Dear Brewer, Many games, movies, and books influence the world's greatest roleplaying game, and been a personal fan of the monster hunter series, I was pleasantly surprised when I saw the huge collection of monsters brought on dndbeyond by SkyArmy125 from the Book Monster Hunter Monster Manual.
But I wanted more, I wanted item, or to be more precise, after a year-long campaign that took my players from lvl 1 to lvl 18, in which I introduced them to the joy of MH monster in d&d, they keep on trying to harvest part on the monster to create equipment and item, of course, using the existing magic item, and the homebrew I've already collected so far, I could link monster part to plenty of various existing item for them to create and have their fun mini-quest to get all the resources.
But recently, I'm preparing for a new campaign with the same group of player, and still inspired by those same monster, I've created a few unique magic item, those are the first draft so far, but I would like feedback and opinion in order to balance them as much as possible before handing them to my players. Also, don't hesitate if you have any idea for more special and unique items to create!
Another note, my skill to find cool name are not the best either, so don't hesitate if you have a suggestion for a better name, please keep the monster's name in the item name, it makes it so much easier to find the item again afterward.
So, without further ado here is the list of my creation so far:
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls and to the saving throw DCs.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff harnesses the darkness and evil spirits around in an attempt to regrow the former Leshen. A Leshen appears in a 120 feet radius as the staff disappears.
Spells
You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
Flock of Crows. When holding the staff, you can use an action to expend 1 charge to turn into a flock of crows and teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see.
Work In Progress:
Chameleos Tongue Lash
Weapon (whip), rare
This lash, made from the severed tongue of a Chameleos, is quite sticky. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When taking the attack action, you may forgo doing damage, and instead try to disarm your enemy, on a hit, if the target has an object in at least one hand, they must make a Strength saving throw contested by you're attack roll. You succeed automatically if the target is incapacitated. If you succeed, the enemy weapon drop to the ground.
Dodogama Jaw Shield
Armor (shield), very rare
Using the plates of the lower jaw of the Dodogama, some master craftsmen are able to preserve the strength of the material while reworking it, thus producing shields out of standards, although hard to handle. The shield has 10 charges, and gain a charge each time you are hit by a critical hit as the shield heat up. When you are hit, you can expend a number of the shield's charges, burning your attacker for 1d8 fire damage per charge expended.
Kirin's Robe
Wondrous Item, very rare (requires attunement by a spellcaster)
Kirin, due to their celestial nature, and their physical resemblance with unicorns are often mistaken with those creatures, therefore, it is generally not well seen to have such a robe. Robe made from kirin uses a braid of the prominence that the beast has around the neck, braiding the threads in order to obtain the voluptuous and luxurious dress is a very long process, and those robes are great marks of wealth.
While wearing this robe, you have a +1 bonus to AC. The robes has 5 charges, you can expend 1 of its charges to cast the following spells at their 5th level if applicable, using your spellcasting ability modifier and spell save DC: call lightning, lightning bolt, storm sphere, thunder step, thunderwave.
The robe regains 1d3 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the robe lose is properties and become a nonmagical robe.
Kushala CLoak
Wondrous Item, very rare (requires attunement by a spellcaster)
This cloak, made from the membrane of a Kushala Daora, retains some of the magical properties of the dragon to control the wind.
While wearing this cloak, you gain a flying speed equal to your walking speed. The cloak has 3 charges, you can expend a number of its charges to cast the following spells, using your spellcasting ability modifier and spell save DC: Gust of Wind (1 charge), Wind Wall (2 charges), Control Winds (3 charges).
The cloak regains all expended charges daily at dawn.
Laviasioth Plate
Armor (plate), very rare (requires attunement)
The hardened skin of the Laviasioth can be worked into a full plate armor with enough time and proper equipment. You have resistance to fire damage while you wear this armor and you have a +1 bonus to AC while wearing this armor. If you take fire damage, this bonus to AC is negated until the end of your next turn.
You may choose to scrap of the layer of hardened magma naturally forming on the outside of this armor, doing so negate the bonus to AC for 1 hour, but you do not have disadvantage on Dexterity (stealth) during that time.
Legiana Glider
Wondrous Item, rare
The leaf-shaped wing of a Legiana brings terror to those in her wake, some rare expert crafter can repurpose the wing of a dead Legiana if they weren't damaged, the shape, while inappropriate for a cloak, make for a peculiar glider. When using this glider, you can use it to glide when falling, you lose 5 feet of altitude for every 10 feet of movement. When gliding, the path above which you glide become covered in frost, making it difficult terrain.
Lunastra's Mane
Wondrous Item, rare (requires attunement)
Killing a Lunastra ain't a small achievement, but managing to kill one, and leaving the dragon's mane perfectly untouched is a true feat of precision. The mane once scalped from the Lunastra, grants its wearer the power of the blue flame.
While wearing this mane, fire damage you deal ignores fire resistance, and you treat fire immunity as fire resistance. The flame you produce takes on a blue color.
As an action, you can release a burs of blue flames, each creature of your choice in a 30-feet radius muss succeed on a DC 15 Dexterity saving throw, taking 6d8 fire damage on a failed save, or half as much on a success. Once this property has been used, it can’t be used again until the next dawn.
Nargacuga Leather
rmor (studded leather), uncommon
This dark leather armor is crafter with the fur and of a Nargacuga. While in dim light or Darkness, you can take the Hide action as a Bonus Action.
Paolumu Inflating Vest
Armor (hide), very rare
This armor, made with the hide of a Paolumu, is incredibly soft to the touch, the white fur providing extremely good protection against the cold, more, expert leatherworker may be able to retain the hide stretchiness.
You have resistance to cold damage while you wear this armor, and you can for 1 minute, magically increases your size, as if casting the enlarge/reduce spell choosing to enlarge on yourself, you don't need to concentrate on the spell. While enlarged this way you do not fall, but slowly glide down, as if under the effect of the feather fall spell. Once this property has been used, it can’t be used again until the next dawn.
Seregios SideGlaive
Wondrous Item, rare (requires attunement)
This pair of gloves are made using the notorious Seregios scale, those razor-sharp scales, attached to the side of the gloves allow you to cut your target with each strike. Your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and unarmed attacks with these gloves deal 1d8 plus your strength modifier slashing damage.
Once per turn, when you hit a creature with an attack using this pair of gloves, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
TziTzi Headwear
Wondrous Item, uncommon (requires attunement)
This horned headwear is made with tzitzi ya ku photomemebrane, by deploying the membranes from which the horn are made, it emits a bright flash of light in a 60-foot cone in front of you. Each creature in that area must succeed on a DC 14 Constitution saving throw or become blinded for until the end of its next turn. Once this property has been used, it can’t be used again until the next dawn.
I was able to work on those items over the last 2 weeks, and managed to finish some of them, I've updated the original post accordingly, but I still need help on the unfinished items.
Dear Brewer, Many games, movies, and books influence the world's greatest roleplaying game, and been a personal fan of the monster hunter series, I was pleasantly surprised when I saw the huge collection of monsters brought on dndbeyond by SkyArmy125 from the Book Monster Hunter Monster Manual.
But I wanted more, I wanted item, or to be more precise, after a year-long campaign that took my players from lvl 1 to lvl 18, in which I introduced them to the joy of MH monster in d&d, they keep on trying to harvest part on the monster to create equipment and item, of course, using the existing magic item, and the homebrew I've already collected so far, I could link monster part to plenty of various existing item for them to create and have their fun mini-quest to get all the resources.
But recently, I'm preparing for a new campaign with the same group of player, and still inspired by those same monster, I've created a few unique magic item, those are the first draft so far, but I would like feedback and opinion in order to balance them as much as possible before handing them to my players. Also, don't hesitate if you have any idea for more special and unique items to create!
Another note, my skill to find cool name are not the best either, so don't hesitate if you have a suggestion for a better name, please keep the monster's name in the item name, it makes it so much easier to find the item again afterward.
So, without further ado here is the list of my creation so far:
Done:
Banabaro's Wood Shield, Bazelgeuse Scale Shield, Brachydios' Slime Gloves, Brooch of Kulu, Glavenus Tail-Sword, Acid Glavenus Tail-Sword, Cloak of the Agnaktor, Staff of Zinogre, Uragaan Propelled Hammer, Bone Armor
Staff of the Leshen
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls and to the saving throw DCs.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff harnesses the darkness and evil spirits around in an attempt to regrow the former Leshen. A Leshen appears in a 120 feet radius as the staff disappears.
Spells
You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
Flock of Crows. When holding the staff, you can use an action to expend 1 charge to turn into a flock of crows and teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see.
Work In Progress:
Chameleos Tongue Lash
This lash, made from the severed tongue of a Chameleos, is quite sticky. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When taking the attack action, you may forgo doing damage, and instead try to disarm your enemy, on a hit, if the target has an object in at least one hand, they must make a Strength saving throw contested by you're attack roll. You succeed automatically if the target is incapacitated. If you succeed, the enemy weapon drop to the ground.
Dodogama Jaw Shield
Using the plates of the lower jaw of the Dodogama, some master craftsmen are able to preserve the strength of the material while reworking it, thus producing shields out of standards, although hard to handle. The shield has 10 charges, and gain a charge each time you are hit by a critical hit as the shield heat up. When you are hit, you can expend a number of the shield's charges, burning your attacker for 1d8 fire damage per charge expended.
Kirin's Robe
Kirin, due to their celestial nature, and their physical resemblance with unicorns are often mistaken with those creatures, therefore, it is generally not well seen to have such a robe. Robe made from kirin uses a braid of the prominence that the beast has around the neck, braiding the threads in order to obtain the voluptuous and luxurious dress is a very long process, and those robes are great marks of wealth.
While wearing this robe, you have a +1 bonus to AC. The robes has 5 charges, you can expend 1 of its charges to cast the following spells at their 5th level if applicable, using your spellcasting ability modifier and spell save DC: call lightning, lightning bolt, storm sphere, thunder step, thunderwave.
The robe regains 1d3 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the robe lose is properties and become a nonmagical robe.
Kushala CLoak
This cloak, made from the membrane of a Kushala Daora, retains some of the magical properties of the dragon to control the wind.
While wearing this cloak, you gain a flying speed equal to your walking speed. The cloak has 3 charges, you can expend a number of its charges to cast the following spells, using your spellcasting ability modifier and spell save DC: Gust of Wind (1 charge), Wind Wall (2 charges), Control Winds (3 charges).
The cloak regains all expended charges daily at dawn.
Laviasioth Plate
The hardened skin of the Laviasioth can be worked into a full plate armor with enough time and proper equipment. You have resistance to fire damage while you wear this armor and you have a +1 bonus to AC while wearing this armor. If you take fire damage, this bonus to AC is negated until the end of your next turn.
You may choose to scrap of the layer of hardened magma naturally forming on the outside of this armor, doing so negate the bonus to AC for 1 hour, but you do not have disadvantage on Dexterity (stealth) during that time.
Legiana Glider
The leaf-shaped wing of a Legiana brings terror to those in her wake, some rare expert crafter can repurpose the wing of a dead Legiana if they weren't damaged, the shape, while inappropriate for a cloak, make for a peculiar glider. When using this glider, you can use it to glide when falling, you lose 5 feet of altitude for every 10 feet of movement. When gliding, the path above which you glide become covered in frost, making it difficult terrain.
Lunastra's Mane
Killing a Lunastra ain't a small achievement, but managing to kill one, and leaving the dragon's mane perfectly untouched is a true feat of precision. The mane once scalped from the Lunastra, grants its wearer the power of the blue flame.
While wearing this mane, fire damage you deal ignores fire resistance, and you treat fire immunity as fire resistance. The flame you produce takes on a blue color.
As an action, you can release a burs of blue flames, each creature of your choice in a 30-feet radius muss succeed on a DC 15 Dexterity saving throw, taking 6d8 fire damage on a failed save, or half as much on a success. Once this property has been used, it can’t be used again until the next dawn.
Nargacuga Leather
This dark leather armor is crafter with the fur and of a Nargacuga. While in dim light or Darkness, you can take the Hide action as a Bonus Action.
Paolumu Inflating Vest
This armor, made with the hide of a Paolumu, is incredibly soft to the touch, the white fur providing extremely good protection against the cold, more, expert leatherworker may be able to retain the hide stretchiness.
You have resistance to cold damage while you wear this armor, and you can for 1 minute, magically increases your size, as if casting the enlarge/reduce spell choosing to enlarge on yourself, you don't need to concentrate on the spell. While enlarged this way you do not fall, but slowly glide down, as if under the effect of the feather fall spell. Once this property has been used, it can’t be used again until the next dawn.
Seregios SideGlaive
This pair of gloves are made using the notorious Seregios scale, those razor-sharp scales, attached to the side of the gloves allow you to cut your target with each strike. Your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and unarmed attacks with these gloves deal 1d8 plus your strength modifier slashing damage.
Once per turn, when you hit a creature with an attack using this pair of gloves, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
TziTzi Headwear
This horned headwear is made with tzitzi ya ku photomemebrane, by deploying the membranes from which the horn are made, it emits a bright flash of light in a 60-foot cone in front of you. Each creature in that area must succeed on a DC 14 Constitution saving throw or become blinded for until the end of its next turn. Once this property has been used, it can’t be used again until the next dawn.
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
I was able to work on those items over the last 2 weeks, and managed to finish some of them, I've updated the original post accordingly, but I still need help on the unfinished items.
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.