This razor-sharp dagger is the main tool of the hemomancer, with a hollow handle able to store and preserve blood for spellcraft. As an action while holding the dagger, you can spend a number of hit dice equal to your proficiency bonus and store them in the blade. When performing hemomancy, you can roll one or more stored hit dice to subtract the rolled number from the damage you take due to blood loss. Stored hit dice cannot be used to restore hit points. Once a stored hit die is rolled, it is spent.
You have a +1 bonus to attack and damage rolls made with any hemomantic weapon or ammunition that you craft while wielding this dagger, unless the item is already getting a bonus from elsewhere.
Additionally, you can use the dagger as a spellcasting focus. While using the dagger to cast a spell of 1st level or higher that deals damage, you can roll one or more stored hit dice and deal extra damage equal to the number rolled to a single creature targeted by the spell. Once this property has been used, it cannot be used again until you complete a long rest.
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This razor-sharp dagger is the main tool of the hemomancer, with a hollow handle able to store and preserve blood for spellcraft. As an action while holding the dagger, you can spend a number of hit dice equal to your proficiency bonus and store them in the blade. When performing hemomancy, you can roll one or more stored hit dice to subtract the rolled number from the damage you take due to blood loss. Stored hit dice cannot be used to restore hit points. Once a stored hit die is rolled, it is spent.
You have a +1 bonus to attack and damage rolls made with any hemomantic weapon or ammunition that you craft while wielding this dagger, unless the item is already getting a bonus from elsewhere.
Additionally, you can use the dagger as a spellcasting focus. While using the dagger to cast a spell of 1st level or higher that deals damage, you can roll one or more stored hit dice and deal extra damage equal to the number rolled to a single creature targeted by the spell. Once this property has been used, it cannot be used again until you complete a long rest.
Very good, very cool, just a minor suggestion. Perhaps it should require attunement from a blood hunter or any other class that practices hemomancy
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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.
Grimeblade Weapon (shortsword), very rare (requires attunement)
The surface of this shortsword is coated in a disgusting layer of unidentified scum that jiggles, bubbles and oozes. When you hit with an attack using this magic sword, the target takes an extra 1d8 poison damage. In addition, while the sword is on your person, you are immune to disease.
The sword has 6 charges, and it regains 1d4 + 2 expended charges daily at dawn. As an action while wielding the sword, you can expend 1 charge to cast the stinking cloud spell (DC 16) from it. When you hit a creature with this weapon, you can expend 2 charges to infect it with a disease. The creature must succeed on a DC 16 Constitution saving throw or suffer the effects of the contagion spell (DC 16) as if it was hit by the spell attack. A creature that succeeds on the initial saving throw is immune to this effect for 24 hours.
The stench wafting off of this foul weapon is enough to raise the dead. Luckily you’ve gotten used to it, but your companions keep a distance.
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Grimeblade Weapon (shortsword), very rare (requires attunement)
The surface of this shortsword is coated in a disgusting layer of unidentified scum that jiggles, bubbles and oozes. When you hit with an attack using this magic sword, the target takes an extra 1d8 poison damage. In addition, while the sword is on your person, you are immune to disease.
The sword has 6 charges, and it regains 1d4 + 2 expended charges daily at dawn. As an action while wielding the sword, you can expend 1 charge to cast the stinking cloud spell (DC 16) from it. When you hit a creature with this weapon, you can expend 2 charges to infect it with a disease. The creature must succeed on a DC 16 Constitution saving throw or suffer the effects of the contagion spell (DC 16) as if it was hit by the spell attack. A creature that succeeds on the initial saving throw is immune to this effect for 24 hours.
The stench wafting off of this foul weapon is enough to raise the dead. Luckily you’ve gotten used to it, but your companions keep a distance.
Siiiiiiick. Reminds me of that trash blob character from spirited away
Grimeblade Weapon (shortsword), very rare (requires attunement)
The surface of this shortsword is coated in a disgusting layer of unidentified scum that jiggles, bubbles and oozes. When you hit with an attack using this magic sword, the target takes an extra 1d8 poison damage. In addition, while the sword is on your person, you are immune to disease.
The sword has 6 charges, and it regains 1d4 + 2 expended charges daily at dawn. As an action while wielding the sword, you can expend 1 charge to cast the stinking cloud spell (DC 16) from it. When you hit a creature with this weapon, you can expend 2 charges to infect it with a disease. The creature must succeed on a DC 16 Constitution saving throw or suffer the effects of the contagion spell (DC 16) as if it was hit by the spell attack. A creature that succeeds on the initial saving throw is immune to this effect for 24 hours.
The stench wafting off of this foul weapon is enough to raise the dead. Luckily you’ve gotten used to it, but your companions keep a distance.
Siiiiiiick. Reminds me of that trash blob character from spirited away
Yaaa!! The polluted river spirit was actually an inspiration for this :D
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Grimeblade Weapon (shortsword), very rare (requires attunement)
The surface of this shortsword is coated in a disgusting layer of unidentified scum that jiggles, bubbles and oozes. When you hit with an attack using this magic sword, the target takes an extra 1d8 poison damage. In addition, while the sword is on your person, you are immune to disease.
The sword has 6 charges, and it regains 1d4 + 2 expended charges daily at dawn. As an action while wielding the sword, you can expend 1 charge to cast the stinking cloud spell (DC 16) from it. When you hit a creature with this weapon, you can expend 2 charges to infect it with a disease. The creature must succeed on a DC 16 Constitution saving throw or suffer the effects of the contagion spell (DC 16) as if it was hit by the spell attack. A creature that succeeds on the initial saving throw is immune to this effect for 24 hours.
The stench wafting off of this foul weapon is enough to raise the dead. Luckily you’ve gotten used to it, but your companions keep a distance.
Siiiiiiick. Reminds me of that trash blob character from spirited away
Yaaa!! The polluted river spirit was actually an inspiration for this :D
You're welcome to make suggestions, but there's not guarantee that we'll be able to tackle them. We used to do requests via our patreon, but have since discontinued that.
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Iron Maiden Armor (plate), legendary (requires attunement)
The interior of this suit of iron armor is lined with brutal spikes. Donning the armor is an excruciating procedure that binds it to your body by piercing your flesh. Your hit point maximum is reduced by a number equal to your character level. Roll a d100. If the number rolled is greater than your new hit point maximum, you immediately die and the attunement fails.
The armor suspends your lifeforce while you are imprisoned within it, and grows in power as your blood is spilled, feeding off of your agony to fuel its magic. While wearing the armor you gain the following benefits:
You have a +1 bonus to AC.
You are immune to exhaustion and the frightened condition.
Death Howl. When damage drops you to 0 hit points, you can emanate a psychic wail of agony and drop to 1 hit point instead. Each creature of your choice within 60 feet of you that can hear you must succeed on a DC 17 Wisdom saving throw or take psychic damage equal to the damage you took. Once this property has been used, it can’t be used again until the next dawn.
While wearing the armor and you have fewer than half of your maximum hit points (rounded down), you gain the following benefits:
The AC bonus increases to +2.
Bloody Vigor. Once on each of your turns, when you hit with an attack or deal damage with a spell, you can deal an extra 2d8 damage to one of the targets. If the target is a creature, you gain temporary hit points equal to the extra damage dealt.
While wearing the armor and you have fewer than one quarter of your maximum hit points (rounded down), you gain the following benefits:
The AC bonus increases to +3.
The extra damage from Bloody Vigor increases to 4d8.
Curse. The armor cannot be removed unless this curse is broken via the remove curse or wish spell. If the armor is removed, the magic that sustained your mangled body ends. You immediately drop to 0 hit points and you have disadvantage on death saving throws for the next 1d6 days.
For the Knights of The Crimson Tears, being elected Warden is no privilege. It is a duty-bound service on their honor that, one day, they may be called upon to don the Iron Maiden. If duty calls for the Warden to fulfill their agonizing promise, no evil may escape once the armor weeps for its wielder.
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Iron Maiden Armor (plate), legendary (requires attunement)
The interior of this suit of iron armor is lined with brutal spikes. Donning the armor is an excruciating procedure that binds it to your body by piercing your flesh. Your hit point maximum is reduced by a number equal to your character level. Roll a d100. If the number rolled is greater than your new hit point maximum, you immediately die and the attunement fails.
The armor suspends your lifeforce while you are imprisoned within it, and grows in power as your blood is spilled, feeding off of your agony to fuel its magic. While wearing the armor you gain the following benefits:
You have a +1 bonus to AC.
You are immune to exhaustion and the frightened condition.
Death Howl. When damage drops you to 0 hit points, you can emanate a psychic wail of agony and drop to 1 hit point instead. Each creature of your choice within 60 feet of you that can hear you must succeed on a DC 17 Wisdom saving throw or take psychic damage equal to the damage you took. Once this property has been used, it can’t be used again until the next dawn.
While wearing the armor and you have fewer than half of your maximum hit points (rounded down), you gain the following benefits:
The AC bonus increases to +2.
Bloody Vigor. Once on each of your turns, when you hit with an attack or deal damage with a spell, you can deal an extra 2d8 damage to one of the targets. If the target is a creature, you gain temporary hit points equal to the extra damage dealt.
While wearing the armor and you have fewer than one quarter of your maximum hit points (rounded down), you gain the following benefits:
The AC bonus increases to +3.
The extra damage from Bloody Vigor increases to 4d8.
Curse. The armor cannot be removed unless this curse is broken via the remove curse or wish spell. If the armor is removed, the magic that sustained your mangled body ends. You immediately drop to 0 hit points and you have disadvantage on death saving throws for the next 1d6 days.
For the Knights of The Crimson Tears, being elected Warden is no privilege. It is a duty-bound service on their honor that, one day, they may be called upon to don the Iron Maiden. If duty calls for the Warden to fulfill their agonizing promise, no evil may escape once the armor weeps for its wielder.
Rallying Horn Wondrous item, rare (requires attunement by a fighter)
While the horn is on your person, you regain an extra 1d10 hit points whenever you use your Second Wind class feature.
The horn has a number of charges equal to your proficiency bonus, and it regains all expended charges daily at dawn. As a bonus action, you can expend 1 charge to blow the horn and emit a rallying call. Each creature of your choice (including yourself) within 60 feet of you that can hear you has advantage on the first attack or ability check it makes before the end of its next turn. Additionally, each chosen ally can use its reaction to either move up to its movement speed without provoking opportunity attacks, end the frightened condition on itself, or regain 1d10 hit points.
The legendary prowess of Barut warriors is due to their herd mentality. When charging into battle, they rally their forces with horns of war. Alone, a warrior may be formidable, but together they are unstoppable.
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Hellfire Halberd Weapon (halberd), very rare (requires attunement by a creature of non-chaotic alignment)
Forged in the fires of hell and quenched in demon blood, these weapons are wielded by devils in their endless war against demons. You have a +2 bonus to attack and damage rolls made with this magic weapon. The halberd deals an extra 1d10 slashing damage to demons.
Each halberd is unique, suffused with the power of the demon whose blood boiled to create it. Roll a d8 and consult the table below to determine which demon’s properties are imbued into this halberd:
Dretch. While holding the halberd, you can use a bonus action to emit a 10-foot radius of disgusting green gas. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 16 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. Once this property of the halberd has been used, it can’t be used again until the next dawn.
Quasit. While holding the halberd, you can use an action to cast the polymorph spell from it, targeting only yourself. When cast in this way, you can only transform into a bat, giant centipede, or toad, and you retain your Intelligence, Wisdom, and Charisma scores. The toad uses the statistics for a frog, but its swim speed is 40 feet. Once this property of the halberd has been used, it can’t be used again until the next dawn.
Vrock. While holding the halberd, you can use a bonus action to emit a horrific screech. Each creature within 20 feet of you that can hear you must succeed on a DC 16 Constitution saving throw or be stunned until the end of your next turn. Once this property of the halberd has been used, it can’t be used again until the next dawn.
Hezrou. You have resistance to cold and fire damage while the halberd is on your person.
Glabrezu. While holding the halberd, you can use an action to cast one of the following spells from it (save DC 16): darkness, detect magic, or dispel magic. Once a spell has been cast using the halberd, that spell can't be cast from it again until the next dawn.
Nalfeshnee. While holding the halberd, you can use a bonus action to emit scintillating, multicolored light. Each creature within 15 feet of you that can see the light must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. Once this property of the halberd has been used, it can’t be used again until the next dawn.
Marilith. While holding the halberd, you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. Once this property of the halberd has been used, it can’t be used again until the next dawn.
Balor. While holding the halberd, you can use a bonus action to activate a fiery aura that surrounds you for 1 minute. At the start of each of your turns for the duration, each creature within 5 feet of you takes 2d6 fire damage, and flammable objects in the aura that aren't being worn or carried ignite. Once this property of the halberd has been used, it can’t be used again until the next dawn.
If you slay one of the aforementioned demons with the halberd, you can choose to replace the halberd’s demonic property with the property that corresponds to the slain demon. This change lasts for 1d8 days before reverting.
There’s nothing like the smell of piping hot demon blood to start your morning.
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all this look fantastic! wish I coud draw like that.
Thank you so much!! My best advice is to have fun drawing but do it every day, even if just for a short amount of time. Copying art that you like is a great way to learn technique, as well. I believe in you! Anyone can make art, it just takes time!
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WOW!! Just WOW! I LOVE that drawing!
Great Item!!!
Fire!! everything's on fire!! Mwah ha ha...
Thank you so much!!
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Hemomancer’s Blade
Weapon (dagger), uncommon (requires attunement)
This razor-sharp dagger is the main tool of the hemomancer, with a hollow handle able to store and preserve blood for spellcraft. As an action while holding the dagger, you can spend a number of hit dice equal to your proficiency bonus and store them in the blade. When performing hemomancy, you can roll one or more stored hit dice to subtract the rolled number from the damage you take due to blood loss. Stored hit dice cannot be used to restore hit points. Once a stored hit die is rolled, it is spent.
You have a +1 bonus to attack and damage rolls made with any hemomantic weapon or ammunition that you craft while wielding this dagger, unless the item is already getting a bonus from elsewhere.
Additionally, you can use the dagger as a spellcasting focus. While using the dagger to cast a spell of 1st level or higher that deals damage, you can roll one or more stored hit dice and deal extra damage equal to the number rolled to a single creature targeted by the spell. Once this property has been used, it cannot be used again until you complete a long rest.
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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Cool!
Fire!! everything's on fire!! Mwah ha ha...
Very good, very cool, just a minor suggestion. Perhaps it should require attunement from a blood hunter or any other class that practices hemomancy
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"
Grimeblade
Weapon (shortsword), very rare (requires attunement)
The surface of this shortsword is coated in a disgusting layer of unidentified scum that jiggles, bubbles and oozes. When you hit with an attack using this magic sword, the target takes an extra 1d8 poison damage. In addition, while the sword is on your person, you are immune to disease.
The sword has 6 charges, and it regains 1d4 + 2 expended charges daily at dawn. As an action while wielding the sword, you can expend 1 charge to cast the stinking cloud spell (DC 16) from it. When you hit a creature with this weapon, you can expend 2 charges to infect it with a disease. The creature must succeed on a DC 16 Constitution saving throw or suffer the effects of the contagion spell (DC 16) as if it was hit by the spell attack. A creature that succeeds on the initial saving throw is immune to this effect for 24 hours.
The stench wafting off of this foul weapon is enough to raise the dead. Luckily you’ve gotten used to it, but your companions keep a distance.
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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Siiiiiiick. Reminds me of that trash blob character from spirited away
Yaaa!! The polluted river spirit was actually an inspiration for this :D
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!
Nice, couldn’t remember that guys name.
Can we request item pics?
It pronounced Den Sake. It is not Japanese.
Website character sheet not working fix (Hopefully)
Semi-Expert at homebrew, just ask for my help.
You're welcome to make suggestions, but there's not guarantee that we'll be able to tackle them. We used to do requests via our patreon, but have since discontinued that.
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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Iron Maiden
Armor (plate), legendary (requires attunement)
The interior of this suit of iron armor is lined with brutal spikes. Donning the armor is an excruciating procedure that binds it to your body by piercing your flesh. Your hit point maximum is reduced by a number equal to your character level. Roll a d100. If the number rolled is greater than your new hit point maximum, you immediately die and the attunement fails.
The armor suspends your lifeforce while you are imprisoned within it, and grows in power as your blood is spilled, feeding off of your agony to fuel its magic. While wearing the armor you gain the following benefits:
While wearing the armor and you have fewer than half of your maximum hit points (rounded down), you gain the following benefits:
While wearing the armor and you have fewer than one quarter of your maximum hit points (rounded down), you gain the following benefits:
Curse. The armor cannot be removed unless this curse is broken via the remove curse or wish spell. If the armor is removed, the magic that sustained your mangled body ends. You immediately drop to 0 hit points and you have disadvantage on death saving throws for the next 1d6 days.
For the Knights of The Crimson Tears, being elected Warden is no privilege. It is a duty-bound service on their honor that, one day, they may be called upon to don the Iron Maiden. If duty calls for the Warden to fulfill their agonizing promise, no evil may escape once the armor weeps for its wielder.
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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This. Is. AMAZING!!!!!
Come check out some of my Homebrew (please give input!)
Make some trinket tables on this thread!
well... ouch
These drawings are amazing, thank you:)
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.Rallying Horn
Wondrous item, rare (requires attunement by a fighter)
While the horn is on your person, you regain an extra 1d10 hit points whenever you use your Second Wind class feature.
The horn has a number of charges equal to your proficiency bonus, and it regains all expended charges daily at dawn. As a bonus action, you can expend 1 charge to blow the horn and emit a rallying call. Each creature of your choice (including yourself) within 60 feet of you that can hear you has advantage on the first attack or ability check it makes before the end of its next turn. Additionally, each chosen ally can use its reaction to either move up to its movement speed without provoking opportunity attacks, end the frightened condition on itself, or regain 1d10 hit points.
The legendary prowess of Barut warriors is due to their herd mentality. When charging into battle, they rally their forces with horns of war. Alone, a warrior may be formidable, but together they are unstoppable.
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!
Can I get a Headband of Intellect. Also, love the artwork!
It pronounced Den Sake. It is not Japanese.
Website character sheet not working fix (Hopefully)
Semi-Expert at homebrew, just ask for my help.
Hellfire Halberd
Weapon (halberd), very rare (requires attunement by a creature of non-chaotic alignment)
Forged in the fires of hell and quenched in demon blood, these weapons are wielded by devils in their endless war against demons. You have a +2 bonus to attack and damage rolls made with this magic weapon. The halberd deals an extra 1d10 slashing damage to demons.
Each halberd is unique, suffused with the power of the demon whose blood boiled to create it. Roll a d8 and consult the table below to determine which demon’s properties are imbued into this halberd:
If you slay one of the aforementioned demons with the halberd, you can choose to replace the halberd’s demonic property with the property that corresponds to the slain demon. This change lasts for 1d8 days before reverting.
There’s nothing like the smell of piping hot demon blood to start your morning.
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!
all this look fantastic! wish I coud draw like that.
Thank you so much!! My best advice is to have fun drawing but do it every day, even if just for a short amount of time. Copying art that you like is a great way to learn technique, as well. I believe in you! Anyone can make art, it just takes time!
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!