DnD. My hope for the class is that it feels like an actual Poisoner class.
I’ve attached a link to the class, in full, below in case you want continued access to the material.
Some feedback questions I’m curious about for this post are (but please don’t feel like you have to answer a bunch of them):
What features stand out as interesting, overwhelming, or unnecessary in the core class?
I try to balance a classes complexity against the 5E Artificer. If I’m beyond that, I feel I’ve gone too far. Does this feel overly complex?
A couple of balancing questions I’m looking to answer include (but please don’t feel like you have to answer more than one:
I have concerns around balancing the # of Doses you have & can use. I want them to feel like a resource without feeling swingy. I’ve tried to balance that swingy feeling by requiring extra Doses to do cooler things. Do the numbers make it feel swingy, or do the numbers feel undertuned?
Does the “Limited Expertise” feature feel good / necessary or does the class already have enough going on?
Here is the link to the Homebrewery free version: https://homebrewery.naturalcrit.com/share/tzXIO3GePUI5
If you feel you like it and it is worth your purchasing, you can find that link in my profile. I am also always looking for anyone willing to playtest & give feedback. :) Thanks in advance!
Lastly, though credited on the last page, I cannot say enough about my artist larajeandoodles. She is phenomenal to work with and has a wonderful rate. Check her out and thanks in advance.
Level 1: Toxicants, Doses, & Toxicology
Toxicants. Due to your understanding of Toxicants, you have learned to apply them to both heal and harm. You may add a Dose to deal Poison damage equal to a roll of your Toxicant Die (see Venenant Features table). This damage is in addition to the normal damage rolled when you hit with an attack. A Dose, if administered to an existing Potion/Poison, works in the same way. If applied to an Object, the Dose retains its potency for 1 minute, until the Toxicant is administered, or you use that Object to hit with an attack.
You may also choose to apply a Dose to a Potion to heal an additional amount equal to a roll of your Toxicant Die (see Venenant Features table). Doses applied can be applied to any Potion, not just a *Potion of Healing*. Some of your Toxicant features may require your target to make a saving throw to resist the feature's effects. Your Toxicant save DC is equal to your spell save DC.
Although Toxicants work similarly to poisons, and deal Poison damage, they are not considered Poisons for the purposes of harvesting or selling Poison. Damage Resistances and Immunities apply to damage dealt by Toxicant Die as normal. If a Dose would be able to apply the Poisoned Condition, it still cannot apply the Poisoned Condition to a creature with Poisoned Immunity unless otherwise stated.
Each Toxicant Dose(s) applied can only provide additional damage, or healing, once per Action. This die changes as you gain Venenant Levels, as shown in the Toxicants Die column of the Venenant Features table.
Each Toxicant Dose(s) applied can only provide additional damage, or healing, once per Action.
Doses. You have a number of Toxicant Doses that you can utilize both in and out of combat. Your access to these Toxicants is represented by the number of Doses. Your Venenant Level determines the number of Doses you have, as shown in the Toxicant Doses column of the Venenant Features table.
You can spend Toxicant Doses to deal additional damage or provide additional healing equal to the amount rolled on a Toxicant Die. Doses may also be used for various Venenant Class or Speciality features. As a part of a Short Rest, you recover a number of Doses equal to half your Venenant Level (rounded up). You must spend at least 30 minutes of the Short Rest foraging for and compounding Toxicants to regain your Doses. You regain all Doses when you complete a Long Rest.
You may apply multiple Doses to increase the number of Toxicant Die used in a single instance. You may use up to a number of Doses equal to your Wisdom modifier + your Proficiency Bonus per round.
Toxicology. You've learned how to identify, procure, compound, and apply biotic and abiotic Toxicants for both healing and harm. To use this feature, you must have your Spellcasting focus in hand. As a Bonus Action, you may apply a Toxicant Dose or Poison to an Object, Potion, or existing Poison you are using. If you are drinking or administering a Potion/Poison, you may also apply Toxicant Dose as a part of the same Bonus Action.
Additionally, you are more adept at harvesting Poisons. You may add your Wisdom modifier to any Intelligence (Nature) check to harvest Poisons. You may also attempt to harvest Poisons from poisonous creatures even if they are not Incapacitated or Dead.
Level 1: Spellcasting. You've studied the workings of magic and how to cast spells. By applying the same formulaic approach you use to study toxins, the workings of magic have become apparent to you. Where the weave overlaps with a creature’s exposome is the conduit for your magic.
Cantrips. At Level 1, you know two cantrips of your choice from the Venenant cantrips list. *Acid Splash* and *Nature’s Charge* are recommended. Whenever you gain a Venenant Level, you can replace one of your cantrips from this feature with another Venenant cantrip of your choice. When you reach Venenant Levels 7 and 13, you learn another Venenant cantrip of your choice, as shown in the Cantrips column of the Venenant Features table.
Spell Slots. The Venenant Features table shows how many spell slots you have to cast your Level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+.You prepare the list of Level 1+ spells that are available for you to cast with this feature. To start, choose two Level 1 Venenant spells. *Cure Wounds* and *Envenomate* are recommended.
The number of spells on your list increases as you gain Venenant Levels, as shown in the Prepared Spells column of the Venenant Features table. Whenever that number increases, choose additional Venenant spells until the number of spells on your list matches the number in the Venenant Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a Level 5 Venenant, your list of prepared spells can include six Venenant spells of Level 1 or 2 in any combination.
If another Venenant feature gives you spells that you always have prepared, those spells do not count against the number of spells you can prepare with this feature, but those spells otherwise count as Venenant spells for you.
Changing your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Venenant spell for which you have spell slots.
Spellcasting Ability. Wisdom is your Spellcasting ability for your Venenant spells.
Spellcasting Focus. You produce your Venenant spell effects through your tools. You must have a spellcasting focus - typically a Poisoner’s Kit. After reaching Level 3, you may utilize any Tool or Artisan’s Tool with which you have Proficiency.
The Focus’ Appearance. The focus of a Venenant can take the appearance of any number of items from their tools and is often unique to their research and practice. It might be one of the following: a detailed notebook displaying chemical formulas or diagrams of flora and fauna; a specific item related to a toxin, such as the fang of a viper or a preserved specimen; or tools used for concocting poisons, such as a mortar and pestle or beaker.
Level 1: Ritual Adept. You can cast any Venenant spell as a Ritual if that spell has the Ritual tag and you have the spell prepared.
Level 2: Magical Compounding. You become capable of weaving your Doses with your magic. When you take the Magic action to cast a spell that deals damage or heals an ally, you may apply Toxicant Doses to the spell. These Doses are applied using a Bonus Action in the same way Doses would be applied to Objects, Potions, or Poisons and are expended in the same way. You can choose to use your Bonus Action to apply Doses after the attack roll, but before the GM determines whether the roll succeeds or fails.
If the spell would target multiple targets, you must spend at least 1 Dose per creature you would like to apply this additional damage to. A Dose woven into a spell attack that misses is expended and does not retain its potency. A single Toxicant Die only applies its damage to one roll per spell or Action unless otherwise stated.
For example, a spell such as *Scorching Ray* can target a single target/multiple targets numerous times. If you applied 1 Toxicant Dose, damage from the roll of your Toxicant Die would only be added to one target. If multiple Doses were expended for the same *Scorching Ray* spell, you may choose how to distribute those Doses, but must do so before the GM determines whether the roll succeeds or fails.
For example, if three Doses are expended on a *Scorching Ray* spell, 1 Toxicant Die may be expended on each attack, all Toxicant Die may be expended on one attack, or the Toxicant Die may be expended with 2 on one attack and 1 on another. In this instance, you must decide how you are distributing the Toxicant Die before the GM determines whether the roll succeeds or fails.
If a spell would target multiple creatures as an Area of Effect spell, you must spend at least 1 additional Dose to apply Toxicants to each additional target beyond the first. For example, if you would hit four targets with a Fireball spell, you must spend at least 1 Toxicant Dose per creature you would like to apply additional damage to. In an instance like this, you must decide how you are distributing the Toxicant Die before the GM determines whether targets succeeded or failed their Dexterity saving throw.
Level 2: Exposure Route. You begin to become specialized in how you expose those around you to your Toxicants (no action required). Choose one of the following Exposure Route options to modify how you use your Toxicants.
Whenever you reach a Level in this class that grants the Ability Score Improvement feature, you can replace the Exposure Route you learned from this feature with another Exposure Route option.
Contact. Your Toxicants linger on Objects longer than normal. Your Doses keep their initial potency on Objects for an additional number of minutes equal to half your Venenant Level (rounded up). Additionally, when you use a Dose to heal or damage a single target, you can reroll one of the Toxicant Die expended but you must use the new roll.
Inhalation. Your Toxicant can now become aerosolized or turned into a gas. When you use a Dose to damage a single target, the Toxicant disperses. The target and each creature within 5 feet take Poison damage equal to your Proficiency Bonus.
Ingestion. Your Toxicant has increased potency when a target ingests it. When you use a Dose to deal damage on a single target, the target’s next attack roll is reduced by an amount equal to your Proficiency Bonus.
Injection (Injury). You have gained the ability to apply your Toxicant with precision directly into the bloodstream. When you apply a Dose to a successful Melee attack that deals Piercing or Slashing damage your Toxicant deals additional bonus Poison damage equal to twice your Proficiency Bonus.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.
Level 3: Mode of Action. You have become an expert in a particular type of Toxicant based on how it affects the body. You gain the ability to utilize one of the following Modes of Action. You gain another one at Level 10 and 18. You may choose to pick the same Mode of Action one additional time to upgrade it for new or additional effects.
When you successfully damage an enemy with a Toxicant Die, you may expend 1 additional Dose to make the Toxicant have a Mode of Action. A Dose expended in this way does not deal Toxicant Die damage but instead causes the Toxicant to have an additional effect. A creature can only be targeted by one Mode of Action at a time, but may be affected by multiple Modes of Action simultaneously.
If the spell or attack would target more than one creature, such as an Area of Effect spell, you must spend 1 additional Dose to apply a Mode of Action to each target beyond the first.
Cytotoxin. This Mode of Action causes your target’s cells to experience necrosis. After you successfully damage a target with a Toxicant Die, you may force the target to make a Constitution saving throw. On a failed save, the target takes additional Necrotic damage equal to your Wisdom modifier. A target has Disadvantage on the initial saving throw if the Dose used the Inhaled Exposure Route.
Upgraded Cytotoxin. On a failed save, the target takes Necrotic damage equal to twice your Wisdom modifier.
Enterotoxin. This Mode of Action disrupts your target's digestive tract. After you successfully damage a target with a Toxicant Die, you may force the target to make a Constitution saving throw. On a failed save, the target is Poisoned until the start of your next turn. A target has Disadvantage on the initial saving throw if the Dose used the Ingestion Exposure Route.
Upgraded Enterotoxin. On a failed save, the target instead becomes Poisoned for a number of turns equal to your Wisdom modifier. The target can repeat the saving throw at the end of each of its turns.
Hemotoxin. This Mode of Action affects your target’s ability to regulate their circulatory system. After you successfully damage a target with a Toxicant Die, you may force the target to make a Constitution saving throw. On a failed save, the target’s Speed is halved until the start of your next turn. Additionally, the target cannot make Opportunity Attacks until the start of your next turn. A target has Disadvantage on the initial saving throw if the Dose used the Injection (Injury) Exposure Route.
Upgraded Hemotoxin. On a failed save, the target’s Speed is unaffected, instead becoming Incapacitated until the end of your next turn.
Hepatotoxin. This Mode of Action causes your target’s strength to wane. After you successfully damage a target with a Toxicant Die, you may force the target to make a Constitution saving throw. On a failed save, the target has a reduction to its next damage roll (equal to your Spellcasting modifier). A target has Disadvantage on the initial saving throw if the Dose used the Ingestion Exposure Route.
Upgraded Hepatotoxin. On a failed save, the target's damage is reduced by an amount equal to twice your Spellcasting modifier.
Myotoxin. This Mode of Action inhibits your target’s musculoskeletal structures. After you successfully damage a target with a Toxicant Die, you may force the target to make an Strength saving throw. On a failed save, the target is knocked Prone. A target has Disadvantage on the initial saving throw if the Dose used the Injection (Injury) Exposure Route.
Upgraded Myotoxin. On a failed save, the target is instead Stunned until the start of your next turn.
Neurotoxin. This Mode of Action inhibits your target’s neurological functions. After you successfully damage a target with a Toxicant Die, you may force the target to make an Intelligence saving throw. On a failed save, the target is Blinded until the start of your next turn. A target has Disadvantage on the initial saving throw if the Dose used the Contact Exposure Route.
Upgraded Neurotoxin. On a failed save, the target is instead Paralyzed until the start of your next turn. The target may repeat the saving throw at the end of each of its turns.
Level 3: Venenant Specialty. You choose your Venenant specialty. Your choice grants you features at Level 5, 9, and 15.
Apothecary
Attery
Chemist
Cultivator
Herbalist
Level 4: Ability Score Improvement. You gain the Ability Score Improvement feat (see “Feats”) or another feat of your choice for which you qualify. You gain this feature again at Venenant Levels 8, 12, and 16.
Level 6: Greater Toxicant. Your knowledge over Toxicants, their makeup, and their application has grown with practice. You ignore Resistance to Poison damage with your attacks and Toxicant Die.
Additionally, you are able to make minute changes to your formulas to deal with enemies whose bodies are unaffected by poison. You may expend 1 additional Dose to change the damage type of your Toxicant Die to a different damage type (when you make an attack using a spell or take the attack Action). Additionally, you may expend 1 Dose to change the damage type of a spell that deals Poison damage. The new damage type must come from the following list: Acid, Cold, Fire, Lightning, or Necrotic. A Dose expended in this way does not deal additional Toxicant Die damage.
Level 6: Limited Expertise. You have started to specialize in how you work with and collect Toxicants. Choose one Skill or Tool that you are Proficient in from the following list: Arcana, Animal Handling, Medicine, Nature, Survival *or* Alchemist’s Supplies, Brewer's Supplies, Herbalism Kit, or Poisoner’s Kit. You gain Expertise in the chosen Skill or Tool. Your Proficiency Bonus is doubled for any ability check you make that uses the chosen Skill or Tool.
At Level 14, you can choose an additional Skill or Tool you have Proficiency in from the list to gain this benefit.
Level 7: Exploit Exposome. You've gained the ability to quickly assess a creature’s Exposome, exploiting Toxicants it has been exposed to at critical moments. When another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your Reaction to subtract your Wisdom modifier to the roll.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Level 11: Bioaccumulation. Your continued exposure with biotic and abiotic Toxicants, both natural and man-made has both strengthened your constitution and allowed you to unlock the secrets of the body.
You gain Resistance to Poison damage and are Immune to the Poisoned condition.
When you hit a creature with a single target attack or ability, you may expend 3 additional Doses to ignore that creature’s Immunity to Poison damage or Immunity to the Poisoned condition. If you would use an attack or ability that can target multiple creatures, such as *Scorching Ray*, you may expend 3 additional Doses per additional creature targeted. Doses expended in this way do not cause additional Toxicant Die damage.
Level 19: Epic Boon. You gain an Epic Boon Feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20: Catabolism, Your mastery over Toxicants allows you to defile nature itself, causing it to radiate Toxicants from a point of your choosing. You may use a number of available Doses equal to your Venenant Level as a part of the following Action.
As an Action, the ground in a 30-foot Radius Sphere centered on a point you choose within 300-feet becomes polluted with Toxicants. Each creature that enters the area for the first time on a turn, or starts its turn there, must make a Constitution saving throw or take damage equal to the number rolled on your Toxicant Die for the Doses expended, taking half damage on a successful save. The defiled Sphere lasts for 1 minute or until you lose your Concentration (as if you were Concentrating on a spell).
On each of your subsequent turns after you take this Action, you can use an Action to move the Sphere 60-feet in any direction. However, the number of Toxicant Die used to determine damage is reduced by 50% of the original number utilized on each turn after the first but costs no additional Doses. (rounded up, to a minimum of 1). Additionally, when you initially take this Action, and on subsequent turns, you can cause the Toxicant Die to deal either Acid, Cold, Fire, Lightning, Necrotic, or Poison damage at no Dose cost to you.
r/UnearthedArcana • u/PmeadePmeade • 9h ago
'14 Monster Eat Your Heroes with: SHARKS
r/UnearthedArcana • u/Grimley533 • 20h ago
'24 Monster Cobalt Glider | Creatures of the Zenith Valley | Find the PDF Below!
The cobalt glider is a long and narrow predator. It’s named after its carapace, which is deep cobalt in color. In the amber light of the Amberwood Titans, the carapace looks pitchblack, allowing the beast to easily hide. But the carapace of the cobalt glider absorbs more than light: it can also absorb the magic radiating from the leaves.
This grants the predator many abilities, the most famous of which is increasing its ability to absorb light, covering the beast in a sphere of supernatural darkness. This quickly tires the creature, so it doesn’t use this ability unless it has to. Although it has wings, the cobalt glider can’t fly. But it can glide great distances and use the updrafts between the trunks to keep itself afloat for even longer. It can also use its magical power to gain a burst of speed or to instantly change its direction.
PDF Link
Cobalt Glider - Free PDF download on Patreon
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r/UnearthedArcana • u/R0mu1u2P7iM3 • 14h ago
Homebrewing Resource [ART] MME III Art Previews: The Orcwort NSFW
Definitely am using this as a co boss with a dire roper
r/UnearthedArcana • u/devsavesdaworld • 12h ago
'24 Spell Realm Delves: Aeopolis Spell Options
galleryr/UnearthedArcana • u/LeChristpy • 13h ago
'24 Subclass Bridge Domain - a DnD 5.5e Cleric Subclass
r/UnearthedArcana • u/AbyssalBrews • 20h ago
'24 Item [OC - Art] Cackle Lantern | You'll drive people out of their gourd with this light up menace.
r/UnearthedArcana • u/ryxrald • 1d ago
'24 Spell Myriad Words: 薪火相传 (xīn huǒ xiāng chuán) / Passing the Torch | A spell that turns your allies into torches against the darkness!
r/UnearthedArcana • u/Silv3rCl4w • 19h ago
'24 Monster Overlord of Predators: The Wild Heart
galleryr/UnearthedArcana • u/Appletundra69 • 1d ago
'24 Subclass Karasu Tengue: A Rogue Subclass | Dance Upon the Wind Like a Crow
My first take on a rogue subclass! Would highly appreciate feedback and thoughts
Homebrewery link:
Credit to Korvinagor for the homebrew layout design
r/UnearthedArcana • u/Oh_Hi_Mark_ • 1d ago
'24 Monster Complete Shar, Mother of Sorrows - A Tier 4 divine avatar with cults, holy days, lore, and allies
r/UnearthedArcana • u/DramaticPhotograph68 • 12h ago
'24 Subclass Chronoshifter - Artificer Subclass
homebrewery.naturalcrit.comI'd appreciate any feedback, especially regarding balance, wording, and whether the features feel appropriate for their respective levels. I'm open to criticism and suggestions
r/UnearthedArcana • u/20Eclipse03 • 21h ago
'14 Compendium Smile Dog Compendium (Warning Blood!) NSFW
galleryI bring you another Creepypasta x D&D! with a Smile-Dog Compendium. I hope you guys enjoy this little compendium
The Subclass is for Cleric 2014
Background is for 2024
But they should work in either editions. Homebrewery
r/UnearthedArcana • u/Space__Samurai • 20h ago
'24 Spell Fourteen spells and some cantrips for a gish.
r/UnearthedArcana • u/comics0026 • 16h ago
'14 Item Pokémon Inspired Weapons & Items of the Week, 0465P - Professor Tangrowth to 0025P - Peakychu
My Pokémon-inspired Weapons and Items of the Week, with:
a Professor Tangrowth coat to help identify some items
a Smearguru paintbrush to make the world more colorful
and a Peakychu cloak to feel the electricity around you!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
r/UnearthedArcana • u/NCats_secretalt • 1d ago
'14 Class Variant Class - The Animist | Battle in the form of beasts of the wild with the shapeshifting animist class
r/UnearthedArcana • u/CuriousGoodsOfficial • 1d ago
'24 Item Cursed Items - Duo: A cursed Dagger that bites back, Narithan's Glass: a pendant that gives you initial warnings, and A Pocket watch that gives and takes time.
Heyyo! These are three cursed items I've been working on. You'll note the Hex Transfer section, this works in tandem with one of the Subclasses I'm working on for one of my Occultist subclasses The Accursed Relikyr. It has the ability to temporarily transfer the curses on items to another creature. you can just ignore the Hex transfer stuff if you're using it.
Duo (Rare dagger): throw it and it splits into two daggers mid-flight, so once a turn you get two attacks out of one throw. But roll a 1 and the dagger turns on you, and every time it does, your Hit Point maximum shrinks until the curse is broken.
Narithan’s Glass (Rare amulet): you can’t be surprised, and you get Advantage on your first Initiative roll. But after the first round, the glass won’t let time sit still. You reroll your Initiative every round, with Disadvantage.
Chronoslip Pocket Watch (Very Rare): once a day it lends you a whole extra action. But time you borrow has to be repaid. You lose your Bonus Action and Reaction until your next turn, and the watch always runs half a second behind, so you can’t react during the first round of any fight.
Any thoughts and constructive feed back are very welcome.
r/UnearthedArcana • u/Azarneth • 1d ago
'14 Item [OC-Art] 4 D&D 5e Homebrew Magic Items: Spirit-Summoning Mask, Acid/Poison Staff, Shapeshifting Artifact & Dwarven Warhammer [Feedback Welcome][Full Rules]
Hi everyone!
I've been working on a few different magic items lately, so I thought I'd share four of them together, with the full rules below.
The Eightfold Gaze came from our weekly Community Forged polls. The community voted for a mask that summons spirits, and I ended up creating four different ones, each with its own ability.
The Spiteful Viper is a strange little staff that changes magic missile into acid or poison damage, with some extra effects depending on your choice.
Stele of the Stolen Form was created together with this month's Follower of the Month. It's an artifact that lets you record a creature's essence and take its form.
And finally, Ulfgar's Sacred Anvil, an older relic I recently redrew and reworked. A warhammer for War Domain clerics, with a strong defensive ability that comes at a cost.
They're all pretty different, so I'm curious about the balance, especially the mask's four spirits and the stele's transformation.
Here are the full rulings!
📜
The Eightfold Gaze
Wondrous item, very rare (requires attunement)
Weight 1 lb.
Eight Bound Souls. Four of the mask's eight eyes glow with blue, orange, red, and violet light. Each illuminated eye holds a different spirit.
Call of the Eight. While wearing this mask, you can use an action to summon one of its bound spirits. The spirit appears beside you and follows you for 1 minute. It is a spectral manifestation, not a creature, and can't be targeted, damaged, or act independently. Once you summon a spirit, you can't do so again until the next dawn.
The Guardian (Blue). While this spirit is present, you and friendly creatures of your choice within 10 feet of you gain a +2 bonus to AC.
The Pyre (Orange). While this spirit is present, you can use a bonus action on each of your turns to target one creature you can see within 60 feet of you. The target must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save, or half as much damage on a successful one.
The Executioner (Red). While this spirit is present, once on each of your turns when you hit a creature with an attack, the spirit deals an extra 2d8 necrotic damage to the target, and the target can't take reactions until the start of its next turn.
The Oracle (Violet). While this spirit is present, when a creature you can see within 60 feet of you makes a saving throw, you can use your reaction to roll 1d6 and subtract the result from its saving throw. You can do so after the d20 is rolled, but before the outcome is determined.
Traits: Luminous, Watchful, Resonant
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The Spiteful Viper
Staff, rare (requires attunement by a druid, sorcerer, or wizard)
Weight 4 lb.
Venomous Volley. The staff has 7 charges. While holding it, you can use an action and expend 1 to 3 charges to cast magic missile from it. For 1 charge, you cast the 1st-level version of the spell. The spell's level increases by 1 for each additional charge expended. When you cast the spell this way, choose acid or poison. The darts deal damage of the chosen type instead of force damage.
Serpent's Venom. When three or more darts from a single casting of this spell strike the same creature, if you chose poison damage, that creature must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn.
Serpent's Acid. When three or more darts from a single casting of this spell strike the same creature, if you chose acid damage, that creature must succeed on a DC 14 Constitution saving throw or have its AC reduced by 1 until the end of its next turn.
The staff regains 1d6 + 1 expended charges daily at dawn. If you expend its last charge, roll a d20. On a 1, the staff permanently transforms into a poisonous snake under the DM's control, losing all its magical properties.
Traits: Hungry, Temperamental
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Stele of the Stolen Form
Wondrous item, artifact (requires attunement)
Weight 4 lb.
Stolen Imprint. As an action, you can choose one creature you can see within 60 feet of you and cause the stele to record its essence. The creature can't be a construct or undead, and its challenge rating can't exceed your level. The stele can store only one essence at a time. If you record another creature, the previous essence is lost.
Form Made Flesh. As an action, you can transform into the creature whose essence is stored in the stele, following the rules of the shapechange spell. You can assume only the stored form and can't change into another form during the transformation. The transformation lasts for 1 hour, ends early if the form drops to 0 hit points, and doesn't require concentration.
Once you use this property, you can't use it again until you finish a long rest.
Traits: Relic, Shifting, Hungry
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Ulfgar's Sacred Anvil
Weapon (warhammer), artifact (requires attunement by a cleric of the War Domain)
Weight 15 lb.
Property: Versatile (1d10)
Magic Weapon +2. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Forge Light. As a bonus action, you can cause the hammer to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or you can extinguish the light.
Charges. The hammer has 5 charges and regains all expended charges daily at dawn.
Mark of the Anvil. When you hit a creature with an attack using this hammer, you can expend 3 charges to deal an extra 3d8 radiant damage to the target. The target must succeed on a DC 16 Strength saving throw or fall prone. A Huge or larger creature has advantage on this saving throw.
Oath of the Anvil. When a creature you can see within 30 feet of you takes damage, you can use your reaction and expend 1 charge to reduce that damage by half, rounded down. You take damage equal to the amount prevented in this way. Damage you take this way can't be reduced or prevented in any way. Until the start of your next turn, the creature gains a +2 bonus to AC. In addition, the first time it takes bludgeoning, piercing, or slashing damage before the start of your next turn, that damage is halved.
Traits: Dwarven, Divine, Reforged
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✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)
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I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙♂️🎲





