Heya! We're the Dungeon Strugglers: two folx who design and draw stuff for D&D 5e. We'll be updating this thread with our homebrew items, monsters, spells and more as we craft and illustrate them! Join us on Patreon to get access to high-resolution art files, beautifully formatted print-ready cards, and more! Check out our Instagram,Reddit, and Discord to help us balance our homebrew and keep in touch. Here's what we have so far:
Corrupted Treant Heart Wondrous item, very rare (requires attunement by a Druid)
This twisted and blackened wooden heart is strung through with thorny vines and worn as a pendant.
Thorns dig into your neck while you are attuned to this magical item, reducing your hit point maximum by 5. Your skin develops a black and spiny bark-like appearance and you gain the benefit of the barkskin spell (doesn’t require concentration). Additionally, creatures that hit you with melee attacks take 1d4 piercing damage.
Once per dawn, as an action you can cause a surge of thorns to erupt from the ground in a line 5 feet wide and 60 feet long. Any creature on the same surface as you that is caught in this area must make a Dexterity saving throw against your spellcasting DC. On a failure they take 8d4 piercing damage and their walking speed is halved until the start of your next turn. On a success a creature takes half damage and its walking speed is not halved.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 to hit, you may make an additional attack.
Curse. Immediately after you successfully hit a creature with a melee attack using the dagger, make a DC 12 Wisdom saving throw. On a failure, you enter a stabbing frenzy and must use each turn to move to the nearest creature and use your action to make a melee attack with the dagger. If you have the extra attack feature, make as many attacks as each action will allow. Repeat the saving throw at the end of each turn, ending the frenzy on a success.
Witnesses can see the sheer maniacal glee in your eyes as you jab endlessly, humming a jaunty tune. Friend or foe it matters not! For the joy of stabbing is all you’ve got!
Wielding this small shield only grants a +1 bonus to AC. While holding this shield you gain a +2 bonus to Dexterity saving throws. Additionally, when an attack misses you or you succeed on a Dexterity saving throw, you can use your reaction to immediately move up to 10 feet without provoking opportunity attacks.
Crafted by the legendary Geraldine Bucklerbuilder! Guaranteed to keep you light on your feet without the cumbersome weight of a full sized shield.
Hogwash Potion, very rare
A waterskin filled with a pig’s used bath water. As an action you can douse yourself with this murky brine, granting you pig powers for 1 hour. You gain a +2 bonus to Constitution saving throws and 2d10 temporary hit points for the duration. Additionally, you gain advantage on Wisdom (Survival) checks to forage for food.
You exude a rancid odor while coated in this liquid, giving you disadvantage on Charisma (Persuasion) checks. This negative side effect lasts until you bathe.
Brewed by the all-powerful pig wizard Maurice le Boueux for his followers who desire to become more piglike. His raucous foraging parties gained widespread renown for their yield of high quality truffles as well as their unbearable stench. Although many outsiders claim Maurice is just an ordinary pig, anyone who douses themselves in his bathwater cannot deny its transformative effects!
Darkmatter Arrow Ammunition (arrow), rare
The pitch black arrowhead seems to drain the light from around it. You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition.
A 15-foot-radius sphere of crushing force forms around the arrowhead when it impacts something. Each creature in the sphere must make a DC 15 Constitution saving throw. On a failed save, the creature takes 3d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled. Additionally, within the sphere, loose objects are pulled towards the center and nonmagical fires are snuffed out. Once the arrow impacts something, it implodes and leaves nothing behind.
Masterwork Flail Weapon (flail), rare
You have a +1 bonus to attack and damage rolls made with this nonmagical weapon The flail can be swung over protective cover, allowing you to ignore AC bonuses from shields while attacking with this weapon. When you successfully hit a creature with this weapon you can choose to deal no damage and instead cause the target to drop one item of your choice that it’s holding. The object lands at its feet.
Although it’s not imbued with any fancy magic, this flail was crafted by a master weaponsmith. Superior steel and exquisite balance allows for supreme maneuverability in the hands of a skilled warrior.
We're just starting out so we'd love feedback and advice, let us know what you think! Thanks!
This rules. V excited by how well they fit within my world. Will get around to the social media follows. The hogwash in particular is an absolute banger of an item.
Crystal Skull of the Hot Spring King Wondrous item, very rare.
This crimson monkey skull is carved entirely from blood garnet and weighs 4 pounds. An aura of feral sentience draws your gaze.
Curse. If you stare into the eye sockets of the crystal skull for 1 minute it will transform itself to match the appearance of your own skull. Your race and appearance will change to that of a humanoid snow monkey. You have the bright red face of a macaque, and a body covered with shaggy brownish-gray fur. All of your racial traits, except for your size, alignment and languages, are replaced by those of a snow monkey. These include:
Ability Score Increase. Your Dexterity and your Constitution score each increase by 2, and your Intelligence score increases by 1. Age. You age at twice the rate of your previous form. Speed. Your base walking speed is 30 feet, and you have a climbing speed of 30 feet. Humanoid. Your creature type is humanoid. Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Deep Sleeper. It takes you 10 hours to finish a long rest and you regain all spent hit dice when you complete one. Kleptomaniacal. You have proficiency in the Sleight of Hand skill. Once per long rest, when you see an item of value make a DC 12 Wisdom saving throw or you must attempt to steal the object regardless of the consequences. The DM determines which objects attract your attention. Mistrustful. You are quick to assume ill-intent and have disadvantage on Wisdom (Insight) checks. Thermal Tolerance. You have resistance to cold and fire damage.
The remove curse spell is unable to reverse this effect. The only way is to stare into the eye sockets of the skull for 1 minute, after which you may attempt a DC 18 Wisdom check. If you succeed, both yourself and the skull revert back to their usual forms. If you fail the check, nothing happens and this check can’t be attempted again until the next dawn. The effect can also be ended by a wish spell.
When the lord of bathing was laid to rest, all the monks sang out and beat their chests. In the steaming pools where he held his court, the noblemen bickered over his hot spring resort. The wealth he’d amassed was splendid and vast. A sarcophagus of gold for his crystal bones cast. Beneath the snow-blown hills of his kingly domain, they carved a tomb and chiseled his name. Deep down he waits for an inquisitive pawn, his flesh has gone rotten, but his greed lingers on. If you stare too deep into his crimson eye holes, a new shape you’ll take to fit in his mold. Best beware and take care not to lose your head, lest you spend your life living his life instead!
You can embed this hook into a creature, dealing 1 piercing damage. You must attempt a grappling check if the creature is unwilling. While this hook is embedded in the flesh of a creature, the hook grants the creature the ability to breathe normally underwater. Additionally, the creature falls at a safe rate of 60 feet per turn while underwater, is unable to swim and must walk along the bottom as if on land. A creature can remove the hook with a DC 12 Dexterity (Sleight of Hand) check.
Crafted by the loathsome sahuagins of Ravager Reef to help bring live captives down to the court of Baron Bazoozu. The Baron had them made after a whole boatload of captives were drowned by sahuagins unaware that the landlubbers couldn’t breathe underwater.
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A long, thorny vine with a wicked-looking seed pod at one end and a handle fashioned around the roots. The vine slithers subtly when you grasp it.
You have a +3 to attack and damage rolls made with this magic weapon. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the slashing damage normal for a whip. While holding Phlagellos, you gain blindsight out to 60 feet.
Phlagellos has 5 seeds. On a successful hit, you can embed 1 seed into the flesh of the target creature if they have an organic or earthen body (excluding mechanical or ethereal creatures, for example, as ruled by your DM). A seed implanted into a creature is undetectable unless discovered with a successful DC 20 medicine check, and can be removed with an action. If a seed is removed it withers and turns to dust immediately. You know the location of each implanted seed at all times, even on another plane. As a bonus action, you can cause an implanted seed to grow suddenly, dealing 2d8 necrotic damage to the host and a mandrake bursts forth, landing in an unoccupied adjacent space. A seed will automatically undergo this process if left implanted for 1 hour. Phlagellos regrows 1d4+1 expended seeds daily at dawn.
Mandrakes are parasitic baby-like plants that will follow the creature they were implanted into, known as the host. A mandrake remains connected to the wound it erupted from by a thin umbilical cord that drains the host’s vitality. This empathic link causes the mandrake tremendous agony and from the second it is birthed it will emit a tortured scream that sickens all who hear it. Mandrakes act of their own volition, with the sole desire to remain tethered to their host. They will only attack out of self-defense if cornered, lashing out with their paralyzing bite. If their umbilical cord is severed, they will continue to follow the host until they wither away. Mandrakes summoned by Phlagellos take their turns immediately after the host’s turn. The wielder of Phlagellos and their companions are immune to the mandrake's wail.
Phlagellos, the Mandrake Maker was shaped and grown by the mad archdruid Mingorius Plesk to spread his adopted offspring. Obsessed with their propagation, Mingorius’ body is host to a swarm of mandrakes. Their many tethers cluster his withered body like piglets suckling a sow and their tortured wails fill the air. To many, the cacophony is unbearable, but he hears their cries as a chorus of sweet voices. Barely kept alive by druidic magic, he toils in his garden of abominations with feverish ecstasy, devising new branches of plantoid morphology. When a novel breed reveals itself to him, he heads out into the dark forest in search of fresh hosts for his parasitic children to leach from.
——
We will be releasing a stat block, lore and art for our take on the Mandrake very soon, continuing our exploration of the darker side of druidic magic. There will be a version of the monster spawned by Phlagellos as well as a stand-alone version, stay tuned!
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Spawned by the mad archdruid Mingorius Plesk, the Suckling Mandrake is a baby-like plantoid parasite that requires a living host to survive. Plesk had an obsession with exploring the adaptive potential of nature. This led him to create his Garden of Abominations, a hidden grove where the abundant beauty of biology was twisted into horrid new forms. In this garden, Plesk crossbred rare wild mandrakes with a species of carnivorous creeping vine. From this fusion, sprouted the wicked vine he named Phlagellos. Inside the serrated seed pod of the vine, a new breed of mandrake was formed. Phlagellos lacked the motility of its ancestors, but that didn’t stop Plesk, who fashioned the vine into a whip that could be wielded to deliver his new mandrake seeds into nurturing flesh.
Suckling Mandrakes will follow the creature they were implanted into, known as the host. A mandrake remains connected to the wound it erupted from by a thin umbilical cord that drains the host’s vitality. This empathic link causes the mandrake tremendous agony and from the second it is birthed it will emit a tortured scream that sickens all who hear it. Mandrakes act of their own volition, with the sole desire to remain tethered to their host. They will only attack out of self-defense if cornered, lashing out with their paralyzing bite. If their umbilical cord is severed, they will continue to follow the host until they wither away. Mandrakes summoned by Phlagellos take their turns immediately after the host’s turn. The wielder of Phlagellos and their companions are immune to the mandrake's wail. _____
We’ll be posting a stand-alone variant of the mandrake that doesn’t require you to use the weapon soon!
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Do you plan to add these to the homebrew section here on DnD Beyond? That whip and mandrake are incredible!!! The rest of the stuff is amazing too but I really I really love those two.
Do you plan to add these to the homebrew section here on DnD Beyond? That whip and mandrake are incredible!!! The rest of the stuff is amazing too but I really I really love those two.
Thanks! We don't plan to add all of the items to dndbeyond, due to the limitations of the platform some items won't be possible. Much of our homebrew would require customizable nonmagical items or a better way to handle cursed items. That said, it takes a lot of work to port them to this platform unfortunately so it's not a priority. We've added in the dagger and buckler so far, when we get some time we'll add what we can!
Blade of Bloody Mess Weapon (longsword), very rare (requires attunement).
The decoration on the blade depicts a gruesome disembowelment that seems to writhe grotesquely out of the corner of your eye. You have a +2 bonus to attack and damage rolls made with this magic weapon.
When you reduce a creature that has blood to 0 hit points using this weapon, the creature sprays a fountain of sanguine mist in a 10-foot radius. All creatures in this area are coated with blood. Hostile creatures within that area must make a DC 17 Wisdom saving throw or become frightened of you for 1 minute. This magic weapon deals an additional 1d8 psychic damage to a creature that is frightened in this way. At the end of each of its turns, a creature can repeat the saving throw if it is no longer within line of sight, ending the effect on itself on a success. Additionally, for 1 hour while you are coated with blood you have advantage on Charisma (Intimidation) checks.
Sanjuro stepped towards the trembling merchants as a thick red mist rained down, soaking their robes and coating every inch of exposed skin. The droplets were hot and smelled of iron. He licked the blood from his lips and grinned; the exsanguinated bodyguards spouted the cost of bravery with each fading heartbeat. There was nothing they would deny him now.
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This hollow crab claw is large enough for you to put your arm inside. While your arm is inside the claw, it adheres to your body and can be manipulated from within. The claw functions identically to your arm, however Dexterity (Sleight of Hand) checks using the claw are made with disadvantage.
The claw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you hit a creature with an unarmed strike using the claw, you can use a bonus action to attempt a grapple check. Creatures make checks to escape the grasp of the claw with disadvantage. You can use your reaction to deal 1d6 + your Strength modifier bludgeoning damage to a creature that fails a check to escape the claw.
The claw can be removed from your arm with an action if you submerge it in boiling water.
“The crab lords of Plunderbrook must be molting!” Blubbington exclaimed, hefting the massive crustacean carapace onto the back of her hippocampus. The kelp obscured movement in her periphery as the freshly molted crab lords used the element of surprise to descend upon poor Blubbington, who was never seen again...
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While holding this bow you cannot be surprised. Additionally, when a creature within this bow’s range is targeted by an opportunity attack, you can use your reaction to make a ranged attack with this bow against that creature.
The mysterious Weirdwood is a tree that remains ever vigilant, its many lidless eyes shifting and scanning. Bows shaped from its wood bestow uncanny alertness upon the wielder, allowing skilled archers to exploit every fleeting misstep.
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Sand Maiden Armor (padded), very rare (requires attunement).
This padded armor is a billowing assemblage of earth-colored cloth that seems to flow with the wind as if made of sand itself. You have a +1 bonus to AC while wearing this armor. Padded armor normally imposes disadvantage on Dexterity (Stealth) checks, this armor doesn’t.
Additionally, you have advantage on saving throws you make against exhaustion effects due to extreme heat. You gain the ability to glide across the desert, while you are on sand you ignore difficult terrain.
As an action you can transform into the aspect of the sand maiden. For 1 minute, or until you end this transformation with a bonus action, your skin glimmers like a mirage and you move like a swirling sandstorm. While in this state you gain the following benefits:
You have advantage on Dexterity saving throws.
You can move through the space of another creature and pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces.
Your movement doesn't provoke opportunity attacks.
Your speed increases by 20 feet.
The armor can't be used this way again until the next dawn.
The Sand Maiden was the ruler of the dunes. Her shifting visage was stunning to behold, appearing to embody the form most desirous to a desperate onlooker. Those who had tested themselves against the vast expanse of her domain and failed would be visited by her in their final moments. Only those who have survived this encounter know what pact is offered in exchange for mercy. This cloth armor was woven from loose strands of her hair found drifting across the desert contour. Dunefolk treasure this material for its magical properties that bestow a fraction of the maiden’s power upon the wearer.
You regain 4d4 + 4 hit points when you drink this potion. 1 minute later you take 5d4 + 5 necrotic damage. The potion's red liquid turns a sickly green when agitated.
The life-lenders of Leachport send out their legendary liquid vitality in droves to the ailing masses. Well known to locals is that this boon comes with strings attached to be repaid in full, plus interest!
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Greataxe of Unbridled Fury Weapon (greataxe), very rare (requires attunement).
You have a +1 bonus to attack and damage rolls made with this magical weapon. While holding the axe you can use a bonus action to enter a state of fury. While furious you gain the following benefits:
You have resistance to psychic damage.
You have immunity to the charmed and frightened conditions. If you are charmed or frightened when you enter your fury, the effect is suspended for the duration of the fury.
Magic can’t put you to sleep or detect your thoughts.
The axe gains a +3 bonus to melee damage rolls.
If you are able to cast spells, you can't cast them or concentrate on them while furious. Your fury lasts for 1 minute. It ends early if you are knocked unconscious, if you drop the axe or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your fury on your turn as a bonus action. The axe can't be used this way again until the next dawn. The first time you are reduced to less than half your total hit points and you have already entered a state of fury today, there is a 50% chance you regain 1 use of it.
Curse. The first time you enter a fury there is a 1% chance that you will lose control and go on a murderous rampage. Each subsequent time you become furious the chance increases by 1%. Percentile dice to trigger this effect should be rolled discreetly by the DM. If you trigger a murderous rampage, your fury lasts indefinitely and you become hostile to all creatures. The DM may take control of your character and use any of your abilities to their discretion. This rampage lasts until you are targeted with the remove curse spell or you are on a different plane from the axe.
“The fury of Daughter could not be stopped! Her rage burned hotter with each head she lopped! Her will was unshakeable, her bloodlust, unslakeable! Their last resort: a cage made unbreakable! They trapped her soul inside of an axe! Oh no here she comes, quick! Cover your tracks!”
Heya! We're the Dungeon Strugglers: two folx who design and draw stuff for D&D 5e. We'll be updating this thread with our homebrew items, monsters, spells and more as we craft and illustrate them! Join us on Patreon to get access to high-resolution art files, beautifully formatted print-ready cards, and more! Check out our Instagram, Reddit, and Discord to help us balance our homebrew and keep in touch. Here's what we have so far:
Corrupted Treant Heart
Wondrous item, very rare (requires attunement by a Druid)
This twisted and blackened wooden heart is strung through with thorny vines and worn as a pendant.
Thorns dig into your neck while you are attuned to this magical item, reducing your hit point maximum by 5. Your skin develops a black and spiny bark-like appearance and you gain the benefit of the barkskin spell (doesn’t require concentration). Additionally, creatures that hit you with melee attacks take 1d4 piercing damage.
Once per dawn, as an action you can cause a surge of thorns to erupt from the ground in a line 5 feet wide and 60 feet long. Any creature on the same surface as you that is caught in this area must make a Dexterity saving throw against your spellcasting DC. On a failure they take 8d4 piercing damage and their walking speed is halved until the start of your next turn. On a success a creature takes half damage and its walking speed is not halved.
Dagger of Endless Stabbing
Weapon (dagger), rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 to hit, you may make an additional attack.
Curse. Immediately after you successfully hit a creature with a melee attack using the dagger, make a DC 12 Wisdom saving throw. On a failure, you enter a stabbing frenzy and must use each turn to move to the nearest creature and use your action to make a melee attack with the dagger. If you have the extra attack feature, make as many attacks as each action will allow. Repeat the saving throw at the end of each turn, ending the frenzy on a success.
Witnesses can see the sheer maniacal glee in your eyes as you jab endlessly, humming a jaunty tune. Friend or foe it matters not! For the joy of stabbing is all you’ve got!
Nimble Buckler
Shield, rare
Wielding this small shield only grants a +1 bonus to AC. While holding this shield you gain a +2 bonus to Dexterity saving throws. Additionally, when an attack misses you or you succeed on a Dexterity saving throw, you can use your reaction to immediately move up to 10 feet without provoking opportunity attacks.
Crafted by the legendary Geraldine Bucklerbuilder! Guaranteed to keep you light on your feet without the cumbersome weight of a full sized shield.
Hogwash
Potion, very rare
A waterskin filled with a pig’s used bath water. As an action you can douse yourself with this murky brine, granting you pig powers for 1 hour. You gain a +2 bonus to Constitution saving throws and 2d10 temporary hit points for the duration. Additionally, you gain advantage on Wisdom (Survival) checks to forage for food.
You exude a rancid odor while coated in this liquid, giving you disadvantage on Charisma (Persuasion) checks. This negative side effect lasts until you bathe.
Brewed by the all-powerful pig wizard Maurice le Boueux for his followers who desire to become more piglike. His raucous foraging parties gained widespread renown for their yield of high quality truffles as well as their unbearable stench. Although many outsiders claim Maurice is just an ordinary pig, anyone who douses themselves in his bathwater cannot deny its transformative effects!
Darkmatter Arrow
Ammunition (arrow), rare
The pitch black arrowhead seems to drain the light from around it. You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition.
A 15-foot-radius sphere of crushing force forms around the arrowhead when it impacts something. Each creature in the sphere must make a DC 15 Constitution saving throw. On a failed save, the creature takes 3d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled. Additionally, within the sphere, loose objects are pulled towards the center and nonmagical fires are snuffed out. Once the arrow impacts something, it implodes and leaves nothing behind.
Masterwork Flail
Weapon (flail), rare
You have a +1 bonus to attack and damage rolls made with this nonmagical weapon The flail can be swung over protective cover, allowing you to ignore AC bonuses from shields while attacking with this weapon. When you successfully hit a creature with this weapon you can choose to deal no damage and instead cause the target to drop one item of your choice that it’s holding. The object lands at its feet.
Although it’s not imbued with any fancy magic, this flail was crafted by a master weaponsmith. Superior steel and exquisite balance allows for supreme maneuverability in the hands of a skilled warrior.
We're just starting out so we'd love feedback and advice, let us know what you think! Thanks!
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
You can also find our item packs for use on the Roll20 Marketplace! Be sure to check out our Instagram, Reddit, Twitter and Discord to stay in touch!
These are absolutely fantastic! Can't wait to see more!
This rules. V excited by how well they fit within my world. Will get around to the social media follows. The hogwash in particular is an absolute banger of an item.
Crystal Skull of the Hot Spring King
Wondrous item, very rare.
This crimson monkey skull is carved entirely from blood garnet and weighs 4 pounds. An aura of feral sentience draws your gaze.
Curse. If you stare into the eye sockets of the crystal skull for 1 minute it will transform itself to match the appearance of your own skull. Your race and appearance will change to that of a humanoid snow monkey. You have the bright red face of a macaque, and a body covered with shaggy brownish-gray fur. All of your racial traits, except for your size, alignment and languages, are replaced by those of a snow monkey. These include:
Ability Score Increase. Your Dexterity and your Constitution score each increase by 2, and your Intelligence score increases by 1.
Age. You age at twice the rate of your previous form.
Speed. Your base walking speed is 30 feet, and you have a climbing speed of 30 feet.
Humanoid. Your creature type is humanoid.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Deep Sleeper. It takes you 10 hours to finish a long rest and you regain all spent hit dice when you complete one.
Kleptomaniacal. You have proficiency in the Sleight of Hand skill. Once per long rest, when you see an item of value make a DC 12 Wisdom saving throw or you must attempt to steal the object regardless of the consequences. The DM determines which objects attract your attention.
Mistrustful. You are quick to assume ill-intent and have disadvantage on Wisdom (Insight) checks.
Thermal Tolerance. You have resistance to cold and fire damage.
The remove curse spell is unable to reverse this effect. The only way is to stare into the eye sockets of the skull for 1 minute, after which you may attempt a DC 18 Wisdom check. If you succeed, both yourself and the skull revert back to their usual forms. If you fail the check, nothing happens and this check can’t be attempted again until the next dawn. The effect can also be ended by a wish spell.
When the lord of bathing was laid to rest, all the monks sang out and beat their chests.
In the steaming pools where he held his court, the noblemen bickered over his hot spring resort.
The wealth he’d amassed was splendid and vast. A sarcophagus of gold for his crystal bones cast.
Beneath the snow-blown hills of his kingly domain, they carved a tomb and chiseled his name.
Deep down he waits for an inquisitive pawn, his flesh has gone rotten, but his greed lingers on.
If you stare too deep into his crimson eye holes, a new shape you’ll take to fit in his mold.
Best beware and take care not to lose your head, lest you spend your life living his life instead!
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Hook of Sinking
Wondrous item, uncommon.
You can embed this hook into a creature, dealing 1 piercing damage. You must attempt a grappling check if the creature is unwilling. While this hook is embedded in the flesh of a creature, the hook grants the creature the ability to breathe normally underwater. Additionally, the creature falls at a safe rate of 60 feet per turn while underwater, is unable to swim and must walk along the bottom as if on land. A creature can remove the hook with a DC 12 Dexterity (Sleight of Hand) check.
Crafted by the loathsome sahuagins of Ravager Reef to help bring live captives down to the court of Baron Bazoozu. The Baron had them made after a whole boatload of captives were drowned by sahuagins unaware that the landlubbers couldn’t breathe underwater.
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
You can also find our item packs for use on the Roll20 Marketplace! Be sure to check out our Instagram, Reddit, Twitter and Discord to stay in touch!
Phlagellos
Weapon (whip), legendary (requires attunement).
A long, thorny vine with a wicked-looking seed pod at one end and a handle fashioned around the roots. The vine slithers subtly when you grasp it.
You have a +3 to attack and damage rolls made with this magic weapon. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the slashing damage normal for a whip. While holding Phlagellos, you gain blindsight out to 60 feet.
Phlagellos has 5 seeds. On a successful hit, you can embed 1 seed into the flesh of the target creature if they have an organic or earthen body (excluding mechanical or ethereal creatures, for example, as ruled by your DM). A seed implanted into a creature is undetectable unless discovered with a successful DC 20 medicine check, and can be removed with an action. If a seed is removed it withers and turns to dust immediately. You know the location of each implanted seed at all times, even on another plane. As a bonus action, you can cause an implanted seed to grow suddenly, dealing 2d8 necrotic damage to the host and a mandrake bursts forth, landing in an unoccupied adjacent space. A seed will automatically undergo this process if left implanted for 1 hour. Phlagellos regrows 1d4+1 expended seeds daily at dawn.
Mandrakes are parasitic baby-like plants that will follow the creature they were implanted into, known as the host. A mandrake remains connected to the wound it erupted from by a thin umbilical cord that drains the host’s vitality. This empathic link causes the mandrake tremendous agony and from the second it is birthed it will emit a tortured scream that sickens all who hear it. Mandrakes act of their own volition, with the sole desire to remain tethered to their host. They will only attack out of self-defense if cornered, lashing out with their paralyzing bite. If their umbilical cord is severed, they will continue to follow the host until they wither away. Mandrakes summoned by Phlagellos take their turns immediately after the host’s turn. The wielder of Phlagellos and their companions are immune to the mandrake's wail.
Phlagellos, the Mandrake Maker was shaped and grown by the mad archdruid Mingorius Plesk to spread his adopted offspring. Obsessed with their propagation, Mingorius’ body is host to a swarm of mandrakes. Their many tethers cluster his withered body like piglets suckling a sow and their tortured wails fill the air. To many, the cacophony is unbearable, but he hears their cries as a chorus of sweet voices.
Barely kept alive by druidic magic, he toils in his garden of abominations with feverish ecstasy, devising new branches of plantoid morphology. When a novel breed reveals itself to him, he heads out into the dark forest in search of fresh hosts for his parasitic children to leach from.
——
We will be releasing a stat block, lore and art for our take on the Mandrake very soon, continuing our exploration of the darker side of druidic magic. There will be a version of the monster spawned by Phlagellos as well as a stand-alone version, stay tuned!
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Spawned by the mad archdruid Mingorius Plesk, the Suckling Mandrake is a baby-like plantoid parasite that requires a living host to survive. Plesk had an obsession with exploring the adaptive potential of nature. This led him to create his Garden of Abominations, a hidden grove where the abundant beauty of biology was twisted into horrid new forms.
In this garden, Plesk crossbred rare wild mandrakes with a species of carnivorous creeping vine. From this fusion, sprouted the wicked vine he named Phlagellos. Inside the serrated seed pod of the vine, a new breed of mandrake was formed. Phlagellos lacked the motility of its ancestors, but that didn’t stop Plesk, who fashioned the vine into a whip that could be wielded to deliver his new mandrake seeds into nurturing flesh.
Suckling Mandrakes will follow the creature they were implanted into, known as the host. A mandrake remains connected to the wound it erupted from by a thin umbilical cord that drains the host’s vitality. This empathic link causes the mandrake tremendous agony and from the second it is birthed it will emit a tortured scream that sickens all who hear it. Mandrakes act of their own volition, with the sole desire to remain tethered to their host. They will only attack out of self-defense if cornered, lashing out with their paralyzing bite. If their umbilical cord is severed, they will continue to follow the host until they wither away. Mandrakes summoned by Phlagellos take their turns immediately after the host’s turn. The wielder of Phlagellos and their companions are immune to the mandrake's wail.
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We’ll be posting a stand-alone variant of the mandrake that doesn’t require you to use the weapon soon!
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Do you plan to add these to the homebrew section here on DnD Beyond? That whip and mandrake are incredible!!! The rest of the stuff is amazing too but I really I really love those two.
these are amazing
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Thanks! We don't plan to add all of the items to dndbeyond, due to the limitations of the platform some items won't be possible. Much of our homebrew would require customizable nonmagical items or a better way to handle cursed items. That said, it takes a lot of work to port them to this platform unfortunately so it's not a priority. We've added in the dagger and buckler so far, when we get some time we'll add what we can!
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Blade of Bloody Mess
Weapon (longsword), very rare (requires attunement).
The decoration on the blade depicts a gruesome disembowelment that seems to writhe grotesquely out of the corner of your eye. You have a +2 bonus to attack and damage rolls made with this magic weapon.
When you reduce a creature that has blood to 0 hit points using this weapon, the creature sprays a fountain of sanguine mist in a 10-foot radius. All creatures in this area are coated with blood. Hostile creatures within that area must make a DC 17 Wisdom saving throw or become frightened of you for 1 minute. This magic weapon deals an additional 1d8 psychic damage to a creature that is frightened in this way. At the end of each of its turns, a creature can repeat the saving throw if it is no longer within line of sight, ending the effect on itself on a success. Additionally, for 1 hour while you are coated with blood you have advantage on Charisma (Intimidation) checks.
Sanjuro stepped towards the trembling merchants as a thick red mist rained down, soaking their robes and coating every inch of exposed skin. The droplets were hot and smelled of iron. He licked the blood from his lips and grinned; the exsanguinated bodyguards spouted the cost of bravery with each fading heartbeat. There was nothing they would deny him now.
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Dread Pincer
Wondrous item, rare.
This hollow crab claw is large enough for you to put your arm inside. While your arm is inside the claw, it adheres to your body and can be manipulated from within. The claw functions identically to your arm, however Dexterity (Sleight of Hand) checks using the claw are made with disadvantage.
The claw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you hit a creature with an unarmed strike using the claw, you can use a bonus action to attempt a grapple check. Creatures make checks to escape the grasp of the claw with disadvantage. You can use your reaction to deal 1d6 + your Strength modifier bludgeoning damage to a creature that fails a check to escape the claw.
The claw can be removed from your arm with an action if you submerge it in boiling water.
“The crab lords of Plunderbrook must be molting!” Blubbington exclaimed, hefting the massive crustacean carapace onto the back of her hippocampus. The kelp obscured movement in her periphery as the freshly molted crab lords used the element of surprise to descend upon poor Blubbington, who was never seen again...
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Weirdwood Bow
Weapon (any bow), uncommon (requires attunement).
While holding this bow you cannot be surprised. Additionally, when a creature within this bow’s range is targeted by an opportunity attack, you can use your reaction to make a ranged attack with this bow against that creature.
The mysterious Weirdwood is a tree that remains ever vigilant, its many lidless eyes shifting and scanning. Bows shaped from its wood bestow uncanny alertness upon the wielder, allowing skilled archers to exploit every fleeting misstep.
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More please.
Sand Maiden
Armor (padded), very rare (requires attunement).
This padded armor is a billowing assemblage of earth-colored cloth that seems to flow with the wind as if made of sand itself. You have a +1 bonus to AC while wearing this armor. Padded armor normally imposes disadvantage on Dexterity (Stealth) checks, this armor doesn’t.
Additionally, you have advantage on saving throws you make against exhaustion effects due to extreme heat. You gain the ability to glide across the desert, while you are on sand you ignore difficult terrain.
As an action you can transform into the aspect of the sand maiden. For 1 minute, or until you end this transformation with a bonus action, your skin glimmers like a mirage and you move like a swirling sandstorm. While in this state you gain the following benefits:
The armor can't be used this way again until the next dawn.
The Sand Maiden was the ruler of the dunes. Her shifting visage was stunning to behold, appearing to embody the form most desirous to a desperate onlooker. Those who had tested themselves against the vast expanse of her domain and failed would be visited by her in their final moments. Only those who have survived this encounter know what pact is offered in exchange for mercy.
This cloth armor was woven from loose strands of her hair found drifting across the desert contour. Dunefolk treasure this material for its magical properties that bestow a fraction of the maiden’s power upon the wearer.
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Look great!!
Debtor’s Healing Potion
Potion, uncommon.
You regain 4d4 + 4 hit points when you drink this potion. 1 minute later you take 5d4 + 5 necrotic damage. The potion's red liquid turns a sickly green when agitated.
The life-lenders of Leachport send out their legendary liquid vitality in droves to the ailing masses. Well known to locals is that this boon comes with strings attached to be repaid in full, plus interest!
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Greataxe of Unbridled Fury
Weapon (greataxe), very rare (requires attunement).
You have a +1 bonus to attack and damage rolls made with this magical weapon. While holding the axe you can use a bonus action to enter a state of fury. While furious you gain the following benefits:
If you are able to cast spells, you can't cast them or concentrate on them while furious. Your fury lasts for 1 minute. It ends early if you are knocked unconscious, if you drop the axe or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your fury on your turn as a bonus action. The axe can't be used this way again until the next dawn. The first time you are reduced to less than half your total hit points and you have already entered a state of fury today, there is a 50% chance you regain 1 use of it.
Curse. The first time you enter a fury there is a 1% chance that you will lose control and go on a murderous rampage. Each subsequent time you become furious the chance increases by 1%. Percentile dice to trigger this effect should be rolled discreetly by the DM. If you trigger a murderous rampage, your fury lasts indefinitely and you become hostile to all creatures. The DM may take control of your character and use any of your abilities to their discretion. This rampage lasts until you are targeted with the remove curse spell or you are on a different plane from the axe.
“The fury of Daughter could not be stopped! Her rage burned hotter with each head she lopped!
Her will was unshakeable, her bloodlust, unslakeable! Their last resort: a cage made unbreakable!
They trapped her soul inside of an axe! Oh no here she comes, quick! Cover your tracks!”
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Wow that awesome
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Count as high as you can before Nikoli_Goodfellow Posts!
Extended Signature, The Best Paradox, We all knew it.
I participate in the Level 20 Gladiator Arena with several champions they are all in my extended signature Win Streak: 0 Total Wins: 19 Total Loses: 6
Following. There's some good stuff here.
Lightning Strike - A rebranded Fire Bolt for Wizards & Sorcerers.
Spirit Bomb - A holy fireball for Clerics, Paladins, & Divine Soul Sorcerers!
Sword Dancer - A Cleric subclass specifically for the Drow goddess Eilistraee.
Quicksilver & The Scarlet Witch - A pair of magical firearms for your Gunslinger or Artificer.