I am new to being a DM and dungeons and dragons in general but I wanted to take a swing at making my own super evil and powerful magical/cursed magic item. I used it in my campaign and it worked out great so I'd like to hear feedback on how to make it better. Here's what I wrote in my notes: (minus how it connects to the story because that's campaign specific)
The Tomb of Chains
It appears as a leather bound tome that is made of thin leather remarkably similar to human skin ( because it is) There are blood stains and splatters all over the cover but none on the pages. At first the pages will appear empty, except a small inscription on the first page that says, “Take power from the blood of your slaves. For that blood is yours to wield”.
If someone spills blood on the pages (10 Hp worth), and the first level of power is revealed into the form of all the blood coalescing and forming the words and symbols that represent the first level of magical abilities. The words won’t actually be able to be read by the reader but rather will be understood on an instinctual level and the reader will feel a burning in their blood, as well as a hunger for power.
Levels of power and consequences
Level 1, requires 10 hp of blood to initiate the ritual (refilled after short or long rest).
Gets a +3 to stealth checks. Darkvision.
Can cast the cantrips:mage hand, prestidigitation, and ray of frost.
Can cast (level 1) comprehend languages, fog cloud, and sleep (2 slots)
Will feel a nagging anger at everyone who claims to be your equal or superior.
Doing this takes off 1d12 from your maximum hitpoints.
Level 2, Requires another 10 hp of blood to initiate ritual (refilled after short or long rest)
Con, Dex, and Str are increases to at least 16. Gains the spider climb ability.
Can cast the level 3 spells: detect thoughts, and gusts of wind. (3 slots)
Lose another 1d12 from maximum health.
Feels the need to become more powerful. Will enjoy killing and want to kill slowly, toying with their prey and tormenting them. He will find sadistic pleasure in killing and at times will require willpower to refrain from certain actions.
Level 3, requires a animal sacrifice of any kind. New inscription shows up saying, (blood is only their essence, give the life of rat or slave, they are all the same).
Alignment becomes Lawful Evil. All emotions of passion from love to annoyance will be amplified to obsesion to utter contentment.
Will hate the feeling of sunlight or running water.
Regenerate 1 points of health per turn while not in sunlight or running water.
Gains Charm person ability once per day.
Has fangs and their bite attack is 1d6 piercing damage, on a willing, grappled, or sleeping victim. The victim will suffer -2 Con points that will only return after a long rest.
If you drain a person completely of blood then you become resistant to necrotic damage for 1d6 days
Level 4, requires a human sacrifice. (A new inscription appears that says “let no insignificant mortal stand in the way of your immortality”)
They are given another +3 to stealth and a +6 to perception. Unarmed (claw) attack becomes (1d8+ Str). Bite attack (true or bat form) is 1d6 piercing damage + 2d6 necrotic damage (equal amount hit point max reduction) (reader heals that amount of hit points)
Can shape shift into a bat (walking speed of 5, fly speed of 30)
Once per day the reader can summon 1d2 swarm(s) of bats that will arrive in 1d4 turns, as long as they are in an area that they could exist.
When in sunlight or in running water the reader loses 10 points of radiant or acid damage respectively.
If you drain a person completely of blood then you become Immune to necrotic damage for 1d4 days
Any of these things can be solved or removed by a divine intervention or wish spell. No cure disease or restoration will rid of the vampiric curse. They are only considered truly undead after getting to level 3.
If the reader is killed at any time after level 3 then they will raise in 1d4 nights and will be in a frenzied and stupid state with emotion or will besides the desire to feed. If they successfully kill a humanoid and drain all of their blood, then they will return to their normal state. If they are slain again then they die permanently. If they don’t kill and consume a humanoid in 24 hours of reanimating they will remain forever hungry. If their corpse is drained of all blood and is revived by divine magics then they are revived as they were in life, no levels at all.
When Level 3 or above the vampire will want to feed. If they go 5 days without feeding then they will lose 1 point of Con, Str, and Dex per day until they die. Every day they feed after day 5 they will restore the lost points completely if they completely drain the victim, or 1 point per meal. If they feed on a person more than once then the person must make a DC12 or else they will die, each drain after that will increase the DC by 3.
Never use this in an evil campaign because then there is no downside, only good/neutral. I highly suggest colorful descriptions of the blood ritual and the effects it has on the characters. And make sure you discuss the effects of the book with players before letting them blindly alter their character forever.
I would think this is a legendary or artifact kind of item.
I would make the first couple levels activate have a steeper cost (maybe 10 from their hp maximum) or lighten the number of abilities gained. Other than that I could definitely see this as an artifact level book.
Or look in the Dungeon Master guide for how they did both of their books, I can’t remember the total correct names but their both books. I think one is the Book of (something) evil. And the other is the Book of (something) light. They also have scales for if they consider something major or minor. You could look and adjust from that. I have some weapons I made for my party from that, they are pretty cool.
Level 1 gives you resistance to necrotic damage and Level 3 says you must reduce a creature to 0 hit points with your bite attack before becoming resistant to necrotic damage.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Well no its not perma inspiration, my bad, what I should have said was perma guidance. Except its better because its not subject to a die roll and is above the average for a d4.
Hey, thanks everyone. I listened to what you said and fixed some of the problems and followed through with some of your suggestions. Tell me what you think.
I am new to being a DM and dungeons and dragons in general but I wanted to take a swing at making my own super evil and powerful magical/cursed magic item. I used it in my campaign and it worked out great so I'd like to hear feedback on how to make it better. Here's what I wrote in my notes: (minus how it connects to the story because that's campaign specific)
The Tomb of Chains
Never use this in an evil campaign because then there is no downside, only good/neutral. I highly suggest colorful descriptions of the blood ritual and the effects it has on the characters. And make sure you discuss the effects of the book with players before letting them blindly alter their character forever.
I would think this is a legendary or artifact kind of item.
I would make the first couple levels activate have a steeper cost (maybe 10 from their hp maximum) or lighten the number of abilities gained. Other than that I could definitely see this as an artifact level book.
Or look in the Dungeon Master guide for how they did both of their books, I can’t remember the total correct names but their both books. I think one is the Book of (something) evil. And the other is the Book of (something) light. They also have scales for if they consider something major or minor. You could look and adjust from that. I have some weapons I made for my party from that, they are pretty cool.
Level 1 gives you resistance to necrotic damage and Level 3 says you must reduce a creature to 0 hit points with your bite attack before becoming resistant to necrotic damage.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
No, level 1 gives you perma inspiration on stealth, resistance, access to seven spells.
As for level 3 bump that up to immunity for x rpunds or minuets.
Um, no, I think we're reading different things. Also, a +3 is not permanent inspiration.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Good eye, maybe we need a little more on if this is something that is to be meant differently.
Well no its not perma inspiration, my bad, what I should have said was perma guidance. Except its better because its not subject to a die roll and is above the average for a d4.
Hey, thanks everyone. I listened to what you said and fixed some of the problems and followed through with some of your suggestions. Tell me what you think.
This is now the revised version
Seems legit to me...I could see using something like this to tempt my players with.
I'm very glad to hear that. That's exactly what I had in mind when I made it and it worked great in my campaign. Tell me how it goes.