This mighty club once belonged to a lord among the Oni. The name of this lord is lost to time, but he was best known under his nickname; The Night Haunter. It is said that an aura of darkness followed him.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
You gain darkvision up to 60ft and the ability to see normally in darkness, both magical and nonmagical, for 30ft while carrying this greatclub.
A creature attuned to this weapon gains the following additional benefits:
The greatclub becomes filled with dark power and deals an extra 2d6 necrotic damage to any target it hits.
If you are targeted by an attack, you can use your reaction to cover yourself in darkness for the duration of that attack.
You gain the ability to cast the darkness spell once per long rest.
You can extinguish any non-magical light-source at will. In addition you can use your bonus action to dispel any light-producing cantrip within 120ft of yourself.
Proficiency with a greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it.
At first glance, there's maybe too much going on for a potion. Most potions have rules texts that's a few lines long at most, and the effects are simple and straightforward. You have six separate bullet points
Mechanically, it also seems kind of, I dunno, arbitrary might be the best description. It doesn't follow the established precedents for bonuses that come along with getting bigger (enlarge/reduce or a rune knight's Giant's Might, to pick the two most obvious examples), even if just to use them as a baseline
The final thing I'd say is that the rarity choice seems odd to me. Maybe I take the word 'legendary' too literally, but to me any item on that tier should be something bards could have sung tales about. It's a clue to the DM that any lore about the item has faded into the realm of legend and myth. This is... "just" a potion that makes you really big, and as a potion it wouldn't even be unique, since it could just be brewed again. So what exactly makes it legendary, as opposed to very rare?
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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)
At first glance, there's maybe too much going on for a potion. Most potions have rules texts that's a few lines long at most, and the effects are simple and straightforward. You have six separate bullet points
Mechanically, it also seems kind of, I dunno, arbitrary might be the best description. It doesn't follow the established precedents for bonuses that come along with getting bigger (enlarge/reduce or a rune knight's Giant's Might, to pick the two most obvious examples), even if just to use them as a baseline
The final thing I'd say is that the rarity choice seems odd to me. Maybe I take the word 'legendary' too literally, but to me any item on that tier should be something bards could have sung tales about. It's a clue to the DM that any lore about the item has faded into the realm of legend and myth. This is... "just" a potion that makes you really big, and as a potion it wouldn't even be unique, since it could just be brewed again. So what exactly makes it legendary, as opposed to very rare?
I just made a pretty huge overhaul to the potion. I know the new second effect is pretty wordy, any ways to improve it?
I was tempted to make a tiny giant. For now, I'll submit the Gnomish Inverter for the DM category. I'm happy to hear feedback.
Gnomish Inverter
Wondrous Item, very rare
These ingenius arcanomechanical devices were developed by gnomish military artificers tasked with finding a weapon to counter the raw might of their giant enemies in open combat. Unfortunately, in typical gnomish fashion, clever giants have repurposed these devices to infiltrate gnomish warrens and incapacitate their prey in clausterphobic tunnels.
As an action, you can hurl the inverter up to 120 feet, which explodes on impact. Each unwilling creature within 30 feet of the inverter when it explodes must make a DC 18 Constitution saving throw. On a failed save, the creature's size is inverted for 1 minute. Everything worn or carried by an affected creature changes size with it. Any item dropped by an affected creature returns to normal size at once. To determine the new size of the affected creature, consult the following table.
Size
New Size
Tiny
Gargantuan
Small
Huge
Medium
Large
Large
Medium
Huge
Small
Gargantuan
Tiny
For every category by which a creature's size increases, the creature's size doubles in all dimensions, and its weight is multiplied by eight. If there isn't enough room for the target to increase its size, the creature attains the maximum possible size in the space available. For the duration, the creature also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage for each size category.
For every category by which a creature's size decreases, the creature's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. For the duration, the creature also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage for each size category (this can't reduce the damage below 1).
My entry for DM Options: Fe Fi Fo Fum - The Longsword of Filing (updated)
Weapon (longsword), legendary
You have a +2 bonus to attack and damage rolls made with this magic weapon. When attacking with the Longsword of Filing, you score a critical hit when rolling a 19 or 20 on your attack roll.
In addition, when the Longsword of Filing is used to make an attack against any object or construct made of metal, stone, crystal, bone or other hard material, the attack automatically hits and is considered a critical hit, but only dice dealing slashing damage are doubled.
Sentience
The Longsword of Filing is a sentient neutral weapon named Kanalon with an Intelligence of 13, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to a range of 60 feet.
The weapon can speak, read, and understand Common and Giant, and can communicate with its wielder telepathically, speaking in a rapid, high-pitched patter. When used for its original purpose as a mani/pedi tool rather than a weapon of war, Kanalon adds its Charisma bonus of +3 to any Persuasion check made by its wielder to engage in small talk with the client.
Unimaginable horrors await the unwary when a giant removes their boots and socks, and the hardiest of souls have been driven mad by the sight and odor of their nasty, gnarly toes. While this item can be wielded as a longsword by smaller folks, that was not its original purpose. It was created by a long-forgotten wizard, who made a vast fortune before retiring by providing mani/pedi services to the ordning, manipulating the file via telekinesis to stay as far away from the funky foot smell as possible. The blade of the Longsword of Filing is made of adamantine, while one side of the blade is encrusted with diamond shards that never seem to wear down.
Seems a bit too targeted towards constructs. Maybe remove the auto-hit?
Keen Smell. The Cheshire cat has advantage on Wisdom (Perception) checks that rely on smell.
Magic Resistance. The Cheshire cat has advantage on saving throws against spells and other magical effects.
Nondetection.The Cheshire cat can’t be targeted or detected by any divination magic or perceived through magical scrying sensors.
Pounce. If the Cheshire cat moves at least 20 feet straight toward a creature and then hits it with a claws on the same turn, that target must succeed on a DC 10 Strength saving throw or be knocked prone if it is a creature. If the target is prone, the Cheshire cat can make one bite attack against it as a bonus action.
Actions
Multiattack. The Cheshire cat makes two attacks with its claws, and one with its bite.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 slashing damage.
Invisibility and Incorporealness. The Cheshire cat magically turns partially or wholly invisible and/or incorporeal until it attacks or until it looses concentration (as if on a spell). Any equipment the cat wears or carries is invisible and/or incorporeal with it. While incorporeal, the Cheshire cat has resistance to all damage types except force damage; psychic damage; radiant damage; and bludgeoning, piercing, and slashing damage from magical attacks that aren’t silvered. In addition it can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Description
Cheshire cats are larger fey felines with remarkably wide grins. They are so named due to a striking similarity to artwork adorning signs in the village of Cheshire, perhaps even being the inspiration for that artwork. Cheshire cats come in a variety of often garish colors, and usually sport either stripes or spots, and occasionally both. They are mischievous tricksters who are frequently known to engage folks in amusing but sometimes perplexing conversation, often raising philosophical points that annoy or baffle others. Though occasionally vexing or troublesome, Cheshire cats are also often known to aid travelers by indicating routs of safe passage, pointing out helpful items, or even tending to the injured.
Cheshire Cats can become invisible, often disappearing gradually until nothing is left but its grin before that too finally disappears. However, they can also make only portions of themselves disappear leaving only a head or sometimes just a smile visible for long periods of time. Cheshire cats can also become incorporeal, in whole or in part, allowing them to pass through objects or even people, as well as making themselves resistant to most forms of injury. Their powers include being resistant to most magics, especially scrying magic, allowing them to come and go undetected at will.
Why does it lose its resistance to non magic/silvered B/P/S while incorporeal? Also, how would being partially invisible/incorporeal work?
My entry for Player Options: Uncharted Adventuring - The Path of the Trailblazer
Barbarians who take the Path of the Trailblazer do so because they revel in the hunt, whether it's the pursuit of a sworn enemy who has fled justice or the search for a safe haven for their people deep in the wilderness. Skilled scouts and trackers, they also channel their fury into controlling a battlefield, disrupting enemy lines and allowing allies to avoid threats.
Branded Quarry
At 3rd level, when you enter a rage, you may mark one target you can see as your Branded Quarry. The first time you hit this target with a melee weapon on a turn, you deal an additional 1d6 damage and reduce the target's speed by 10 feet until the beginning of your next turn. This mark disappears when your rage ends.
Path Carver
At 3rd level, you gain proficiency in Survival and with cartographer's tools. These increase to expertise at 10th level. In addition, beginning at 10th level, any map you make grants a bonus to Survival checks made with it to navigate the terrain or area that it displays. This bonus is equal to one-third your barbarian level (rounded down) at the time the map is created.
Guiding Hand
At 6th level, any hostile creature within 5 feet of you has disadvantage on opportunity attacks made against any creature other than you, while any allied creature within 5 feet of you does not have their movement slowed by difficult terrain.
Unerring Tracker
At 10th level, you may cast locate animals or plants as a ritual. Once per long rest, you may also cast locate creature without needing concentration to maintain the spell.
Terrain Mastery
At 14th level, you gain tremorsense to 60 feet and blindsight to 10 feet while raging, provided you are in an area you are familiar with. An area around you in a 60-foot radius is considered familiar after 10 minutes of study, if it's not otherwise one you have previously mapped out or experienced. In addition, while raging in a familiar area, you gain advantage on your next attack after moving at least half your speed in a straight line. If this attack hits, it is an automatic critical hit that ignores resistance and treats immunity as resistance. You may also gain these benefits on an attack if it is against a creature that has made an opportunity attack against you since the beginning of your turn. You may gain these benefits on an attack only once per turn.
Terrain Mastery is kind of situational, but pretty powerful when you do manage to meet the conditions. Maybe remove the resistance ignoring and immunity to resistance?
This mighty club once belonged to a lord among the Oni. The name of this lord is lost to time, but he was best known under his nickname; The Night Haunter. It is said that an aura of darkness followed him.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
The wielder of this greatclub gains darkvision up to 60ft and the ability to see normally in darkness, both magical and nonmagical, for 30ft.
A creature attuned to this weapon gains the following additional benefits:
The greatclub becomes filled with dark power and deals an extra 2d6 necrotic damage to any target it hits.
If the creature is targeted by an attack, it can use its reaction to cover itself in darkness for the duration of that attack.
The creature gains the ability to cast the darkness spell once per long rest.
The creature can extinguish any non-magical light-source at will. In addition it can use its bonus action to dispel any light-producing cantrip within 120ft of itself.
Proficiency with a greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it.
What does covering yourself in darkness do?
Usually, magic items refer to their owner as "you."
They also usually say "until dawn" instead of "until you finish a long rest."
Keen Smell. The Cheshire cat has advantage on Wisdom (Perception) checks that rely on smell.
Magic Resistance. The Cheshire cat has advantage on saving throws against spells and other magical effects.
Nondetection.The Cheshire cat can’t be targeted or detected by any divination magic or perceived through magical scrying sensors.
Pounce. If the Cheshire cat moves at least 20 feet straight toward a creature and then hits it with a claws on the same turn, that target must succeed on a DC 10 Strength saving throw or be knocked prone if it is a creature. If the target is prone, the Cheshire cat can make one bite attack against it as a bonus action.
Actions
Multiattack. The Cheshire cat makes two attacks with its claws, and one with its bite.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 slashing damage.
Invisibility and Incorporealness. The Cheshire cat magically turns partially or wholly invisible and/or incorporeal until it attacks or until it looses concentration (as if on a spell). Any equipment the cat wears or carries is invisible and/or incorporeal with it. While incorporeal, the Cheshire cat has resistance to all damage types except force damage; psychic damage; radiant damage; and bludgeoning, piercing, and slashing damage from magical attacks that aren’t silvered. In addition it can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Description
Cheshire cats are larger fey felines with remarkably wide grins. They are so named due to a striking similarity to artwork adorning signs in the village of Cheshire, perhaps even being the inspiration for that artwork. Cheshire cats come in a variety of often garish colors, and usually sport either stripes or spots, and occasionally both. They are mischievous tricksters who are frequently known to engage folks in amusing but sometimes perplexing conversation, often raising philosophical points that annoy or baffle others. Though occasionally vexing or troublesome, Cheshire cats are also often known to aid travelers by indicating routs of safe passage, pointing out helpful items, or even tending to the injured.
Cheshire Cats can become invisible, often disappearing gradually until nothing is left but its grin before that too finally disappears. However, they can also make only portions of themselves disappear leaving only a head or sometimes just a smile visible for long periods of time. Cheshire cats can also become incorporeal, in whole or in part, allowing them to pass through objects or even people, as well as making themselves resistant to most forms of injury. Their powers include being resistant to most magics, especially scrying magic, allowing them to come and go undetected at will.
Why does it lose its resistance to non magic/silvered B/P/S while incorporeal? Also, how would being partially invisible/incorporeal work?
Ahh, good catch. That’s supposed to be that it gains immunity to all damage except those types, not resistance. Partially invisible should be fairly straightforward, only parts of it are invisible and the rest isn’t. But the Incorporealness should be entirely incorporeal, not partially incorporeal, but I don’t know how to phrase that any better. Any suggestions?
I was tempted to make a tiny giant. For now, I'll submit the Gnomish Inverter for the DM category. I'm happy to hear feedback.
Gnomish Inverter
Wondrous Item, very rare
These ingenius arcanomechanical devices were developed by gnomish military artificers tasked with finding a weapon to counter the raw might of their giant enemies in open combat. Unfortunately, in typical gnomish fashion, clever giants have repurposed these devices to infiltrate gnomish warrens and incapacitate their prey in clausterphobic tunnels.
As an action, you can hurl the inverter up to 120 feet, which explodes on impact. Each unwilling creature within 30 feet of the inverter when it explodes must make a DC 18 Constitution saving throw. On a failed save, the creature's size is inverted for 1 minute. Everything worn or carried by an affected creature changes size with it. Any item dropped by an affected creature returns to normal size at once. To determine the new size of the affected creature, consult the following table.
Size
New Size
Tiny
Gargantuan
Small
Huge
Medium
Large
Large
Medium
Huge
Small
Gargantuan
Tiny
For every category by which a creature's size increases, the creature's size doubles in all dimensions, and its weight is multiplied by eight. If there isn't enough room for the target to increase its size, the creature attains the maximum possible size in the space available. For the duration, the creature also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage for each size category.
For every category by which a creature's size decreases, the creature's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. For the duration, the creature also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage for each size category (this can't reduce the damage below 1).
Why do they have to be unwilling?
Basically, you can choose to fail. An unwilling creature gets a save but if you're willing, it just happens.
I was tempted to make a tiny giant. For now, I'll submit the Gnomish Inverter for the DM category. I'm happy to hear feedback.
Gnomish Inverter
Wondrous Item, very rare
These ingenius arcanomechanical devices were developed by gnomish military artificers tasked with finding a weapon to counter the raw might of their giant enemies in open combat. Unfortunately, in typical gnomish fashion, clever giants have repurposed these devices to infiltrate gnomish warrens and incapacitate their prey in clausterphobic tunnels.
As an action, you can hurl the inverter up to 120 feet, which explodes on impact. Each unwilling creature within 30 feet of the inverter when it explodes must make a DC 18 Constitution saving throw. On a failed save, the creature's size is inverted for 1 minute. Everything worn or carried by an affected creature changes size with it. Any item dropped by an affected creature returns to normal size at once. To determine the new size of the affected creature, consult the following table.
Size
New Size
Tiny
Gargantuan
Small
Huge
Medium
Large
Large
Medium
Huge
Small
Gargantuan
Tiny
For every category by which a creature's size increases, the creature's size doubles in all dimensions, and its weight is multiplied by eight. If there isn't enough room for the target to increase its size, the creature attains the maximum possible size in the space available. For the duration, the creature also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage for each size category.
For every category by which a creature's size decreases, the creature's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. For the duration, the creature also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage for each size category (this can't reduce the damage below 1).
Why do they have to be unwilling?
Basically, you can choose to fail. An unwilling creature gets a save but if you're willing, it just happens.
You're going to need to word it more specifically if that's the case. Right now, it just means that the device doesn't even affect creatures that want it to affect them. Anyways, I don't see why you'd want to give the choice; Constitution saving throws aren't generally the type of thing that a character has control over.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
This mighty club once belonged to a lord among the Oni. The name of this lord is lost to time, but he was best known under his nickname; The Night Haunter. It is said that an aura of darkness followed him.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
The wielder of this greatclub gains darkvision up to 60ft and the ability to see normally in darkness, both magical and nonmagical, for 30ft.
A creature attuned to this weapon gains the following additional benefits:
The greatclub becomes filled with dark power and deals an extra 2d6 necrotic damage to any target it hits.
If the creature is targeted by an attack, it can use its reaction to cover itself in darkness for the duration of that attack.
The creature gains the ability to cast the darkness spell once per long rest.
The creature can extinguish any non-magical light-source at will. In addition it can use its bonus action to dispel any light-producing cantrip within 120ft of itself.
Proficiency with a greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it.
What does covering yourself in darkness do?
Usually, magic items refer to their owner as "you."
They also usually say "until dawn" instead of "until you finish a long rest."
What does covering yourself in darkness do?
Basic dnd mechanic. Darkness creates Heavy Obscurement A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.
Usually, magic items refer to their owner as "you."
Fair point, I'll go back and edit the language.
They also usually say "until dawn" instead of "until you finish a long rest."
Hmmm, I kinda want to tie it to long rest, is there any problem with that? Is there a reason a magic item can't work with long rest?
This mighty club once belonged to a lord among the Oni. The name of this lord is lost to time, but he was best known under his nickname; The Night Haunter. It is said that an aura of darkness followed him.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
The wielder of this greatclub gains darkvision up to 60ft and the ability to see normally in darkness, both magical and nonmagical, for 30ft.
A creature attuned to this weapon gains the following additional benefits:
The greatclub becomes filled with dark power and deals an extra 2d6 necrotic damage to any target it hits.
If the creature is targeted by an attack, it can use its reaction to cover itself in darkness for the duration of that attack.
The creature gains the ability to cast the darkness spell once per long rest.
The creature can extinguish any non-magical light-source at will. In addition it can use its bonus action to dispel any light-producing cantrip within 120ft of itself.
Proficiency with a greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it.
What does covering yourself in darkness do?
Usually, magic items refer to their owner as "you."
They also usually say "until dawn" instead of "until you finish a long rest."
What does covering yourself in darkness do?
Basic dnd mechanic. Darkness creates Heavy Obscurement A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.
Usually, magic items refer to their owner as "you."
Fair point, I'll go back and edit the language.
They also usually say "until dawn" instead of "until you finish a long rest."
Hmmm, I kinda want to tie it to long rest, is there any problem with that? Is there a reason a magic item can't work with long rest?
The magic item can be unattuned and given to another party member to attune. In that case they would be able to cast darkness again. Though in this case it's not a very powerful ability so you can keep it as a long rest.
I was tempted to make a tiny giant. For now, I'll submit the Gnomish Inverter for the DM category. I'm happy to hear feedback.
Gnomish Inverter
Wondrous Item, very rare
These ingenius arcanomechanical devices were developed by gnomish military artificers tasked with finding a weapon to counter the raw might of their giant enemies in open combat. Unfortunately, in typical gnomish fashion, clever giants have repurposed these devices to infiltrate gnomish warrens and incapacitate their prey in clausterphobic tunnels.
As an action, you can hurl the inverter up to 120 feet, which explodes on impact. Each unwilling creature within 30 feet of the inverter when it explodes must make a DC 18 Constitution saving throw. On a failed save, the creature's size is inverted for 1 minute. Everything worn or carried by an affected creature changes size with it. Any item dropped by an affected creature returns to normal size at once. To determine the new size of the affected creature, consult the following table.
Size
New Size
Tiny
Gargantuan
Small
Huge
Medium
Large
Large
Medium
Huge
Small
Gargantuan
Tiny
For every category by which a creature's size increases, the creature's size doubles in all dimensions, and its weight is multiplied by eight. If there isn't enough room for the target to increase its size, the creature attains the maximum possible size in the space available. For the duration, the creature also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage for each size category.
For every category by which a creature's size decreases, the creature's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. For the duration, the creature also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage for each size category (this can't reduce the damage below 1).
Why do they have to be unwilling?
Basically, you can choose to fail. An unwilling creature gets a save but if you're willing, it just happens.
You could say "a creature can willingly fail this saving throw."
Keen Smell. The Cheshire cat has advantage on Wisdom (Perception) checks that rely on smell.
Magic Resistance. The Cheshire cat has advantage on saving throws against spells and other magical effects.
Nondetection.The Cheshire cat can’t be targeted or detected by any divination magic or perceived through magical scrying sensors.
Pounce. If the Cheshire cat moves at least 20 feet straight toward a creature and then hits it with a claws on the same turn, that target must succeed on a DC 10 Strength saving throw or be knocked prone if it is a creature. If the target is prone, the Cheshire cat can make one bite attack against it as a bonus action.
Actions
Multiattack. The Cheshire cat makes two attacks with its claws, and one with its bite.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 slashing damage.
Invisibility and Incorporealness. The Cheshire cat magically turns partially or wholly invisible and/or incorporeal until it attacks or until it looses concentration (as if on a spell). Any equipment the cat wears or carries is invisible and/or incorporeal with it. While incorporeal, the Cheshire cat has resistance to all damage types except force damage; psychic damage; radiant damage; and bludgeoning, piercing, and slashing damage from magical attacks that aren’t silvered. In addition it can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Description
Cheshire cats are larger fey felines with remarkably wide grins. They are so named due to a striking similarity to artwork adorning signs in the village of Cheshire, perhaps even being the inspiration for that artwork. Cheshire cats come in a variety of often garish colors, and usually sport either stripes or spots, and occasionally both. They are mischievous tricksters who are frequently known to engage folks in amusing but sometimes perplexing conversation, often raising philosophical points that annoy or baffle others. Though occasionally vexing or troublesome, Cheshire cats are also often known to aid travelers by indicating routs of safe passage, pointing out helpful items, or even tending to the injured.
Cheshire Cats can become invisible, often disappearing gradually until nothing is left but its grin before that too finally disappears. However, they can also make only portions of themselves disappear leaving only a head or sometimes just a smile visible for long periods of time. Cheshire cats can also become incorporeal, in whole or in part, allowing them to pass through objects or even people, as well as making themselves resistant to most forms of injury. Their powers include being resistant to most magics, especially scrying magic, allowing them to come and go undetected at will.
Why does it lose its resistance to non magic/silvered B/P/S while incorporeal? Also, how would being partially invisible/incorporeal work?
Ahh, good catch. That’s supposed to be that it gains immunity to all damage except those types, not resistance. Partially invisible should be fairly straightforward, only parts of it are invisible and the rest isn’t. But the Incorporealness should be entirely incorporeal, not partially incorporeal, but I don’t know how to phrase that any better. Any suggestions?
Maybe say partially or wholly invisible and/or wholly incorporeal?
Don Repo is an infamous thief-taker specialized in the reclaiment of stolen heirlooms and treasures. He can often be found in high-class inns, pubs and brothels. His fortune comes from rich patrons who hire him to recollect their stolen good. Don Repo is remarkably good at this with a success rate of 8 out of 10. For this reason he is confident enough to offer his client a rate of only 10% up front, when most thief-takers in the city want a down payment of half up front. In reality Don Repo works closely together with a wererat clan who are responsible for most of the thefts he investigates. And when the wererats aren't responsible, they usually know who is and are happy to give up a rival. Don Repo returns the object or arrests the rival thief for the full bounty and then splits it with the wererats 50/50. This system has proven so efficient for Don Repo that he can afford his luxurious lifestyle.
Combat
In combat, Don Repo uses the Master Thief stat block with the following additions:
Don Repo also has access to the Battle Command bonus action as described below.
Don Repo has the Feline Agility trait as described below.
Battle Command. Choose one wererat within 30 feet of the tabaxi that the tabaxi can see. If the chosen creature can see or hear the tabaxi, that creature can use its reaction to make one melee or ranged attack or to take the Dodge or Hide action.
Feline Agility. When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can’t use it again until it moves 0 feet on one of its turns.
A ledger containing his clients and the items he needs to reclaim.
Characteristics
Don Repo has the following Characteristics:
Race
Tabaxi
Alignment
Lawful Neutral
Faith
The Cat Lord (or else another tabaxi or trickster diety)
Personality traits
I am a cautious man and will make sure everything is in place before acting. I have my own code of conduct, and will never break my promise. This doesn't mean I won't cheat you out of gold through half-truths.
Ideal
Honor, I have my own sense of honor, and will not break from a deal struck.
Bond
I am well aware that my success hinges on the wererats, and as such I will never betray them.
Flaw
Gold is only useful when its spend, and the best thing to spend it on is vice.
DM Options: Fe Fi Fo Fum
Kanabo of the Oni Lord
This mighty club once belonged to a lord among the Oni. The name of this lord is lost to time, but he was best known under his nickname; The Night Haunter. It is said that an aura of darkness followed him.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
You gain darkvision up to 60ft and the ability to see normally in darkness, both magical and nonmagical, for 30ft while carrying this greatclub.
A creature attuned to this weapon gains the following additional benefits:
Proficiency with a greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it.
I am also here.
Am snek.
At first glance, there's maybe too much going on for a potion. Most potions have rules texts that's a few lines long at most, and the effects are simple and straightforward. You have six separate bullet points
Mechanically, it also seems kind of, I dunno, arbitrary might be the best description. It doesn't follow the established precedents for bonuses that come along with getting bigger (enlarge/reduce or a rune knight's Giant's Might, to pick the two most obvious examples), even if just to use them as a baseline
The final thing I'd say is that the rarity choice seems odd to me. Maybe I take the word 'legendary' too literally, but to me any item on that tier should be something bards could have sung tales about. It's a clue to the DM that any lore about the item has faded into the realm of legend and myth. This is... "just" a potion that makes you really big, and as a potion it wouldn't even be unique, since it could just be brewed again. So what exactly makes it legendary, as opposed to very rare?
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 just made a pretty huge overhaul to the potion. I know the new second effect is pretty wordy, any ways to improve it?
Why do they have to be unwilling?
Seems a bit too targeted towards constructs. Maybe remove the auto-hit?
Why does it lose its resistance to non magic/silvered B/P/S while incorporeal? Also, how would being partially invisible/incorporeal work?
Terrain Mastery is kind of situational, but pretty powerful when you do manage to meet the conditions. Maybe remove the resistance ignoring and immunity to resistance?
Ahh, good catch. That’s supposed to be that it gains immunity to all damage except those types, not resistance. Partially invisible should be fairly straightforward, only parts of it are invisible and the rest isn’t. But the Incorporealness should be entirely incorporeal, not partially incorporeal, but I don’t know how to phrase that any better. Any suggestions?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Basically, you can choose to fail. An unwilling creature gets a save but if you're willing, it just happens.
You're going to need to word it more specifically if that's the case. Right now, it just means that the device doesn't even affect creatures that want it to affect them. Anyways, I don't see why you'd want to give the choice; Constitution saving throws aren't generally the type of thing that a character has control over.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Basic dnd mechanic. Darkness creates Heavy Obscurement
A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.
Fair point, I'll go back and edit the language.
Hmmm, I kinda want to tie it to long rest, is there any problem with that? Is there a reason a magic item can't work with long rest?
I am also here.
Am snek.
The magic item can be unattuned and given to another party member to attune. In that case they would be able to cast darkness again. Though in this case it's not a very powerful ability so you can keep it as a long rest.
You could say "a creature can willingly fail this saving throw."
Maybe say partially or wholly invisible and/or wholly incorporeal?
I have finished my submission for the DM's Options category, Sloviri the Mountain King.
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Theme for Sloviri:
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Interactive Options: Cat and Mouse
Don Repo (NPC)
Tabaxi Thief-taker
Don Repo is an infamous thief-taker specialized in the reclaiment of stolen heirlooms and treasures. He can often be found in high-class inns, pubs and brothels. His fortune comes from rich patrons who hire him to recollect their stolen good. Don Repo is remarkably good at this with a success rate of 8 out of 10. For this reason he is confident enough to offer his client a rate of only 10% up front, when most thief-takers in the city want a down payment of half up front. In reality Don Repo works closely together with a wererat clan who are responsible for most of the thefts he investigates. And when the wererats aren't responsible, they usually know who is and are happy to give up a rival. Don Repo returns the object or arrests the rival thief for the full bounty and then splits it with the wererats 50/50. This system has proven so efficient for Don Repo that he can afford his luxurious lifestyle.
Combat
In combat, Don Repo uses the Master Thief stat block with the following additions:
Battle Command. Choose one wererat within 30 feet of the tabaxi that the tabaxi can see. If the chosen creature can see or hear the tabaxi, that creature can use its reaction to make one melee or ranged attack or to take the Dodge or Hide action.
Feline Agility. When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can’t use it again until it moves 0 feet on one of its turns.
Equipment and Inventory
Don Repo carries the following items with him:
Characteristics
Don Repo has the following Characteristics:
Race
Tabaxi
Alignment
Lawful Neutral
Faith
The Cat Lord (or else another tabaxi or trickster diety)
Personality traits
I am a cautious man and will make sure everything is in place before acting.
I have my own code of conduct, and will never break my promise. This doesn't mean I won't cheat you out of gold through half-truths.
Ideal
Honor, I have my own sense of honor, and will not break from a deal struck.
Bond
I am well aware that my success hinges on the wererats, and as such I will never betray them.
Flaw
Gold is only useful when its spend, and the best thing to spend it on is vice.
I am also here.
Am snek.
I was super busy doing the time of the last competition. I was barely able to participate. I hope I will be able to do more in this one.
Best of luck!
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Here is my DM submission: The Vonindod, the death titan built by giants to destroy dragons: https://www.dndbeyond.com/monsters/3674529-vonindod
It is still work in progress, due to some very unfortunate circumstances I haven't been able to brew nearly as much as I would like... :-(
That’s alright! Thank you for submitting.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
What is the DC for the DEX save for Dragonsbane Greatsword?