So I really like the idea of magic items that grow based on character level and achievements like the Vestiges of Divergence from Critical Role. I haven't seen a thread for people just to list their ideas for homebrew vestiges. There are a few in the public homebrew, but I know it's a lot of work to put those guys in there. I'm not necessarily looking for completely fleshed out items. Just themes and maybe possible properties or spells. I've got a couple of ideas, but I'd like to see what other people have thought of.
For example, I have two in mind right now.
First is called the Dreamstone. when it's dormant, it might give a passive bonus, but also gives a once a day ability to use a luck point or maybe give advantage/disadvantage a couple times a day. Eventually, in it's exalted state, it'll have a greater passive bonus, but allow for the casting of the wish spell. The wish is subject to the same restrictions as the normal spell, but if the 33% chance of never casting wish again comes to fruition, the stone itself fades away as if the user had dreamed it. The stone reappears somewhere in the world after a century or something like that.
I've got another item that is a piece of armor meant for a chivalrous knight. Basically, it grows through displays of honor and sacrifice. It grants a bonus to AC passively, but also spell-like abilities that allow the wearer to protect and heal allies. Haven't worked out specifics on this one, but the general theme is there.
What kinds of vestiges have you all come up with? And what do you think of mine?
Hey there! I got inspired by Critical Role to make some Vestiges of my own some time back. They were, in fact, my first homebrew creations ever. You can check out my creations of Ba'Korek, Bulwark of Valour, Spectacles of Truth, Sheen, and Elthirion.
Like I said, they were my first creations, so I haven't added all the modifiers and notes to the items, they're just text. They should, however, suffice for viewing and inspiration.
This longsword’s handle is carved from a single large horn. It is carved into a scene that represents most Elements. The blade is made of a highly polished Black Walnut but is super sharp and stronger than steel. The blade, if looked at closely, has a sheen to it that reveals images of the previous owners in battle.
This sword gives the wielder a +2 to hit and damage. As a Reaction, when you take acid, cold, lightning, or thunder damage, you have resistance to the triggering damage type until the end of your next turn. Also, the first time you hit with Leben Holz on your next turn, the target takes an extra 1d6 damage of the triggering type.
Awakened
The bonus on the weapon goes to a +3 to hit and damage. The resistance ability now lasts 3 turns. If hit by a different type the wielder may chose if they will change to the new type or keep the current type.
Exalted
When a character exalts the Bulwark of Valour, apply the following changes to the item’s traits:
The swords bonus remains at a +3, but the sword effect now lasts for up to 1 minute and does +2d6 Damage.
This hand crossbow is fashioned to look like a small Amethyst dragon. The mastery that it is made with is amazing to behold and the item glows faintly from within.
This Hand Crossbow was created to Never need to be reloaded, as there is an ever-full hopper of bolts attached to it, and thus loses the ‘Loading’ characteristic. It grants a +1 bonus to hit. The damage type for this weapon is changed to ‘Force’.
Awakened
Item gains a +2 to hit and once per day the item may shoot an 8d6 60’ line of force [Dex save for half].
Exalted
Item damage increases to 2d6 Force and the Range increment increases to 50/200.
I'm actually working on one of these, myself. I'd appreciate any input on balance that people might want to offer.
I've actually added a level for better scaling, so that it matches the Tier system, and can better track with character growth.
I'll skip the fluff - here's the mechanics.
Weapon of the Ancients
The item requires attunement at every Tier.
Tier 1 (character level 1-4) (Dormant)
Note that at this tier, the item barely registers as magical.
The weapon is an adamantine weapon. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
Due to the particular qualities of the weapon's make, it also counts as being silver for the purposes of overcoming immunity or resistance.
Tier 2 (character level 5-10) (Awakening)
+1 to Attack and Damage rolls. This bonus stacks with class features or other effects when wielded against Aberrations and Fiends.
The wielder's Strength score becomes 20.
The wielder gains the Siege effect of being able to damage structures, vehicles, etc.
Magic Resistance: The wielder has Advantage on Saving Throws vs magical effects or spells cast by Aberrations and Fiends only.
Tier 3 (character level 11-16) (Awakened)
+2 to Attack and Damage rolls. This bonus stacks with class features or other effects when wielded against Aberrations and Fiends.
The wielder's Strength score becomes 22.
When the wielder scores a critical hit with this weapon, the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Magic Resistance: The wielder has Advantage on Saving Throws vs magical effects or spells.
The wielder can spend a bonus action to let the spirit of the weapon overtake them momentarily. For one minute, the wielder has resistance to all damage. They cannot use this ability again until they finish a long rest.
Tier 4 (character level 17-20) (Exalted)
+3 to Attack and Damage rolls. This bonus stacks with class features or other effects when wielded against Aberrations and Fiends.
The wielder's Strength score becomes 24.
Shock Wave: The wielder can use an action to strike the ground and send a shock wave out from the point of impact. Each creature of their choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned 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. Once used, this property can’t be used again until the next dawn.
im making a vestige called the shadow for my campaign its a powerful item at every stage and merges the power of light and dark at the exalted state it can seperate ones consicous into light and dark creating a dark copy of the target but cleansing the target of dark desires it can also reverse this process.
Awakened: summons a miniture beholder from the totem
Miniture beholder
Small Aberration
Armor Class: 14
Hit Points:45
Speed: 0 ft, fly 20 ft.
----------------------------------------------------------------- Stats Str Dex Con 2(-4) 14(+3) 11(0) Int Wis Cha 9(-1) 9(-1) 15(+3) -----------------------------------------------------------------
Saving throws: int +4, wis +3, cha +4
Skills: petception +6
Condition Immunities: Prone
Senses: Darkvision 60 ft, Passive perception: 22
Languages: Deep speech, Undercommon, Telepathy(common)
Uh not sure why Ichor Links to tea time, that was not intentional, and i probably got the name mixed up. The ichor link should work properly now. And i fixed the text.
I've made another vestige, any feedback welcome, this one was sort of inspired by The Masque of Clavicus Vile and The Gray Cowl of Nocturnal from The Elder Scrolls.
you can enable the usage of homebrew items in the Character Builder here on DnD Beyond. If you select "Edit" on your character, the home page of the character sheet will have a section called "Sources". This is a list of optional sources you can pull from, whether it's 3rd-party, sponsorship deals, or homebrew. If you switch the "Homebrew Content" slide to active, you will then have access to homebrew items, feats, sub-classes, etc... You should then be able to find homebrew items by searching for them in the Equipment page.
So I really like the idea of magic items that grow based on character level and achievements like the Vestiges of Divergence from Critical Role. I haven't seen a thread for people just to list their ideas for homebrew vestiges. There are a few in the public homebrew, but I know it's a lot of work to put those guys in there. I'm not necessarily looking for completely fleshed out items. Just themes and maybe possible properties or spells. I've got a couple of ideas, but I'd like to see what other people have thought of.
For example, I have two in mind right now.
First is called the Dreamstone. when it's dormant, it might give a passive bonus, but also gives a once a day ability to use a luck point or maybe give advantage/disadvantage a couple times a day. Eventually, in it's exalted state, it'll have a greater passive bonus, but allow for the casting of the wish spell. The wish is subject to the same restrictions as the normal spell, but if the 33% chance of never casting wish again comes to fruition, the stone itself fades away as if the user had dreamed it. The stone reappears somewhere in the world after a century or something like that.
I've got another item that is a piece of armor meant for a chivalrous knight. Basically, it grows through displays of honor and sacrifice. It grants a bonus to AC passively, but also spell-like abilities that allow the wearer to protect and heal allies. Haven't worked out specifics on this one, but the general theme is there.
What kinds of vestiges have you all come up with? And what do you think of mine?
Hey there! I got inspired by Critical Role to make some Vestiges of my own some time back. They were, in fact, my first homebrew creations ever. You can check out my creations of Ba'Korek, Bulwark of Valour, Spectacles of Truth, Sheen, and Elthirion.
Like I said, they were my first creations, so I haven't added all the modifiers and notes to the items, they're just text. They should, however, suffice for viewing and inspiration.
Regards,
DylanC.
Here are a couple I made for my campaign:
Leben Holz
Weapon (Longsword), Legendary, Requires Attunement
This longsword’s handle is carved from a single large horn. It is carved into a scene that represents most Elements. The blade is made of a highly polished Black Walnut but is super sharp and stronger than steel. The blade, if looked at closely, has a sheen to it that reveals images of the previous owners in battle.
This sword gives the wielder a +2 to hit and damage. As a Reaction, when you take acid, cold, lightning, or thunder damage, you have resistance to the triggering damage type until the end of your next turn. Also, the first time you hit with Leben Holz on your next turn, the target takes an extra 1d6 damage of the triggering type.
Awakened
The bonus on the weapon goes to a +3 to hit and damage. The resistance ability now lasts 3 turns. If hit by a different type the wielder may chose if they will change to the new type or keep the current type.
Exalted
When a character exalts the Bulwark of Valour, apply the following changes to the item’s traits:
The swords bonus remains at a +3, but the sword effect now lasts for up to 1 minute and does +2d6 Damage.
Nordrana
Weapon (Hand Crossbow), Legendary, (requires attunement)
This hand crossbow is fashioned to look like a small Amethyst dragon. The mastery that it is made with is amazing to behold and the item glows faintly from within.
This Hand Crossbow was created to Never need to be reloaded, as there is an ever-full hopper of bolts attached to it, and thus loses the ‘Loading’ characteristic. It grants a +1 bonus to hit. The damage type for this weapon is changed to ‘Force’.
Awakened
Item gains a +2 to hit and once per day the item may shoot an 8d6 60’ line of force [Dex save for half].
Exalted
Item damage increases to 2d6 Force and the Range increment increases to 50/200.
Might want to proofread what you put up before posting, I know it saves me from embarrassing edits after the fact.
Quoting TheGobbo "When a character exalts the
Bulwark of ValourLeben Holz, apply the following changes to the item’s traits:The swords bonus remains at a +3, but the sword effect now lasts for up to 1 minute and does +2d6 Damage."
Wonderful Idea though, and I may incorporate it as written other than that minor edit. Thanks for the brilliant concept.
"If you've got to fight, fight like your the third monkey on the ramp to Noah's Ark; and brother it's starting to rain."
Necromancer.
I have a weird sense of humor.
I also make maps.(That's a link)
As long as this thread is back from the dead...
I'm actually working on one of these, myself. I'd appreciate any input on balance that people might want to offer.
I've actually added a level for better scaling, so that it matches the Tier system, and can better track with character growth.
I'll skip the fluff - here's the mechanics.
Weapon of the Ancients
The item requires attunement at every Tier.
Tier 1 (character level 1-4) (Dormant)
Note that at this tier, the item barely registers as magical.
The weapon is an adamantine weapon. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
Due to the particular qualities of the weapon's make, it also counts as being silver for the purposes of overcoming immunity or resistance.
Tier 2 (character level 5-10) (Awakening)
+1 to Attack and Damage rolls. This bonus stacks with class features or other effects when wielded against Aberrations and Fiends.
The wielder's Strength score becomes 20.
The wielder gains the Siege effect of being able to damage structures, vehicles, etc.
Magic Resistance: The wielder has Advantage on Saving Throws vs magical effects or spells cast by Aberrations and Fiends only.
Tier 3 (character level 11-16) (Awakened)
+2 to Attack and Damage rolls. This bonus stacks with class features or other effects when wielded against Aberrations and Fiends.
The wielder's Strength score becomes 22.
When the wielder scores a critical hit with this weapon, the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Magic Resistance: The wielder has Advantage on Saving Throws vs magical effects or spells.
The wielder can spend a bonus action to let the spirit of the weapon overtake them momentarily. For one minute, the wielder has resistance to all damage. They cannot use this ability again until they finish a long rest.
Tier 4 (character level 17-20) (Exalted)
+3 to Attack and Damage rolls. This bonus stacks with class features or other effects when wielded against Aberrations and Fiends.
The wielder's Strength score becomes 24.
Shock Wave: The wielder can use an action to strike the ground and send a shock wave out from the point of impact. Each creature of their choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned 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. Once used, this property can’t be used again until the next dawn.
im making a vestige called the shadow for my campaign its a powerful item at every stage and merges the power of light and dark at the exalted state it can seperate ones consicous into light and dark creating a dark copy of the target but cleansing the target of dark desires it can also reverse this process.
looking for help with powers
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
I had a Vestage idea that went with a homebrew creature i made.
staff of the Totem: a petrofied staff with the Totem of a small Beholder sitting atop it.
Sealed: can fire eye beams from the stone torem of the beholder
Eye Rays(Dc 10: constatution):
0. Anti magic cone, Detect magic(at will)
1. Charm Person
2. Daze
3. Cause Fear
4. Touch of Fatigue
5. Inflict Minor Wounds
6. Mage Hand or Open/Close
7. Sleep
8. Ray of Frost
9. Magic Missile
10. Vampiric Touch
Awakened: summons a miniture beholder from the totem
Miniture beholder
Small Aberration
Armor Class: 14
Hit Points:45
Speed: 0 ft, fly 20 ft.
-----------------------------------------------------------------
Stats
Str Dex Con
2(-4) 14(+3) 11(0)
Int Wis Cha
9(-1) 9(-1) 15(+3)
-----------------------------------------------------------------
Saving throws: int +4, wis +3, cha +4
Skills: petception +6
Condition Immunities: Prone
Senses: Darkvision 60 ft,
Passive perception: 22
Languages: Deep speech, Undercommon, Telepathy(common)
Eye Rays(DC 13, Charisma Based):
0. Anti magic cone, Detect magic(at will)
1. Charm Person
2. Daze
3. Cause Fear
4. Touch of Fatigue
5. Inflict Minor Wounds
6. Mage Hand or Open/Close
7. Sleep
8. Ray of Frost
9. Magic Missile
10. Vampiric Touch
Exalted: the exalted Staff summons an actual beholder from the Totem.
I have made one of my own, Moonlight's Fury, also made a sword, Ichor
Firstly: Moonlights Bane is called Moonlights Fury in the item you link to
Secondly: why does Ichor link to a spell called Tea Time
Uh not sure why Ichor Links to tea time, that was not intentional, and i probably got the name mixed up. The ichor link should work properly now. And i fixed the text.
thanks
I've made another vestige, any feedback welcome, this one was sort of inspired by The Masque of Clavicus Vile and The Gray Cowl of Nocturnal from The Elder Scrolls.
Mask of The Envoy
Here's one I made, based around the Luxon from Wildemount.
Destiny's Weave
THe link doesnt seem to work, have you uploaded the item?
hi,
how do I add this to a characters inventory
Hello UnScruffable,
you can enable the usage of homebrew items in the Character Builder here on DnD Beyond. If you select "Edit" on your character, the home page of the character sheet will have a section called "Sources". This is a list of optional sources you can pull from, whether it's 3rd-party, sponsorship deals, or homebrew. If you switch the "Homebrew Content" slide to active, you will then have access to homebrew items, feats, sub-classes, etc... You should then be able to find homebrew items by searching for them in the Equipment page.
Hope this helps.
Regards,
Dylan C.
Regards,
DylanC.
Not HB, but Whisper would be fun to play with. Basically, you get a shadow monk's shadowstep for free when you throw the dagger.
Even though this thread is over a year dead, I'm gonna put this one I made recently here as its a nice place to put it:
Helm of Sheer Might