This wand has 4 charges. While holding it, you can use an action to expend 1 or more of its charges to summon 1 Dust Mephit per charge in unoccupied spaces that you can see within 30 feet of you.
A summoned Dust Mephit disappears after 1 hour or when it drops to 0 Hit Points. Dust Mephits are friendly to you and your companions. Roll Initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The wand regains 1 charge during a short rest or 1d4 charges during a long rest if you spend some of that time sweeping up dust or dirt with the wand.
PUT THOSE DUST BUNNIES TO WORK WITH THE DUSTBUSTER 5,000!
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The sling bullets come in a pouch, which contains 1d4 + 4 bullets. You have a +1 bonus to attack and damage rolls made with each of these bullets. When you hit with a bullet, you can choose to ricochet the bullet to hit another creature. Make an additional attack roll against a new creature within 20 feet of the previous creature. On a successful hit, the new creature takes 1d4+1 bludgeoning damage. You can repeat this process until you miss, only targeting creatures that have not yet been targeted. Once a bullet misses or hits a target and doesn’t ricochet, it loses its magic.
“They say a single Xeeblian slinger could level an entire platoon of enemy soldiers with one bullet. Seems impossible, but...” One Eyed Crunky grinned and winked his one eye before loading his sling with faintly glowing lead. The approaching guardsmen goose-stepped into range. “Watch and learn!” He yelled, leaping from cover. His sling blurred and the bullet rocketed sideways, shattering a tavern window across the street. “DAMNATION! LET’S SCRAM!”
Crunky and his companions fled into the night, unscathed, though the same can’t be said of the poor tavern-keeper’s precious egg collection.
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When you hit a creature with this magic weapon, the creature takes an extra 1d6 necrotic damage if it’s below its hit point maximum. While holding this weapon you can sense the direction of dead creatures within a 1 mile radius as long as they died within the last week.
This bronze khopesh is masterfully crafted and imbued with a hunger for carrion. Despite the extensive patina that slowly creeps along the blade, its edge remains razor sharp. Those who can stand the ever-present scent of rotting flesh wield it well.
Bathrobe of Supreme Leisure™ Wondrous item, uncommon (requires attunement)
This fur-lined bathrobe is enchanted to achieve an unprecedented level of comfort. When worn to sleep, four hours is sufficient for a long rest and you gain 2d10 temporary hit points when you awaken.
Curse. Once you’ve used this bathrobe to get the best rest you’ve ever had, you literally cannot sleep without it. Unless you’re wearing the bathrobe, you can’t gain the benefit of a long rest for 1d4 days after your last long rest using the bathrobe.
Minimus Maximus IV had one of these deliciously plush robes crafted for each day of the week, so he’d never have to go a night without the godlike comfort of Supreme Leisure™.
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Bundren the Bungler Weapon (greatclub), uncommon (requires attunement)
This large oaken log has an oafish face carved into it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can force a Large or smaller creature hit by this magic weapon to make a DC 10 Strength saving throw or be knocked prone.
Sentience. Bundren the Bungler is a sentient chaotic neutral weapon with an Intelligence of 8, a Wisdom of 10, and a Charisma of 8. It has hearing and darkvision out to a range of 120 feet. The weapon perceives and communicates using its carved face and can speak, read, and understand Common. It has a brutish, fumbling voice.
Personality. Bundren the Bungler is an awakened tree that vexed its creator with its clumsiness to the point that it was chopped down and left for firewood. It will talk incessantly and loudly about all of the follies that have befallen it over its long and storied lifetime.
Curse. You have disadvantage on Dexterity (Stealth) and Dexterity (Acrobatics) checks while attuned to this magical weapon. Additionally, when you roll a 20 to hit with this weapon, the attack always misses.
While you are wearing this ring, when you make a ranged attack with a bow or crossbow you magically summon the ammunition as part of the attack. Arrows or bolts summoned by this ring disappear after they hit or miss their target. Attacks with these arrows are considered magical for overcoming resistance and immunity to non-magical attacks and damage.
This ring has 4 charges. As part of an attack, you can expend one charge to summon a special piece of ammunition from the following options:
Excruciating. This arrow inflicts massive pain, halving the target creature’s movement speed until the end of your next turn.
Penetrating. This arrow travels through the target in a straight line for an additional 20 feet. The nearest creature in that area is also hit by the attack if the attack surpasses its AC with three-quarters cover (+5).
Tethering. This arrow creates a tether from you to the target. The tether is the exact length of the distance fired between you and the target. It can be used as a rope to climb or to leash yourself to a target creature. The tether can hold up to 500 pounds and can be severed with a DC 18 Strength check. Make a contested Strength (Athletics) check to pull a tethered creature. The arrow and tether last up to 1 minute or until you dismiss it with a bonus action, before disappearing.
Whistling. This arrow whistles loudly as it flies through the air. Creatures within 60 feet of the flight path have disadvantage on Wisdom (Perception) checks to hear anything else until the end of your next turn.
The ring regains all expended charges after a long rest.
Bentha drew back the string on her bow and a translucent, silver arrow materialized. The other rangers had mocked her for “forgetting” her quiver, but now she was the only one with any arrows left to fire. They never stood a chance.
This whip ends in a bronze bell clapper, perfect for ringing someone’s bell. You have a +1 bonus to attack and damage rolls made with this magic weapon, which deals 1d6 bludgeoning damage in place of the normal whip damage. Additionally, when you roll a 20 on your attack roll with this magic weapon, the target is stunned until the end of your next turn.
Bellringer is the devastating weapon of choice used by the notorious bandit Leshii the Snake. Countless caravan guards have been incapacitated by a clap to the head, only to find their precious cargo long gone when they regain consciousness.
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Moustachio’d Tabar Weapon (battleaxe), common (requires attunement)
While attuned to this battleaxe you grow a large and illustrious moustache, or a visibly thicker and more remarkable moustache if you already have one.
“There’s something different about Jeanette, but I can’t place it.” The large, ornate battleaxe slung over her shoulder was certainly new, but that wasn’t it… Her demeanor is pleasant as always and she paid her bar tab in full per usual. “She just seems to have a glow about her!”
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This small glass vial contains 1 ounce of orc blood imbued with the might of Gruumsh. When you drink this potion, you gain the aggression of an orc for 1 minute. As a bonus action on each of your turns, you can move up to your speed toward a hostile creature that you can see.
Sheila downed the viscous crimson liquid, shattered the vial in her bare hand and let out a mighty bellow before charging into the fray.
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Any water poured into this magical flask will become ale.
“YE WON’T MAKE ANOTHER PURCHASE *hic* IN YER MISERABLE LIFE” shouted the canteen vender as she teetered on her stool in the market square. Despite her obvious drunkenness and brusque demeanor, it looked like her canteens were flying off the shelf…
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This massive greatsword is chiseled from an incredibly heavy piece of jagged stone. Ancient arcane binding barely prevents it from shattering on impact.
When you hit with an attack using this magic greatsword, the target takes an extra 1d6 bludgeoning damage, or 3d6 bludgeoning damage if the target is a beast. While you hold this weapon, you have resistance to damage dealt by beasts. If you roll a 1 on an attack roll, roll a d20. On a 1, the greatsword shatters and is destroyed.
May all chipmunks, chickadees and ladybugs fear your tremendous might!
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew:Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
After drinking this potion, you must succeed on a DC 16 Constitution saving throw or become poisoned and take 1d6 fire damage at the start of each turn. You can repeat the saving throw at the end of each turn, ending the effect on a success. If you fail this saving throw two times, the fire damage increases to 3d6 and your movement speed is doubled.
While poisoned in this way, you can use a bonus action to exhale fire at a target within 20 feet of you. The target must succeed on a DC 16 Dexterity saving throw or catch fire, taking 3d6 fire damage immediately and at the start of each of its turns until someone takes an action to douse the fire.
Spicy Tom’s Secret Sauce will really make your face sweat and your gullet burn. And the longer it lasts, the worse it gets! Buy some today!
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Dusting Wand
Wand, rare.
This wand has 4 charges. While holding it, you can use an action to expend 1 or more of its charges to summon 1 Dust Mephit per charge in unoccupied spaces that you can see within 30 feet of you.
A summoned Dust Mephit disappears after 1 hour or when it drops to 0 Hit Points. Dust Mephits are friendly to you and your companions. Roll Initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The wand regains 1 charge during a short rest or 1d4 charges during a long rest if you spend some of that time sweeping up dust or dirt with the wand.
PUT THOSE DUST BUNNIES TO WORK WITH THE DUSTBUSTER 5,000!
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Wow this stuff is amazing! Is it okay if I use it in my next campaign?
Absolutely! :) and if an awesome story comes of it, let us know!
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Ricochet Sling Bullets
Weapon (sling bullet), rare
The sling bullets come in a pouch, which contains 1d4 + 4 bullets. You have a +1 bonus to attack and damage rolls made with each of these bullets. When you hit with a bullet, you can choose to ricochet the bullet to hit another creature. Make an additional attack roll against a new creature within 20 feet of the previous creature. On a successful hit, the new creature takes 1d4+1 bludgeoning damage. You can repeat this process until you miss, only targeting creatures that have not yet been targeted. Once a bullet misses or hits a target and doesn’t ricochet, it loses its magic.
“They say a single Xeeblian slinger could level an entire platoon of enemy soldiers with one bullet. Seems impossible, but...” One Eyed Crunky grinned and winked his one eye before loading his sling with faintly glowing lead. The approaching guardsmen goose-stepped into range. “Watch and learn!” He yelled, leaping from cover. His sling blurred and the bullet rocketed sideways, shattering a tavern window across the street. “DAMNATION! LET’S SCRAM!”
Crunky and his companions fled into the night, unscathed, though the same can’t be said of the poor tavern-keeper’s precious egg collection.
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Khopesh of the Vulture
Weapon (scimitar), rare
When you hit a creature with this magic weapon, the creature takes an extra 1d6 necrotic damage if it’s below its hit point maximum. While holding this weapon you can sense the direction of dead creatures within a 1 mile radius as long as they died within the last week.
This bronze khopesh is masterfully crafted and imbued with a hunger for carrion. Despite the extensive patina that slowly creeps along the blade, its edge remains razor sharp. Those who can stand the ever-present scent of rotting flesh wield it well.
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Bathrobe of Supreme Leisure™
Wondrous item, uncommon (requires attunement)
This fur-lined bathrobe is enchanted to achieve an unprecedented level of comfort. When worn to sleep, four hours is sufficient for a long rest and you gain 2d10 temporary hit points when you awaken.
Curse. Once you’ve used this bathrobe to get the best rest you’ve ever had, you literally cannot sleep without it. Unless you’re wearing the bathrobe, you can’t gain the benefit of a long rest for 1d4 days after your last long rest using the bathrobe.
Minimus Maximus IV had one of these deliciously plush robes crafted for each day of the week, so he’d never have to go a night without the godlike comfort of Supreme Leisure™.
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Bundren the Bungler
Weapon (greatclub), uncommon (requires attunement)
This large oaken log has an oafish face carved into it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can force a Large or smaller creature hit by this magic weapon to make a DC 10 Strength saving throw or be knocked prone.
Sentience. Bundren the Bungler is a sentient chaotic neutral weapon with an Intelligence of 8, a Wisdom of 10, and a Charisma of 8. It has hearing and darkvision out to a range of 120 feet. The weapon perceives and communicates using its carved face and can speak, read, and understand Common. It has a brutish, fumbling voice.
Personality. Bundren the Bungler is an awakened tree that vexed its creator with its clumsiness to the point that it was chopped down and left for firewood. It will talk incessantly and loudly about all of the follies that have befallen it over its long and storied lifetime.
Curse. You have disadvantage on Dexterity (Stealth) and Dexterity (Acrobatics) checks while attuned to this magical weapon. Additionally, when you roll a 20 to hit with this weapon, the attack always misses.
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Fletcher’s Ring
Ring, rare (requires attunement)
While you are wearing this ring, when you make a ranged attack with a bow or crossbow you magically summon the ammunition as part of the attack. Arrows or bolts summoned by this ring disappear after they hit or miss their target. Attacks with these arrows are considered magical for overcoming resistance and immunity to non-magical attacks and damage.
This ring has 4 charges. As part of an attack, you can expend one charge to summon a special piece of ammunition from the following options:
The ring regains all expended charges after a long rest.
Bentha drew back the string on her bow and a translucent, silver arrow materialized. The other rangers had mocked her for “forgetting” her quiver, but now she was the only one with any arrows left to fire. They never stood a chance.
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Bellringer
Weapon (whip), rare (requires attunement)
This whip ends in a bronze bell clapper, perfect for ringing someone’s bell. You have a +1 bonus to attack and damage rolls made with this magic weapon, which deals 1d6 bludgeoning damage in place of the normal whip damage. Additionally, when you roll a 20 on your attack roll with this magic weapon, the target is stunned until the end of your next turn.
Bellringer is the devastating weapon of choice used by the notorious bandit Leshii the Snake. Countless caravan guards have been incapacitated by a clap to the head, only to find their precious cargo long gone when they regain consciousness.
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Moustachio’d Tabar
Weapon (battleaxe), common (requires attunement)
While attuned to this battleaxe you grow a large and illustrious moustache, or a visibly thicker and more remarkable moustache if you already have one.
“There’s something different about Jeanette, but I can’t place it.” The large, ornate battleaxe slung over her shoulder was certainly new, but that wasn’t it… Her demeanor is pleasant as always and she paid her bar tab in full per usual. “She just seems to have a glow about her!”
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Essence of Gruumsh
Potion, uncommon
This small glass vial contains 1 ounce of orc blood imbued with the might of Gruumsh. When you drink this potion, you gain the aggression of an orc for 1 minute. As a bonus action on each of your turns, you can move up to your speed toward a hostile creature that you can see.
Sheila downed the viscous crimson liquid, shattered the vial in her bare hand and let out a mighty bellow before charging into the fray.
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I've no words to say
that's incredible
saving money on tblet for drawing from here
Thank you!!!
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Canteen of Crapulence
Wondrous item, common
Any water poured into this magical flask will become ale.
“YE WON’T MAKE ANOTHER PURCHASE *hic* IN YER MISERABLE LIFE” shouted the canteen vender as she teetered on her stool in the market square. Despite her obvious drunkenness and brusque demeanor, it looked like her canteens were flying off the shelf…
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This...This is great. So creative and balanced. Can I use some of these things in one of my campaigns?
"If you ever ask a wizard to list the books they've read recently, prepare to be there for a solid week. " - Original.
Grammar Cult
Bow down to Cats! (Cult of Cats)
Absolutely! Have fun, and let us know how your adventures develop!
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Megalithic Beast Breaker
Weapon (greatsword), rare
This massive greatsword is chiseled from an incredibly heavy piece of jagged stone. Ancient arcane binding barely prevents it from shattering on impact.
When you hit with an attack using this magic greatsword, the target takes an extra 1d6 bludgeoning damage, or 3d6 bludgeoning damage if the target is a beast. While you hold this weapon, you have resistance to damage dealt by beasts. If you roll a 1 on an attack roll, roll a d20. On a 1, the greatsword shatters and is destroyed.
May all chipmunks, chickadees and ladybugs fear your tremendous might!
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Amazing art!
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew: Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Thank you!
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Spicy Tom’s Secret Sauce
Potion, rare
After drinking this potion, you must succeed on a DC 16 Constitution saving throw or become poisoned and take 1d6 fire damage at the start of each turn. You can repeat the saving throw at the end of each turn, ending the effect on a success. If you fail this saving throw two times, the fire damage increases to 3d6 and your movement speed is doubled.
While poisoned in this way, you can use a bonus action to exhale fire at a target within 20 feet of you. The target must succeed on a DC 16 Dexterity saving throw or catch fire, taking 3d6 fire damage immediately and at the start of each of its turns until someone takes an action to douse the fire.
Spicy Tom’s Secret Sauce will really make your face sweat and your gullet burn. And the longer it lasts, the worse it gets! Buy some today!
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