Iron Mask of the Prisoner Wondrous item, rare (requires attunement)
While wearing the mask, you have advantage on saving throws to resist being charmed.
The mask has 5 charges, and it regains 1d4 + 1 charges daily at dawn. As a reaction when a spell targets you, or you are included in a spell’s area of effect, you can spend 1 or more charges to cause the spell to have no effect on you if the spell’s level is less than or equal to the number of charges spent. If the spell’s level is greater than the charges spent, the mask fails to prevent the spell’s effect and the charges are lost.
Curse. The iron mask cannot be removed once it is donned. The mask uses its charges to block any spell that attempts to remove this curse if the spell is of a low enough level and enough charges remain. The mask’s appearance is unsettling, you have disadvantage on Charisma (Persuasion) checks while wearing it.
I wear the mask. It does not wear me.
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Iron Mask of the Prisoner Wondrous item, rare (requires attunement)
While wearing the mask, you have advantage on saving throws to resist being charmed.
The mask has 5 charges, and it regains 1d4 + 1 charges daily at dawn. As a reaction when a spell targets you, or you are included in a spell’s area of effect, you can spend 1 or more charges to cause the spell to have no effect on you if the spell’s level is less than or equal to the number of charges spent. If the spell’s level is greater than the charges spent, the mask fails to prevent the spell’s effect and the charges are lost.
Curse. The iron mask cannot be removed once it is donned. The mask uses its charges to block any spell that attempts to remove this curse if the spell is of a low enough level and enough charges remain. The mask’s appearance is unsettling, you have disadvantage on Charisma (Persuasion) checks while wearing it.
I wear the mask. It does not wear me.
Well… oh. That’s unsettling. Goes great with your last item to.
I love your artwork, but I think you missed an opportunity here.
The mask should cover the front of the face for about 200 degrees around, leaving the back 160 degrees open. That part should be closed with a grillage from the top to the bottom. The grillage should be hinged at the top and secured in the bottom with a hasp lock that folds across in the small of the neck.
The eye holes should be "crossed arrow slits" like the openings you would see in a tower of a castle. The nose should be shaped but no "breath holes, and I like that you made it smooth and not well shaped. The mouth should also be closed with a grillage, hinged on the neck that opens to the bottom for feeding, but is otherwise secured with a lock at the bottom of the nose so the lock hangs down over the mouth grillage. Just imagine "the man in the iron mask" but with practical space for feeding.
Then for the ears, the mask should have room for the ears but the openings are just slits along the base of the ear well. The ear well is an arched shaped bulge on either side that has a flat bottom. The flat bottom is the "open" part and otherwise there is nothing "elegant" about how it is shaped. The mask is made for a function not for aesthetics or beauty.
The edge of the thing where openings are present should have a reinforcing band about an inch wide but not so thick, secured with rivets every inch.
Except when eating solid food, the mask is closed. Drinking is done through a straw. It is intended to be a "disguise" not a torture device, although living in an iron mask would be its own torture.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
I love your artwork, but I think you missed an opportunity here.
The mask should cover the front of the face for about 200 degrees around, leaving the back 160 degrees open. That part should be closed with a grillage from the top to the bottom. The grillage should be hinged at the top and secured in the bottom with a hasp lock that folds across in the small of the neck.
The eye holes should be "crossed arrow slits" like the openings you would see in a tower of a castle. The nose should be shaped but no "breath holes, and I like that you made it smooth and not well shaped. The mouth should also be closed with a grillage, hinged on the neck that opens to the bottom for feeding, but is otherwise secured with a lock at the bottom of the nose so the lock hangs down over the mouth grillage. Just imagine "the man in the iron mask" but with practical space for feeding.
Then for the ears, the mask should have room for the ears but the openings are just slits along the base of the ear well. The ear well is an arched shaped bulge on either side that has a flat bottom. The flat bottom is the "open" part and otherwise there is nothing "elegant" about how it is shaped. The mask is made for a function not for aesthetics or beauty.
The edge of the thing where openings are present should have a reinforcing band about an inch wide but not so thick, secured with rivets every inch.
Except when eating solid food, the mask is closed. Drinking is done through a straw. It is intended to be a "disguise" not a torture device, although living in an iron mask would be its own torture.
This helm pairs with the Iron Maiden posted about a week ago. "Torture Device" is the entire theme.
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Life is very busy unfortunately, gone from most Pbp's indefinitely. If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
This helm pairs with the Iron Maiden posted about a week ago. "Torture Device" is the entire theme.
Well, thematically I can see how it belongs with the Iron Maiden, but you can't combine the two. But if designing torture devices is a thing in D&D then I'm not playing D&D; I'm playing something else.
I was thinking of The Man in the Iron Mask, which is clearly the inspiration for this piece, and offering ideas on how to make it work better in that context and add some artistic flair to the idea. Feedback is a gift.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Carbuncles are elusive and playful celestial creatures. These small doglike critters dwell in the mountains, and are only seen when they choose to be. Encountering a carbuncle is widely believed to be an extremely fortuitous occurrence. They have been dubbed “guardian of metals” by miners for their association with gold, silver, or platinum deposits. People who manage to get on the good side of a carbuncle by appealing to its bizarre code of conduct might be cured of an ailment, find a magnificent gemstone, or discover a magical secret.
Check out our Patreon for the full lore, stats, hi rez art, token and pdf page!
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I have a few homebrew items that I was considering getting illustrated, feel free to use them for your own inspiration/Patreon if you wish, I made them mainly for personal use,
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Hi, I am not a chest. I deny with 100% certainty that I am a chest. I can neither confirm nor deny what I am beyond that.
I used to portray Krathian, Q'ilbrith, Jim, Tara, Turin, Nathan, Tench, Finn, Alvin, and other characters in various taverns.
Mainly, its the ring of sobriety, sword of levin, and wand of replication, the other two are very imbalanced and kinda useless. Here's a link if you wanna see. (Sheepishly stares at shoes)
Chain Devil’s Embrace Armor (chain mail or chain shirt), very rare (requires attunement by a lawful creature)
This mass of chains slithers with sinister sentience, threatening to constrict anyone in reach. Each chain ends in a rusty hook or wicked blade, perfect for snaring and lacerating victims. Donning the chains as a suit of armor is an unpleasantly confining experience, but the living metal adjusts to provide ample protection and mobility to its wearer. You can choose to don it as a suit of chain mail or a chain shirt. You have a +1 bonus to AC while wearing this armor.
Infernal Oath. In order to attune to this armor, you must declare an oath that will bind you together. The oath can be any goal, set of rules, or moral tenet that you choose, however it must be clearly defined and actionable. If the oath is of sufficient clarity and importance, it appears in written form and must be signed in blood before it burns away.
Grasping Chains. The armor has 7 charges, and it regains 1d4 + 3 expended charges daily at dawn. As an action while wearing it you can expend 1 charge to shoot out hook-tipped chains to ensnare a creature that you can see within 10 feet of you. Make an attack roll against the target with a +8 bonus. On a hit, the target takes 2d6 slashing damage and, if it is Huge or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, takes 1d6 piercing damage at the start of each of its turns, and you can’t use Grasping Chains.
Devilish Form. While wearing the armor, as a bonus action you can invoke its infernal essence for 1 minute. For the duration, you gain the following effects:
Your skin turns blood red, your eyes glow like coals, and chains writhe across your body.
Grasping Chains’ range increases to 60 feet. It deals an extra 2d8 fire damage when it hits a target.
You are immune to fire damage.
As a reaction when a creature starts its turn within 30 feet of you and you can see one another, you can create the illusion that you look like one of the creature's departed loved ones or bitter enemies. It must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its turn. Creatures that can see through illusions are immune to this effect.
Once you’ve used Devilish Form, it cannot be used again until the next dawn.
Sentience. The Chain Devil’s Embrace is a sentient, lawful evil suit of armor with an Intelligence of 11, a Wisdom of 12, and a Charisma of 14. It has hearing and darkvision vision out to a range of 120 feet. The armor communicates telepathically to the creature attuned to it and can speak, read, and understand Infernal and Common. A sadistic chain devil named Tyrastr lives within the Chain Devil’s Embrace. The armor yearns to inflict pain and tyranny on others. It doesn’t care what the beliefs of its wearer are, so long as they are enforced meticulously and transgressors are punished without mercy.
Curse. While wearing this armor, Tyrastr demands strict adherence to your oath. If you act contradictory to your oath or do not seize an opportunity to mercilessly pursue it, the chains constrict around you and you take 1d8 piercing damage. The damage increases by 1d8 with each subsequent transgression. If this damage reduces you to 0 hit points, you immediately die and your soul is sent to hell, where it is imprisoned by a chain devil warden. Until your attunement to this armor ends, you have disadvantage on ability checks, attack rolls, and saving throws while wearing any other armor.
A soldier kneels before you, defeated. Blood and sweat mats the hair to his face. Up close, you see he is a year or more from adulthood. The boy’s trembling rattles his armor. “The cur prostrates itself before you, make it suffer!” Tyrastr’s vile, metallic voice pierces through your mind, dripping with sadistic glee. “This one was there, watching your home burn!” Despite your commitment to destroy the Malefic Order for razing your temple, your rage falters. Killing this boy would be wrong. You turn your back and listen to his fleeing footsteps. “Spineless worm! How will you avenge your brothers if you cannot do what is necessary!?” As these words reverberate through your skull, your chain armor constricts. Links of jagged iron bite into your flesh, reopening half-healed cuts. Blood mingles with rust. The pain is exquisite.
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The rarity of this ammunition is determined by the metal its tip is made of. An uncommon arrow is steel-tipped, rare is mithril-tipped, and very rare is adamantine-tipped.
Steel. A luminous arrow tipped with steel has these magical properties: On a hit, this arrow deals an extra 1d6 radiant damage to the target. The damage increases by 1d6 if the target is an undead or a fiend. An undead creature of CR 1 or lower hit by this arrow must succeed on a DC 13 Constitution saving throw or immediately die and turn to ash. Once it hits a target, the ammunition is no longer magical.
Mithril. A luminous arrow tipped with mithril has these magical properties:
The extra radiant damage increases to 2d6 for both the base and creature-type-specific instances.
The CR increases to 2 and the save DC increases to 15.
Illuminate. If you shoot the arrow straight upward, it creates a 60-foot-radius sphere of sunlight 30 feet above you for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. The arrow is destroyed when used in this way.
Adamantine. A luminous arrow tipped with adamantine has these magical properties:
The extra radiant damage increases to 3d6 for both the base and creature-type-specific instances.
The CR increases to 3 and the save DC increases to 16.
The radius of both bright and dim light for Illuminate increases to 120 feet, and the duration increases to 10 minutes.
The charred statue of Saint Cyril stands solemnly in a sunny clearing. Tumbled stone and rotten timber are all that’s left of her home, the Chapel of the Sun. Desperate people seek her in times of need. In her open marble hands, wondrous magical gifts appear to true believers. Swords to strike down the dead, potions to cure plague, and luminous arrows to bring the dawn.
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The rarity of this ammunition is determined by the type of gemstone embedded in its shaft. An uncommon arrow is chrysoberyl, rare is peridot, and very rare is emerald.
Chrysoberyl. An entropic arrow embedded with chrysoberyl has these magical properties:
On a hit, this arrow deals an extra 1d8 necrotic damage to the target. If the target is a creature, its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. Once it hits a target, the ammunition is no longer magical.
Peridot. An entropic arrow embedded with peridot has these magical properties:
The extra necrotic damage increases to 2d8.
Enervating Cone. If you speak the arrow’s command word while firing it, the arrow shatters into a 30-foot-cone of negative energy. Each creature in the area must succeed on a DC 15 Constitution saving throw or become enervated for 1 minute. An enervated creature can’t regain hit points and it has disadvantage on Strength-based attack rolls and checks. At the end of each of its turns, an enervated creature can repeat the saving throw, ending the effect on itself on a success. Conversely, undead creatures in the area are empowered by this effect, and gain advantage on attack rolls and Strength checks for 1 minute. The arrow is destroyed when used in this way.
Emerald. An entropic arrow embedded with emerald has these magical properties:
The extra necrotic damage increases to 4d8.
A target hit by this arrow must succeed on a DC 16 Constitution saving throw or be aged a number of years equal to half the necrotic damage it took, rounded down. This aging effect can only be reversed by a wish spell.
Enervating Cone’s range increases to a 60-foot-cone and the save DC increases to 16.
Shards of negative energy can be brought into the material plane and stored within gemstones. Contact with this energy immediately saps lifeforce and draws one closer to a withering death. Beings of darkness use this power to forge weapons that surpass physical wounds and harm the soul.
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The rarity of this ammunition is determined by the type of gemstone embedded in its shaft. An uncommon arrow is chrysoberyl, rare is peridot, and very rare is emerald.
Chrysoberyl. An entropic arrow embedded with chrysoberyl has these magical properties:
On a hit, this arrow deals an extra 1d8 necrotic damage to the target. If the target is a creature, its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. Once it hits a target, the ammunition is no longer magical.
Peridot. An entropic arrow embedded with peridot has these magical properties:
The extra necrotic damage increases to 2d8.
Enervating Cone. If you speak the arrow’s command word while firing it, the arrow shatters into a 30-foot-cone of negative energy. Each creature in the area must succeed on a DC 15 Constitution saving throw or become enervated for 1 minute. An enervated creature can’t regain hit points and it has disadvantage on Strength-based attack rolls and checks. At the end of each of its turns, an enervated creature can repeat the saving throw, ending the effect on itself on a success. Conversely, undead creatures in the area are empowered by this effect, and gain advantage on attack rolls and Strength checks for 1 minute. The arrow is destroyed when used in this way.
Emerald. An entropic arrow embedded with emerald has these magical properties:
The extra necrotic damage increases to 4d8.
A target hit by this arrow must succeed on a DC 16 Constitution saving throw or be aged a number of years equal to half the necrotic damage it took, rounded down. This aging effect can only be reversed by a wish spell.
Enervating Cone’s range increases to a 60-foot-cone and the save DC increases to 16.
Shards of negative energy can be brought into the material plane and stored within gemstones. Contact with this energy immediately saps lifeforce and draws one closer to a withering death. Beings of darkness use this power to forge weapons that surpass physical wounds and harm the soul.
I really like this one. I was just thinking, would you do a smoke bomb style item? Obviously having all of these is already great so I don’t really mind.
The rarity of this ammunition is determined by the type of gemstone embedded in its shaft. An uncommon arrow is chrysoberyl, rare is peridot, and very rare is emerald.
Chrysoberyl. An entropic arrow embedded with chrysoberyl has these magical properties:
On a hit, this arrow deals an extra 1d8 necrotic damage to the target. If the target is a creature, its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. Once it hits a target, the ammunition is no longer magical.
Peridot. An entropic arrow embedded with peridot has these magical properties:
The extra necrotic damage increases to 2d8.
Enervating Cone. If you speak the arrow’s command word while firing it, the arrow shatters into a 30-foot-cone of negative energy. Each creature in the area must succeed on a DC 15 Constitution saving throw or become enervated for 1 minute. An enervated creature can’t regain hit points and it has disadvantage on Strength-based attack rolls and checks. At the end of each of its turns, an enervated creature can repeat the saving throw, ending the effect on itself on a success. Conversely, undead creatures in the area are empowered by this effect, and gain advantage on attack rolls and Strength checks for 1 minute. The arrow is destroyed when used in this way.
Emerald. An entropic arrow embedded with emerald has these magical properties:
The extra necrotic damage increases to 4d8.
A target hit by this arrow must succeed on a DC 16 Constitution saving throw or be aged a number of years equal to half the necrotic damage it took, rounded down. This aging effect can only be reversed by a wish spell.
Enervating Cone’s range increases to a 60-foot-cone and the save DC increases to 16.
Shards of negative energy can be brought into the material plane and stored within gemstones. Contact with this energy immediately saps lifeforce and draws one closer to a withering death. Beings of darkness use this power to forge weapons that surpass physical wounds and harm the soul.
I really like this one. I was just thinking, would you do a smoke bomb style item? Obviously having all of these is already great so I don’t really mind.
Hmm the closest we've done is the "Puffbomb" (smoky fungus throwable puffball) and the "Ball of Befuddlement" (a rainbow cloud of magical smoke that disorients enemies).
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The rarity of this ammunition is determined by the type of gemstone embedded in its shaft. An uncommon arrow is chrysoberyl, rare is peridot, and very rare is emerald.
Chrysoberyl. An entropic arrow embedded with chrysoberyl has these magical properties:
On a hit, this arrow deals an extra 1d8 necrotic damage to the target. If the target is a creature, its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. Once it hits a target, the ammunition is no longer magical.
Peridot. An entropic arrow embedded with peridot has these magical properties:
The extra necrotic damage increases to 2d8.
Enervating Cone. If you speak the arrow’s command word while firing it, the arrow shatters into a 30-foot-cone of negative energy. Each creature in the area must succeed on a DC 15 Constitution saving throw or become enervated for 1 minute. An enervated creature can’t regain hit points and it has disadvantage on Strength-based attack rolls and checks. At the end of each of its turns, an enervated creature can repeat the saving throw, ending the effect on itself on a success. Conversely, undead creatures in the area are empowered by this effect, and gain advantage on attack rolls and Strength checks for 1 minute. The arrow is destroyed when used in this way.
Emerald. An entropic arrow embedded with emerald has these magical properties:
The extra necrotic damage increases to 4d8.
A target hit by this arrow must succeed on a DC 16 Constitution saving throw or be aged a number of years equal to half the necrotic damage it took, rounded down. This aging effect can only be reversed by a wish spell.
Enervating Cone’s range increases to a 60-foot-cone and the save DC increases to 16.
Shards of negative energy can be brought into the material plane and stored within gemstones. Contact with this energy immediately saps lifeforce and draws one closer to a withering death. Beings of darkness use this power to forge weapons that surpass physical wounds and harm the soul.
I really like this one. I was just thinking, would you do a smoke bomb style item? Obviously having all of these is already great so I don’t really mind.
Hmm the closest we've done is the "Puffbomb" (smoky fungus throwable puffball) and the "Ball of Befuddlement" (a rainbow cloud of magical smoke that disorients enemies).
well, ill have to refresh myself on those because it seems like you already had what i wanted!
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.
Iron Mask of the Prisoner
Wondrous item, rare (requires attunement)
While wearing the mask, you have advantage on saving throws to resist being charmed.
The mask has 5 charges, and it regains 1d4 + 1 charges daily at dawn. As a reaction when a spell targets you, or you are included in a spell’s area of effect, you can spend 1 or more charges to cause the spell to have no effect on you if the spell’s level is less than or equal to the number of charges spent. If the spell’s level is greater than the charges spent, the mask fails to prevent the spell’s effect and the charges are lost.
Curse. The iron mask cannot be removed once it is donned. The mask uses its charges to block any spell that attempts to remove this curse if the spell is of a low enough level and enough charges remain. The mask’s appearance is unsettling, you have disadvantage on Charisma (Persuasion) checks while wearing it.
I wear the mask. It does not wear me.
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Well… oh. That’s unsettling. Goes great with your last item to.
I love your artwork, but I think you missed an opportunity here.
The mask should cover the front of the face for about 200 degrees around, leaving the back 160 degrees open. That part should be closed with a grillage from the top to the bottom. The grillage should be hinged at the top and secured in the bottom with a hasp lock that folds across in the small of the neck.
The eye holes should be "crossed arrow slits" like the openings you would see in a tower of a castle. The nose should be shaped but no "breath holes, and I like that you made it smooth and not well shaped. The mouth should also be closed with a grillage, hinged on the neck that opens to the bottom for feeding, but is otherwise secured with a lock at the bottom of the nose so the lock hangs down over the mouth grillage. Just imagine "the man in the iron mask" but with practical space for feeding.
Then for the ears, the mask should have room for the ears but the openings are just slits along the base of the ear well. The ear well is an arched shaped bulge on either side that has a flat bottom. The flat bottom is the "open" part and otherwise there is nothing "elegant" about how it is shaped. The mask is made for a function not for aesthetics or beauty.
The edge of the thing where openings are present should have a reinforcing band about an inch wide but not so thick, secured with rivets every inch.
Except when eating solid food, the mask is closed. Drinking is done through a straw. It is intended to be a "disguise" not a torture device, although living in an iron mask would be its own torture.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
This helm pairs with the Iron Maiden posted about a week ago. "Torture Device" is the entire theme.
Life is very busy unfortunately, gone from most Pbp's indefinitely.
If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
Homebrew races: ~Otterfolk! Play as a otter!~ Playable Dryad! (Literally just the monster sheet ported to player race)
Sauce Archpriest!- Join the Supreme Court of Sauces! Join the Cult of Cults! EXTENDED SIGNATURE Tooltips
This. Is. AMAZING!!!!!!!
Come check out some of my Homebrew (please give input!)
Make some trinket tables on this thread!
Well, thematically I can see how it belongs with the Iron Maiden, but you can't combine the two. But if designing torture devices is a thing in D&D then I'm not playing D&D; I'm playing something else.
I was thinking of The Man in the Iron Mask, which is clearly the inspiration for this piece, and offering ideas on how to make it work better in that context and add some artistic flair to the idea. Feedback is a gift.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Carbuncle
Tiny Celestial, Typically Lawful Good
Carbuncles are elusive and playful celestial creatures. These small doglike critters dwell in the mountains, and are only seen when they choose to be. Encountering a carbuncle is widely believed to be an extremely fortuitous occurrence. They have been dubbed “guardian of metals” by miners for their association with gold, silver, or platinum deposits. People who manage to get on the good side of a carbuncle by appealing to its bizarre code of conduct might be cured of an ailment, find a magnificent gemstone, or discover a magical secret.
Check out our Patreon for the full lore, stats, hi rez art, token and pdf page!
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
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Love this, it's very awesome.
I have a few homebrew items that I was considering getting illustrated, feel free to use them for your own inspiration/Patreon if you wish, I made them mainly for personal use,
Hi, I am not a chest. I deny with 100% certainty that I am a chest. I can neither confirm nor deny what I am beyond that.
I used to portray Krathian, Q'ilbrith, Jim, Tara, Turin, Nathan, Tench, Finn, Alvin, and other characters in various taverns.
I also do homebrew, check out my Spells and Magic Items
"That is not dead which can eternal lie, and with strange eons, even death may die"
Mainly, its the ring of sobriety, sword of levin, and wand of replication, the other two are very imbalanced and kinda useless. Here's a link if you wanna see. (Sheepishly stares at shoes)
Magic Item Ideas
Hi, I am not a chest. I deny with 100% certainty that I am a chest. I can neither confirm nor deny what I am beyond that.
I used to portray Krathian, Q'ilbrith, Jim, Tara, Turin, Nathan, Tench, Finn, Alvin, and other characters in various taverns.
I also do homebrew, check out my Spells and Magic Items
"That is not dead which can eternal lie, and with strange eons, even death may die"
Chain Devil’s Embrace
Armor (chain mail or chain shirt), very rare (requires attunement by a lawful creature)
This mass of chains slithers with sinister sentience, threatening to constrict anyone in reach. Each chain ends in a rusty hook or wicked blade, perfect for snaring and lacerating victims. Donning the chains as a suit of armor is an unpleasantly confining experience, but the living metal adjusts to provide ample protection and mobility to its wearer. You can choose to don it as a suit of chain mail or a chain shirt. You have a +1 bonus to AC while wearing this armor.
Infernal Oath. In order to attune to this armor, you must declare an oath that will bind you together. The oath can be any goal, set of rules, or moral tenet that you choose, however it must be clearly defined and actionable. If the oath is of sufficient clarity and importance, it appears in written form and must be signed in blood before it burns away.
Grasping Chains. The armor has 7 charges, and it regains 1d4 + 3 expended charges daily at dawn. As an action while wearing it you can expend 1 charge to shoot out hook-tipped chains to ensnare a creature that you can see within 10 feet of you. Make an attack roll against the target with a +8 bonus. On a hit, the target takes 2d6 slashing damage and, if it is Huge or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, takes 1d6 piercing damage at the start of each of its turns, and you can’t use Grasping Chains.
Devilish Form. While wearing the armor, as a bonus action you can invoke its infernal essence for 1 minute. For the duration, you gain the following effects:
Once you’ve used Devilish Form, it cannot be used again until the next dawn.
Sentience. The Chain Devil’s Embrace is a sentient, lawful evil suit of armor with an Intelligence of 11, a Wisdom of 12, and a Charisma of 14. It has hearing and darkvision vision out to a range of 120 feet. The armor communicates telepathically to the creature attuned to it and can speak, read, and understand Infernal and Common.
A sadistic chain devil named Tyrastr lives within the Chain Devil’s Embrace. The armor yearns to inflict pain and tyranny on others. It doesn’t care what the beliefs of its wearer are, so long as they are enforced meticulously and transgressors are punished without mercy.
Curse. While wearing this armor, Tyrastr demands strict adherence to your oath. If you act contradictory to your oath or do not seize an opportunity to mercilessly pursue it, the chains constrict around you and you take 1d8 piercing damage. The damage increases by 1d8 with each subsequent transgression. If this damage reduces you to 0 hit points, you immediately die and your soul is sent to hell, where it is imprisoned by a chain devil warden.
Until your attunement to this armor ends, you have disadvantage on ability checks, attack rolls, and saving throws while wearing any other armor.
A soldier kneels before you, defeated. Blood and sweat mats the hair to his face. Up close, you see he is a year or more from adulthood. The boy’s trembling rattles his armor.
“The cur prostrates itself before you, make it suffer!” Tyrastr’s vile, metallic voice pierces through your mind, dripping with sadistic glee. “This one was there, watching your home burn!”
Despite your commitment to destroy the Malefic Order for razing your temple, your rage falters. Killing this boy would be wrong. You turn your back and listen to his fleeing footsteps.
“Spineless worm! How will you avenge your brothers if you cannot do what is necessary!?”
As these words reverberate through your skull, your chain armor constricts. Links of jagged iron bite into your flesh, reopening half-healed cuts. Blood mingles with rust. The pain is exquisite.
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this is awesome!
Luminous Arrow
Weapon (arrow), rarity varies
The rarity of this ammunition is determined by the metal its tip is made of. An uncommon arrow is steel-tipped, rare is mithril-tipped, and very rare is adamantine-tipped.
Steel. A luminous arrow tipped with steel has these magical properties:
On a hit, this arrow deals an extra 1d6 radiant damage to the target. The damage increases by 1d6 if the target is an undead or a fiend. An undead creature of CR 1 or lower hit by this arrow must succeed on a DC 13 Constitution saving throw or immediately die and turn to ash. Once it hits a target, the ammunition is no longer magical.
Mithril. A luminous arrow tipped with mithril has these magical properties:
Adamantine. A luminous arrow tipped with adamantine has these magical properties:
The charred statue of Saint Cyril stands solemnly in a sunny clearing. Tumbled stone and rotten timber are all that’s left of her home, the Chapel of the Sun. Desperate people seek her in times of need. In her open marble hands, wondrous magical gifts appear to true believers. Swords to strike down the dead, potions to cure plague, and luminous arrows to bring the dawn.
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Entropic Arrow
Weapon (arrow), rarity varies
The rarity of this ammunition is determined by the type of gemstone embedded in its shaft. An uncommon arrow is chrysoberyl, rare is peridot, and very rare is emerald.
Chrysoberyl. An entropic arrow embedded with chrysoberyl has these magical properties:
Peridot. An entropic arrow embedded with peridot has these magical properties:
Emerald. An entropic arrow embedded with emerald has these magical properties:
Shards of negative energy can be brought into the material plane and stored within gemstones. Contact with this energy immediately saps lifeforce and draws one closer to a withering death. Beings of darkness use this power to forge weapons that surpass physical wounds and harm the soul.
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I really like this one. I was just thinking, would you do a smoke bomb style item? Obviously having all of these is already great so I don’t really mind.
Hmm the closest we've done is the "Puffbomb" (smoky fungus throwable puffball) and the "Ball of Befuddlement" (a rainbow cloud of magical smoke that disorients enemies).
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well, ill have to refresh myself on those because it seems like you already had what i wanted!
The Dagger of Endless Stabbing looks terrifying omg
Wow I love this... and it looks so cool
Soo cool! The bottle shape looks like a mango!