I'm looking at making a sentient hellhound pelt item I.E. Cinders from the white plume mountain book by Paul Kidd, thought I would ask if anyone else had already made one before I start.
You can always go to Collections then Browse Magic Items.
Somebody already made one but that doesn't mean you can't create your own version.
Armor (hide), legendary (requires attunement by a Attunement is required for this item. )
Cinders takes the form of an incredibly large hell hound fur cloak. The fur is a deep and perfect black, that is remarkably soft yet resilient. The head of the hell hound is still in tact, complete with glowing red eyes, ears that seem to twitch towards sounds, and a jaw complete with a set of razor sharp teeth. Cinders smells of sulfur and smoke.
Cinders is sentient. He can communicate telepathically with whoever he's attuned to, and anyone within 60 feet. His intelligence is 6, wisdom is 6, and charisma is 8. Cinders has darkvision out to 60 feet.
Personality Cinders retains much of his hell hound personality. He speaks in short direct sentences and has a strong desire to set things on fire. Though he will restrain himself for the most part, he loves fire and will jump at the chance to set any enemy on fire.
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
I would probably stick a little closer to the rest of the sentient items format:
Cinders
Armor (Hide), legendary (requires attunement)
Flavor text about Cinders.
You gain a static bonus to stiff while wearing this magic armor. It has the following additional properties.
Special Property
Whenever blah blahblah blah blah by Cinders, something something.
Special Property
Whenever blah blahblah blah blah by Cinders, something something.
Cinderscan cast the spells?
Sentience
Cinders is a sentient [alignment] set of hide armor with an Intelligence of X, a Wisdom of Y, and a Charisma of Z. It has hearing and darkvision out to a range of 120 feet.
The armor can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is [descriptive adjectives]. While you are attuned to it, Cinders also understands every language you know.
Personality
Cinders speaks with...
Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Wondrous Item, very rare (requires attunement by a Requires attunement by a Creature of Non-Lawful Alignment)
Sentience Embers is a sentient chaotic neutral hellhound pelt with an Intelligence of 9, a Wisdom of 12 and a Charisma of 10. He has darkvision out to a range of 120 feet.
Embers takes the form of an incredibly large hell hound fur cloak. The fur is a deep and perfect black, that is remarkably soft yet resilient. The head of the hell hound is still intact, complete with glowing red eyes, ears that seem to twitch towards sounds, and a jaw complete with a set of razor sharp teeth. Cinders smells of sulfur and smoke.
Embers can speak, and understand Common and Inferal, and can communicate with his wearer telepathically. While you are attuned to him, Embers also understands every language you know.
Keen hearing and smell Embers has advantage on Wisdom (perception) checks that rely on hearing or smell
Smell magic? ( in the white plume mountain book the hellhound pelt could smell magic, tracking creatures and being able to tell if they have good or bad magic) but he can also smell undead, magic traps, and magic items) Is this best accomplished through a passive effect, or through a spell/spell like detect magic?
Fire breath 3x per day Embers exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one, and ignites any flammable material in the cone :note Embers is the caster, not the wearer. the wearer may request the cast or not cast, but it is embers choice.
Fire Immunity Embers is immune to fire damage and shields his wearer from fire where the cloak covers their body
Personality Embers speaks in short direct sentences his voice is low and gravely. and has a strong desire to set things on fire. He loves meat, bones, coals, and enjoys having his fur brushed. He hates paladins.
Wondrous Item, Legendary (requires attunement by a non-lawful creature)
Embers takes the form of an incredibly large hell hound fur cloak. The fur is a deep and perfect black, that is remarkably soft yet resilient. The head of the hell hound is still intact, complete with glowing red eyes, ears that seem to twitch towards sounds, and a jaw complete with a set of razor sharp teeth. Embers smells of sulfur and smoke.
Keen hearing and smell
You have advantage on all Wisdom (Perception) checks that rely on hearing or smell while you are wearing this Magic cloak.
Fire Breath (3/day).
Embers exhales a torrent of fire. Each creature in 15-ft cone must make a DC 17 Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. Embers can only use this ability on your turn, and it decides when to use this ability.
Embers can cast Detect Magic three times per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
Sentience
Embers is a sentient chaotic neutral hellhound pelt with an Intelligence of 10, a Wisdom of 16 and a Charisma of 14. He has darkvision out to a range of 120 feet, and has advantage on Wisdom (Perception) checks that rely on hearing or smell out to 120 feet.
Embers can speak, and understand Common and Inferal, and can communicate with his wearer telepathically. While you are attuned to him, Embers also understands every language you know.
Personality
Embers speaks in short direct sentences his voice is low and gravely. and has a strong desire to set things on fire. He loves meat, bones, coals, and enjoys having his fur brushed. He hates paladins.
Personally I would need up the Personality section, yours reads like an OK Cupid profile from someone who doesn’t know how to talk about themselves. Maybe look at Blackrazor, or some of the other sentient items for inspiration:
Embers speaks in short direct sentences with low gravely voice.
Embers has a strong desire to set things on fire and watch things burn. If Embers goes two days or more without being next to a sufficiently large fire, a conflict between him and his wearer occurs at the next sunset.
Other then his pyohemia Embers behaves much like any other hound, with a wagging tail and a love of treats, he is especially fond of coal. If treated well he becomes extremely loyal to his wearer
Embers has a seething hatred of paladins, stemming from the paladin who flayed him alive and conscious as he bound his soul to his pelt.
Wondrous Item, Legendary (requires attunement by a non-lawful creature)
Embers takes the form of an incredibly large hell hound fur cloak. The fur is a deep and perfect black, that is remarkably soft yet resilient. The head of the hell hound is still intact, complete with glowing red eyes, ears that seem to twitch towards sounds, and a jaw complete with a set of razor sharp teeth. Embers smells of sulfur and smoke.
Keen hearing and smell
You have advantage on all Wisdom (Perception) checks that rely on hearing or smell while you are wearing this Magic cloak.
Fire Breath (3/day).
Embers exhales a torrent of fire. Each creature in 15-ft cone must make a DC 17 Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. Embers can only use this ability on your turn, and it decides when to use this ability.
Embers can cast Detect Magic three times per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
Sentience
Embers is a sentient chaotic neutral hellhound pelt with an Intelligence of 10, a Wisdom of 16 and a Charisma of 14. He has darkvision out to a range of 120 feet, and has advantage on Wisdom (Perception) checks that rely on hearing or smell out to 120 feet.
Embers can speak, and understand Common and Inferal, and can communicate with his wearer telepathically. While you are attuned to him, Embers also understands every language you know.
Personality
Embers speaks in short direct sentences with low gravely voice.
Embers has a strong desire to set things on fire and watch things burn. If Embers goes two days or more without being next to a sufficiently large fire, a conflict between him and his wearer occurs at the next sunset.
Other then his pyohemia Embers behaves much like any other hound, with a wagging tail and a love of treats, he is especially fond of coal. If treated well he becomes extremely loyal to his wearer
Embers has a seething hatred of paladins, stemming from the paladin who flayed him alive and conscious as he bound his soul to his pelt.
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I'm looking at making a sentient hellhound pelt item I.E. Cinders from the white plume mountain book by Paul Kidd, thought I would ask if anyone else had already made one before I start.
TIA
I have not, but if you tell me about it I can help you make it here.
Creating Epic Boons on DDB
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Cinders takes the form of an incredibly large hell hound fur cloak. The fur is a deep and perfect black, that is remarkably soft yet resilient. The head of the hell hound is still in tact, complete with glowing red eyes, ears that seem to twitch towards sounds, and a jaw complete with a set of razor sharp teeth. Cinders smells of sulfur and smoke.
Cinders is sentient. He can communicate telepathically with whoever he's attuned to, and anyone within 60 feet. His intelligence is 6, wisdom is 6, and charisma is 8. Cinders has darkvision out to 60 feet.
Personality Cinders retains much of his hell hound personality. He speaks in short direct sentences and has a strong desire to set things on fire. Though he will restrain himself for the most part, he loves fire and will jump at the chance to set any enemy on fire.
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I would probably stick a little closer to the rest of the sentient items format:
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Sentience Embers is a sentient chaotic neutral hellhound pelt with an Intelligence of 9, a Wisdom of 12 and a Charisma of 10. He has darkvision out to a range of 120 feet.
Embers takes the form of an incredibly large hell hound fur cloak. The fur is a deep and perfect black, that is remarkably soft yet resilient. The head of the hell hound is still intact, complete with glowing red eyes, ears that seem to twitch towards sounds, and a jaw complete with a set of razor sharp teeth. Cinders smells of sulfur and smoke.
Embers can speak, and understand Common and Inferal, and can communicate with his wearer telepathically. While you are attuned to him, Embers also understands every language you know.
Keen hearing and smell Embers has advantage on Wisdom (perception) checks that rely on hearing or smell
Smell magic? ( in the white plume mountain book the hellhound pelt could smell magic, tracking creatures and being able to tell if they have good or bad magic) but he can also smell undead, magic traps, and magic items) Is this best accomplished through a passive effect, or through a spell/spell like detect magic?
Fire breath 3x per day Embers exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 6d6
fire damage on a failed save, or half as much damage on a successful one, and ignites any flammable material in the cone :note Embers is the caster, not the wearer. the wearer may request the cast or not cast, but it is embers choice.
Fire Immunity Embers is immune to fire damage and shields his wearer from fire where the cloak covers their body
Personality Embers speaks in short direct sentences his voice is low and gravely. and has a strong desire to set things on fire. He loves meat, bones, coals, and enjoys having his fur brushed. He hates paladins.
First draft.
It would be more like this:
Personally I would need up the Personality section, yours reads like an OK Cupid profile from someone who doesn’t know how to talk about themselves. Maybe look at Blackrazor, or some of the other sentient items for inspiration:
https://www.dndbeyond.com/magic-items?filter-type=0&filter-search=&filter-rarity=5&filter-requires-attunement=&filter-tags=69&filter-effect-type=&filter-effect-subtype=&filter-has-charges=
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Thanks!
How is this? any better?
Personality
Embers speaks in short direct sentences with low gravely voice.
Embers has a strong desire to set things on fire and watch things burn. If Embers goes two days or more without being next to a sufficiently large fire, a conflict between him and his wearer occurs at the next sunset.
Other then his pyohemia Embers behaves much like any other hound, with a wagging tail and a love of treats, he is especially fond of coal. If treated well he becomes extremely loyal to his wearer
Embers has a seething hatred of paladins, stemming from the paladin who flayed him alive and conscious as he bound his soul to his pelt.
So what does it do?
Now that you have added flavor, what are they game effects? How often does the thing set things on fire? How much damage does the fire do?
Does it act on its own or does it give the wearer abilities?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Embers
Embers takes the form of an incredibly large hell hound fur cloak. The fur is a deep and perfect black, that is remarkably soft yet resilient. The head of the hell hound is still intact, complete with glowing red eyes, ears that seem to twitch towards sounds, and a jaw complete with a set of razor sharp teeth. Embers smells of sulfur and smoke.
Keen hearing and smell
You have advantage on all Wisdom (Perception) checks that rely on hearing or smell while you are wearing this Magic cloak.
Fire Breath (3/day).
Embers exhales a torrent of fire. Each creature in 15-ft cone must make a DC 17 Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. Embers can only use this ability on your turn, and it decides when to use this ability.
Embers can cast Detect Magic three times per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
Sentience
Embers is a sentient chaotic neutral hellhound pelt with an Intelligence of 10, a Wisdom of 16 and a Charisma of 14. He has darkvision out to a range of 120 feet, and has advantage on Wisdom (Perception) checks that rely on hearing or smell out to 120 feet.
Embers can speak, and understand Common and Inferal, and can communicate with his wearer telepathically. While you are attuned to him, Embers also understands every language you know.
Personality
Embers speaks in short direct sentences with low gravely voice.
Embers has a strong desire to set things on fire and watch things burn. If Embers goes two days or more without being next to a sufficiently large fire, a conflict between him and his wearer occurs at the next sunset.
Other then his pyohemia Embers behaves much like any other hound, with a wagging tail and a love of treats, he is especially fond of coal. If treated well he becomes extremely loyal to his wearer
Embers has a seething hatred of paladins, stemming from the paladin who flayed him alive and conscious as he bound his soul to his pelt.