Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.
Rotting Gaze. The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.
Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.
I would suggest that this would be a cursed item that requires attunment. Once used, it turns the victim into Nothic, and each of the three powers it grants would be one step of the way. They can only learn one per level, they have to take them in order from the top, and all three are in place, they are transformed. It would probably be a necklace with a tiny eye that looks like the one the Nothic has, or maybe a ring. A Remove Curse spell or similar would be required to allow the victim to remove it, and all powers would be lost when the item is removed, and the character returns to their original form.
As an alternative, if you want this to be something good for the player character, the eye can be transformed into a small version and replace one of the character's eyes, it will look strange, it will require attunment, and I'd suggest not letting them use Weird Insight, because that's a very powerful thing. Imagine the potential for blackmail, solving mysteries, or doing interrogation.
As a final idea, this could be a fine magic item to give someone the Telepathy feat without expending the feat to get it.
If you’re looking for existing items, maybe a medallion of thoughts. Or one of the many things that does necrotic damage. But I like the idea of an eyeball medallion.
I second that whatever it is, it's evil and cursed.
Nothics are cited as being specifically cursed by Vecna. That's a high-quality curse. If you want that to mean anything in your world, this is your opportunity. Like your player dreams that that the nothic's eye can lead him to the Eye of Vecna, but only if he pulls his own eye out first, or something.
I'd say it could be used to craft certain magic items, or if you want to make it an item yourself you could draw from its weird insight ability. Perhaps once a day it could learn a secret from someone it's used on, but if someone makes their save it never works against them again.
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"Ignorance is bliss, and you look absolutely miserable."
This is a glorious opportunity to homebrew something tricksy. Maybe a staff or amulet that can cast a lesser version of blight or something like sapping sting at 11th level (3d4 necro damage and they fall prone), but if the target makes the saving throw, they learn a secret about the wielder (DM's choice) rather than vice versa.
Or a Potion of Insight that gives you advantage on attack rolls and saving throws for one minute as you glean the secret intentions of your opponents, but drinking it too often (per Geann's suggestion above) eventually turns you into a nothic.
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I would disagree with the folks who say to make it cursed. You want to encourage your players to do cool stuff, not penalize them for trying something interesting. Maybe it becoming cursed is an option if they do something foolish along the way, but I’d try to avoid it. Another alternative is since they are probably low level, and players rarely want to spend the weeks of downtime crafting, maybe they can trade it. Some wizard has a few spell scrolls they are willing to swap, or a warlock has a +1 sword.
This is a reasonable position. I tend to think of story hooks as being their own reward, but players actually just like having nice things (darn players).
It could still be “cursed” without the curse being horrible. If the thing is super cool and the curse is one of those “you don’t want to get rid of this thing” curses, it isn’t really so bad.
Nothic Eye Pendant
Wondrous Item, rare (requires attunement)
While wearing this Pendant, you have advantage on initiative rolls and Wisdom (Perception) checks.
A Sorcerer, Warlock, or Wizard can use this magic item as an arcane focus.
As an action you can can choose a creature you can see within 30 feet, the target must succeed at a DC 15 Constitution saving through or take 3d6 Necrotic damage and have its speed reduced by half until the start of your next turn.
This magic item comes with 1 charge. As an action you can expend this item’s charge to gain truesight to a distance of 20 ft., for up to 1 minutes, as long as you maintain concentration (as if concentrating on a spell). If this magic item has no charge, at midnight roll a d6 and on a roll of 4 or higher this magic item regains it’s charge.
Curse. This item is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the item, keeping it within reach at all times.
If a Sorcerer, Warlock, or Wizard, dies while attuned to and wearing this pendant they must succeed at a DC 15 Wisdom saving throw or return in 2d3 + 1 days as a Nothic unless they are restored to life first.
That‘s just a rough first draft. It has a bit of risk from its curse, but it isn’t punishing, and the benefits of using the thing are pretty solid. Advantage on both Initiative and Perception, a focus on a necklace, a unique Cantrip-like feature, and a limited form of a 6th-level spell, and all it does is aggressively eat an Attunement slot and maybe turn you into a monster after you die, and only if you’re one of three classes. But anyone else can use it and only have the Attunement slot claimed. And for something as cool as that ☝️, they might not mind.
My players extracted one as well. I gave them the option between turning it into a grenade that did 3d6 necrotic damage, a mask that would let them cast clairvoyance and an add on to a turret they were tasked with buying that would either give advantage to attack every two rounds or attempt to paralyse people who tried to close into melee range.
An alternative could be making a focus that once a day let you see everything in a 30 ft radius with true sight regardless of obstacles. It would be useful to detect invisible people, traps, or see behind doors. Since Nothics were spellcasters cursed in their search of Knowledge you might make the item give advantage in Arcana checks by letting them see magic (or perception due to Keen Sight). It could also let them check x/times a day if someone is lying to them. Or, if nobody in your party has darkvision, a potion that would grant them that either temporarily or permanently.
Or get an artificer to make a fake gazer familiar with the spirit of the Nothic within. As in, not really a gazer but something with its shape? Maybe it has grappling hooks instead of eye stalks and can still attack with its rotting gaze still but has no eye rays.
It could still be “cursed” without the curse being horrible. If the thing is super cool and the curse is one of those “you don’t want to get rid of this thing” curses, it isn’t really so bad.
Nothic Eye Pendant
Wondrous Item, rare (requires attunement)
While wearing this Pendant, you have advantage on initiative rolls and Wisdom (Perception) checks.
A Sorcerer, Warlock, or Wizard can use this magic item as an arcane focus.
As an action you can can choose a creature you can see within 30 feet, the target must succeed at a DC 15 Constitution saving through or take 3d6 Necrotic damage and have its speed reduced by half until the start of your next turn.
This magic item comes with 1 charge. As an action you can expend this item’s charge to gain truesight to a distance of 20 ft., for up to 1 minutes, as long as you maintain concentration (as if concentrating on a spell). If this magic item has no charge, at midnight roll a d6 and on a roll of 4 or higher this magic item regains it’s charge.
Curse. This item is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the item, keeping it within reach at all times.
If a Sorcerer, Warlock, or Wizard, dies while attuned to and wearing this pendant they must succeed at a DC 15 Wisdom saving throw or return in 2d3 + 1 days as a Nothic unless they are restored to life first.
That‘s just a rough first draft. It has a bit of risk from its curse, but it isn’t punishing, and the benefits of using the thing are pretty solid. Advantage on both Initiative and Perception, a focus on a necklace, a unique Cantrip-like feature, and a limited form of a 6th-level spell, and all it does is aggressively eat an Attunement slot and maybe turn you into a monster after you die, and only if you’re one of three classes. But anyone else can use it and only have the Attunement slot claimed. And for something as cool as that ☝️, they might not mind.
How do you format to include the magic item text? That's helpful.
Given that a Nothic is only a CR2 monster, I would suggest one of the following:
An item where a Nothic eye is the principal component should be a Common, or at most, Uncommon item.
The Nothic eye should be one of perhaps 4 or 5 rare magical components, in which case the item could be Rare
As an action you can can choose a creature you can see within 30 feet, the target must succeed at a DC 15 Constitution saving through or take 3d6 Necrotic damage and have its speed reduced by half until the start of your next turn.
I would require this to use charges, or limit the number of times per day it can be used.
I would suggest something simple given how weak the Nothic is as an adversary, such as being able to use a Bonus action to gain Truesight to 30 ft until the end of your turn, 3 times per day.
The first Nothic was cursed by Vecna, and the story would be Legendary to start with, but they have been around for a long time, I note that the only language they speak is Undercommon, so that gives me an idea where they are usually found. It's up to each DM how common Nothic are.
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Dear hive mind of DMs.
My players managed to remove the eye of Nothic intact can anyone help with what sort of thing could be made from it? Like magic item wise
Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.
Rotting Gaze. The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.
Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.
I would suggest that this would be a cursed item that requires attunment. Once used, it turns the victim into Nothic, and each of the three powers it grants would be one step of the way. They can only learn one per level, they have to take them in order from the top, and all three are in place, they are transformed. It would probably be a necklace with a tiny eye that looks like the one the Nothic has, or maybe a ring. A Remove Curse spell or similar would be required to allow the victim to remove it, and all powers would be lost when the item is removed, and the character returns to their original form.
As an alternative, if you want this to be something good for the player character, the eye can be transformed into a small version and replace one of the character's eyes, it will look strange, it will require attunment, and I'd suggest not letting them use Weird Insight, because that's a very powerful thing. Imagine the potential for blackmail, solving mysteries, or doing interrogation.
As a final idea, this could be a fine magic item to give someone the Telepathy feat without expending the feat to get it.
<Insert clever signature here>
If you’re looking for existing items, maybe a medallion of thoughts. Or one of the many things that does necrotic damage. But I like the idea of an eyeball medallion.
I second that whatever it is, it's evil and cursed.
Nothics are cited as being specifically cursed by Vecna. That's a high-quality curse. If you want that to mean anything in your world, this is your opportunity. Like your player dreams that that the nothic's eye can lead him to the Eye of Vecna, but only if he pulls his own eye out first, or something.
I'd say it could be used to craft certain magic items, or if you want to make it an item yourself you could draw from its weird insight ability. Perhaps once a day it could learn a secret from someone it's used on, but if someone makes their save it never works against them again.
"Ignorance is bliss, and you look absolutely miserable."
This is a glorious opportunity to homebrew something tricksy. Maybe a staff or amulet that can cast a lesser version of blight or something like sapping sting at 11th level (3d4 necro damage and they fall prone), but if the target makes the saving throw, they learn a secret about the wielder (DM's choice) rather than vice versa.
Or a Potion of Insight that gives you advantage on attack rolls and saving throws for one minute as you glean the secret intentions of your opponents, but drinking it too often (per Geann's suggestion above) eventually turns you into a nothic.
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I would disagree with the folks who say to make it cursed. You want to encourage your players to do cool stuff, not penalize them for trying something interesting. Maybe it becoming cursed is an option if they do something foolish along the way, but I’d try to avoid it.
Another alternative is since they are probably low level, and players rarely want to spend the weeks of downtime crafting, maybe they can trade it. Some wizard has a few spell scrolls they are willing to swap, or a warlock has a +1 sword.
This is a reasonable position. I tend to think of story hooks as being their own reward, but players actually just like having nice things (darn players).
It could still be “cursed” without the curse being horrible. If the thing is super cool and the curse is one of those “you don’t want to get rid of this thing” curses, it isn’t really so bad.
That‘s just a rough first draft. It has a bit of risk from its curse, but it isn’t punishing, and the benefits of using the thing are pretty solid. Advantage on both Initiative and Perception, a focus on a necklace, a unique Cantrip-like feature, and a limited form of a 6th-level spell, and all it does is aggressively eat an Attunement slot and maybe turn you into a monster after you die, and only if you’re one of three classes. But anyone else can use it and only have the Attunement slot claimed. And for something as cool as that ☝️, they might not mind.
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Ooooh, I love that pendant idea, especially the curse.
My players extracted one as well. I gave them the option between turning it into a grenade that did 3d6 necrotic damage, a mask that would let them cast clairvoyance and an add on to a turret they were tasked with buying that would either give advantage to attack every two rounds or attempt to paralyse people who tried to close into melee range.
An alternative could be making a focus that once a day let you see everything in a 30 ft radius with true sight regardless of obstacles. It would be useful to detect invisible people, traps, or see behind doors. Since Nothics were spellcasters cursed in their search of Knowledge you might make the item give advantage in Arcana checks by letting them see magic (or perception due to Keen Sight). It could also let them check x/times a day if someone is lying to them. Or, if nobody in your party has darkvision, a potion that would grant them that either temporarily or permanently.
Or get an artificer to make a fake gazer familiar with the spirit of the Nothic within. As in, not really a gazer but something with its shape? Maybe it has grappling hooks instead of eye stalks and can still attack with its rotting gaze still but has no eye rays.
I do aim to please.
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that is awesome im gonna make it in dndbeyond magic item builder right now
As usual, happy to help.
If you publish it, I only ask to be credited for “special contributions” to the design (or some acknowledgment as a contributor at least).
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Of course if I do publish it . You'll get all the credit
How do you format to include the magic item text? That's helpful.
Given that a Nothic is only a CR2 monster, I would suggest one of the following:
As an action you can can choose a creature you can see within 30 feet, the target must succeed at a DC 15 Constitution saving through or take 3d6 Necrotic damage and have its speed reduced by half until the start of your next turn.
I would require this to use charges, or limit the number of times per day it can be used.
I would suggest something simple given how weak the Nothic is as an adversary, such as being able to use a Bonus action to gain Truesight to 30 ft until the end of your turn, 3 times per day.
The first Nothic was cursed by Vecna, and the story would be Legendary to start with, but they have been around for a long time, I note that the only language they speak is Undercommon, so that gives me an idea where they are usually found. It's up to each DM how common Nothic are.
<Insert clever signature here>