So I was having fun working on creating magic items for a campaign I am in and eventually made this:
Instrument of Forms- Requires Attunement. This magical wonder is a compilation of many instruments and much work over the course of exploring and acquiring many fine materials. It has gained the ability to change forms due to the tender care taken to make it.
This particular one combines a lute, lyre, at least one woodwind, and whistle-stick; all that were hand crafted by the player character (and will also include the lyre of building so it gains the powers granted by that, but not going to list that one on here or in any published version-not that I am expecting to publish it). It will also be made out of various materials that the DM will provide in some way, shape, or form, and is thus an instrument that can change over the course of the adventure.
The instrument can take the shape of any of the instruments used in its crafting (requires a bonus action to change the shape). And also grants the following properties:
Versatile weapon- this instrument now counts as a melee weapon even in normal instrument form, while as a whistle-stick it functions as a quarterstaff when whole or can be separated into two pipes that can be swung.
On a hit this weapon does 1d6 (1d8 when using two hands) Bludgeoning damage. Plus Discord
Discord-On a successful hit this weapon lets out a discordant sound. The target must make a Wisdom saving throw or take an additional 2d6 psychic damage, and be Frightened. It takes half damage and is not Frightened on a success. (Either will result in a 10ft speed reduction for the target, this parenthetical section may or may not be included in the final version as it still needs play testing).
This instrument especially in the shape of a lute, whistle-stick, or even lyre form also counts as a shield, and gives a +2 bonus to AC, in any form it grants the following spell:
Discordant Shield- (as Shield) plus, when struck, this instrument lets out a discordant sound. The attacker must make a Wis save throw or take an additional 2d6 psychic damage, and be Frightened. It takes half damage and is not Frightened on a success.
As stated above-
Whistle-stick (whole)- functions as a quarterstaff, can’t be used as an instrument in this case. Separating the two halves in this form is a free action instead of a bonus action.
Whistle-stick (separated) can be used to send messages (thieves cant, if learned)
On their turn the user can choose to spend an action to play Discordant Array (mainly for a woodwind or the separated whistle-stick form)
Discordant Array- This instrument lets out a discordant sound. It affects creatures of your choice within range (15ft. sphere) that can hear, wracking them with terrible pain. Each target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
This magical wonder is a compilation of many instruments and much work over the course of exploring and acquiring many fine materials. It has gained the ability to change forms due to the tender care taken to make it.
This particular one combines a lute, lyre, at least one woodwind, and whistle-stick that will be crafted by the character. It will also be made out of various materials that the DM will provide in some way, shape, or form, and is thus an instrument that can change over the course of the adventure.
The instrument can take the shape of any of the instruments used in its crafting (requires a bonus action to change the shape except where noted). And also grants the following properties:
This instrument grants a plus 1 bonus to AC
Weapon- This instrument now counts as a weapon. You have proficiency with it in all forms. The amount of damage dealt varies by form.
Charges- This instrument has [7] charges that reset at dawn [amount yet to be determined, can be full, 1d4 or 1d6 charges]. These charges can be used to cast the following effects:
[Discord (all forms)- On a successful hit you can expend one charge. The instrument lets out a discordant sound. The target must make a Wisdom saving throw or take an additional 2d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. Plus, on its next turn it can only move at half speed. On a successful save, the target takes half as much damage, it doesn’t have to move away, and its speed is not reduced.]
Discordant Array (whistle-stick/woodwind form)- As an action you can expend one charge to play a barrage of discordant sound. This instrument lets out a discordant sound. It affects creatures of your choice within range (15ft. sphere) that can hear, wracking them with terrible pain. Each target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Discordant Shield [all forms]- when struck [by a melee attack] you can expend one charge as a reaction. You use raise your instrument and use it to protect you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. When hit, the instrument lets out a discordant jangle. The attacker must make a Wisdom save against your spell save dc or take 2d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. [A deafened creature automatically succeeds this save.]
Lute form- While in this form you gain an additional plus 2 bonus to your AC. The lute is treated as a quarterstaff and does 1d6 bludgeoning damage, or 1d8 when using it with two hands.
Lyre form- While in this form you gain an additional plus 1 bonus to your AC. The lyre is treated as a club, but with the added versatile property, it does 1d4 bludgeoning damage, or 1d6 when using two hands.
Woodwind form- While in this form you can use Discordant Array. The woodwind form [typically a flute, songhorn, thelarr, birdpipes, shawm or panpipes ] is treated as a club and does 1d4 bludgeoning damage.
Whistle-stick form- While in this form you can use Discordant Array. The whistle-stick comes in two pieces that fit together to make a quarterstaff form. It is a free action to change from the Whistle-stick to quarterstaff version, but it can only be done once per turn. Because the whistle-stick form is two halves you can make an attack as an action, and then you can use your bonus action to make a follow up attack with the second half. The whistle-sticks are treated as a club and do 1d4 bludgeoning damage. If you know thieves cant, the whistle-stick can be used to sent messages.
Quarterstaff form- While in this form you gain an additional plus 1 bonus to your AC. It is a free action to change from the Quarterstaff form to the Whistle-stick form, but it can only be done once per turn. The quarterstaff functions as a regular quarterstaff, except that you can also use Discord [and Discordant Shield].
Discord may not end up being charge dependent, I am not sure. Right now I made Discord a spell that activated along with a weapon attack, but that made discord apply to more weapons than just the Instrument of Forms. The woodwind form may or may not get a Pipes of Haunting aspect added. The parts in brackets are subject to possible change. Originally only the lute form was supposed to grant to shield bonus, and perhaps to a lesser degree the lyre, and Discordant Shield required shield form to be used. I stepped away from that during the creation process on D&D Beyond for the sake of simplicity, and condensing into one magic item. I have since gone through with making each of the different forms listed above, so it may mean the lute and possibly lyre can return to being shield form.
A cloak made of various feathers, including from an Aasimar and Lilliend. This basic version has 4 charges that can be used to cast Jump- 1 charge, Feather Fall- 1 charge, and Levitate- 2 charges. It can provide some protection. (+1 AC)
Spinning Top
Because who wouldn't want to throw a magically floating spinning top at their enemies, and watch it ricochet off a couple of heads? Plus it can enlarge so the user can hop on and ride around on it. (I don't recommend running into others while doing so though, you could fall off.)
Sword of the Creator- Very Basic version (as requested by my brother)
This is a chain sword +1 Made by the Goddess of Creation, requires the Crest of Flames to attune. (Nope, didn't make Ruptured Heaven, sorry)
Mithril Mariner's Plate
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. It won't help with sea sickness, but will keep less skilled swimmers alive.
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Virnorin's Signet Ring
Ring, artifact (requires attunement by a Aasimar Protector)
This old signet ring has a distinctive design carved into it and is engraved with the name Virnorin. It has marks of age, but otherwise seems unassuming. When you press this ring into warm sealing wax, you leave an identifying mark. Maybe there is more to it than meets the eye. What other secrets could this ancient ring hold?
It is unknown how to completely attune this item. It starts as a mere signet ring, but can grow or change along with the character, becoming more magical as time goes by.
As an artifact this item can never be completely destroyed. It may disappear from the current user though never to be seen again, but never destroyed. The metal that composes it seems unassuming, but under a very well trained eye, is unknown. This ring can grant access to the following spells according to the level the castor is able to cast, these spells are only usable once per day.
0- Word of Radiance, 1- Sanctuary, 2- Spiritual Weapon, 3- Spirit Guardians, 4- Cure Wounds (4th), 5- Hallow, 6- Planar Ally 7- Divine Word, 8- Holy Aura, 9- Power Word Heal
Still in Process- Blessed Robe (currently used archmagi template, I have yet to determine just what this robe will need to have, it depends on the if I can ever get the character it goes to figured out)
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Claws.Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use an Object, Other
Bonus Actions
Alter Appearance. The cat can choose to burst into harmless flames, give off smoke/ dust, or generate water.
Reactions
[Familiar only] -use your reaction to deliver a touch spell attack for your master.
Hastega (for all casters!) yeah it is broken, I was doing it for fun, it should probably be more like 7th+ level.
LEVEL
4th
CASTING TIME
1 Special Ritual
RANGE/AREA
30 ft (30 ft )
COMPONENTS
V, S, M *
DURATION
Concentration 1 Hour
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
A ritual version of the spell Haste, this spell requires at least a day to cast alone, or one hour if done with more than one caster. You choose a point within 30 ft. of you. This spell effects all creatures of your choice within a 15 ft. sphere of the selected point. Until the spell ends, the targets' speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gains an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the targets can't move or take actions until after their next turn, as a wave of lethargy sweeps over them.
Can only be cast as a ritual. Any Spellcaster, Ritual caster or Pact Caster can help cast this spell. Also can be called Blitzkrieg.
* - (a shaving of licorice root)
Hasting (for all casters)
LEVEL
3rd
CASTING TIME
1 Reaction *
RANGE/AREA
Self
COMPONENTS
V, S, M **
DURATION
1 Minute
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
Until the spell ends, the your speed is doubled, you gain a +2 bonus to AC, have advantage on Dexterity saving throws, and you gain an additional action on each of its turns. That action can be used only to take [the Attack (one weapon attack only)], Dash, Disengage, Hide, or Use an Object action.
When the spell ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you.
* - after getting hit by an attack or spell** - (a shaving of licorice root)
Eventually may figure out- Healer (class) & subclass variant Wellspring of Life
A few more monsters, hardly imaginative; minor 5e edits to pull a few monsters from 4e and a bonus I got from my computer duplicating a monster template so I had to do something with it. I give you:
Undead Fortitude. If damage reduces the grave hound to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the grave hound drops to 1 hit point instead.
Death Jaws. When the Grave Hound is reduced to 0 hp it makes a bite attack against a target within reach. (This happens after resolving the effects of Undead Fortitude, if the hound has dropped to 1 hit point as a result of Undead Fortitude then it does not use Death Jaws.)
Actions
Withering Bite. Melee Weapon Attack:+5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone and succeed on a DC 13 Constitution saving throw or take an additional 2 necrotic damage at the start of their following turns for one minute. The target can repeat the saving throw at the end of its turn, ending the effect on itself on a success.
LanguagesUnderstands Infernal and Giant but can't speak them
Challenge3 (700 XP)
Proficiency Bonus+2
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack:+5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) cold damage.
Frost Breath (Recharge 5–6). The hound exhales ice in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) cold damage on a failed save and be restrained until the end of their next turn, or half as much damage on a successful one and is not restrained.
Description
Ice-breathing fell creatures that take the form of powerful dogs, Icefell hounds commonly serve evil creatures that use them as guard animals and companions in the frigid regions of the worlds.
My attempts at editing the hell hound image to icefell form did not go entirely as I had hoped, but at least for now that will work. I am sure there are plenty of similar monsters that are already published in the homebrews. I also did a Decrepit Skeleton and Zombie Rotter, that were far more 5e version, just a bit weaker so I won't post those, and none of the content of these posts are likely to get published. Enjoy.
(I won't consider myself the best judge of CR, I am hoping these are reasonably accurate)
Thanks (I am surprised, I was not expecting anyone to comment at this point, I am also not sure how I missed the notice that someone had commented on my thread.)
I have a few started templates that I don't know what I want to do with,:
Wings of Flying- magic item
Crusher (UA)- feat
a from scratch monster
gnome subrace (was gnome ghost attempt)
Metabolic Control (UA)
blank magic item
Eldritch Adept (UA)
(wooden spear)
Cleric subclass (was Healer)
Sorcerer Subclass (start of Wellspring of Life, may change)
Anyone can weigh in on what they would like me to create with these. (Nothing too complicated, please. The Curse Eater and related homebrew is more than complicated enough, not to mention my healer class upgrade attempts if I keep trying to do those.) Or is there anything else people would like to see me post?
I have started solo play testing my Monk-Way of the Third Eye and one of these days maybe I should see about upgrading a published 3e adventure to 5e, may or may not go resurrect one of my threads to give my insights on doing that.
I may try to design the Curse Eater to be a subclass for any class, I am still not sure. None of the versions thus far have had much feedback, the Warlock one is still under tuning and testing.
I'd recommend giving that original instrument charges and having all the "discord" abilities require charges to activate. They are all very strong to be unrestricted use, and I think any one of them alone would be enough to put an item in the Legendary rarity. All 3 features plus it also counting as a shield is extremely potent.
Adding charges to the Instrument of forms for those abilities does seem fair. I also started thinking along those lines now that I have started play testing it.
This magical wonder is a compilation of many instruments and much work over the course of exploring and acquiring many fine materials. It has gained the ability to change forms due to the tender care taken to make it.
This particular one combines a lute, lyre, at least one woodwind, and whistle-stick that will be crafted by the character. It will also be made out of various materials that the DM will provide in some way, shape, or form, and is thus an instrument that can change over the course of the adventure.
The instrument can take the shape of any of the instruments used in its crafting (requires a bonus action to change the shape except where noted). And also grants the following properties:
Weapon- This instrument now counts as a weapon, you have proficiency with it in all forms. The amount of damage dealt varies by form.
Charges- This instrument has [7] charges that reset at dawn [amount yet to be determined]. These charges can be used to cast the following effects:
[Discord (all forms)- On a successful hit you can expend one charge. The instrument lets out a discordant sound. The target must make a Wisdom saving throw or take an additional 2d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. Plus, on its next turn it can only move at half speed. On a successful save, the target takes half as much damage, it doesn’t have to move away, and its speed is not reduced.]
Discordant Array (whistle-stick/woodwind form)- As an action you can expend one charge to play a barrage of discordant sound. This instrument lets out a discordant sound. It affects creatures of your choice within range (15ft. sphere) that can hear, wracking them with terrible pain. Each target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Discordant Shield (all forms)- when struck [by a melee attack] you can expend one charge as a reaction. You use raise your instrument and use it to protect you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. When hit, the instrument lets out a discordant jangle. The attacker must make a Wisdom save against your spell save dc or take 2d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. [A deafened creature automatically succeeds this save.]
This instrument grants a plus 1 bonus to AC
Lute form- While in this form you gain an additional plus 2 bonus to your AC. The lute is treated as a quarterstaff and does 1d6 bludgeoning damage, or 1d8 when using it with two hands.
Lyre form- While in this form you gain an additional plus 1 bonus to you AC. The lyre is treated as a club, but with the added versatile property, it does 1d4 bludgeoning damage, of 1d6 when using two hands.
Woodwind form- While in this form you can use Discordant Array. The woodwind form [typically a flute, songhorn or panpipes] is treated as a club and does 1d4 bludgeoning damage.
Whistle-stick form- While in this form you can use Discordant Array. The whistle-stick comes in two pieces that fit together to make a quarterstaff form, it is a free action to change from the Whistle-stick to quarterstaff version, but can only be done once per turn. Because the whistle-stick form is two halves you can make an attack as an action, and then you can use your bonus action to make a follow up attack with the second half. The whistle-sticks are treated as a club and do 1d4 bludgeoning damage.
Quarterstaff form- While in this form you gain an additional plus 1 bonus to your AC. It is a free action to change from the Quarterstaff form to the Whistle-stick form, but can only be done once per turn. The quarterstaff functions as a regular quarterstaff, except that you can also use Discord and Discordant Shield.
Discord may not end up being charge dependent, I am not sure. Right now I made Discord a spell that activated along with a weapon attack, but that made discord apply to more weapons than just the Instrument of Forms. The woodwind form may or may not get a Pipes of Haunting aspect added.
Newer version may be coming that include a bonus to Spell Save DC, Magic Item Attack with Charisma, or both. I advise talking to DM before taking either, especially the latter two options.
I may not publish the extended version which would require publishing at least 2 of the three spells (Discord, Discordant Array, and Discordant Shield) plus the main Instrument of Forms (Dissonant Array) and each of the five separate forms in order to have the weapon damage, the bonus to AC and the spells function mostly as intended.
Which takes us to the spell information (a note, the spell level may be a bit off, I would appreciate confirmations or corrections):
Discord-
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
Self 5 ft
COMPONENTS
V, M *
DURATION
Instantaneous
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Psychic
You strike a creature with your instrument, when it hits it lets out a discordant jangle. The target must make a Wisdom saving throw against your spell save DC. On a failed save, it takes 2d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you and can only move at half speed on its next turn. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away or have its speed reduced.
* - (Instrument of forms)
Discordant Array (concentration is a new alteration)-
LEVEL
4th
CASTING TIME
1 Action
RANGE/AREA
Self (15 ft )
COMPONENTS
V, S, M *
DURATION
Concentration 1 Minute
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Psychic
You swing your whistle sticks and a discordant melody sounds. It affects creatures of your choice within range that can hear, wracking them with terrible pain. Each target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
* - (requires whistle-stick, [or woodwind])
Discordant Shield-
LEVEL
5th
CASTING TIME
1 Reaction *
RANGE/AREA
Self
COMPONENTS
V, S, M **
DURATION
1 Round
SCHOOL
Abjuration
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Psychic
You use raise your instrument and use it to protect you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack.
When hit, the instrument lets out a discordant jangle. The attacker must make a Wisdom save against your spell save dc or take 2d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds this save.
* - which you take when you are hit by an attack [or targeted by the magic missile spell]** - (An instrument shield)
Keen Smell. The skunk has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Bite. Melee Weapon Attack:+2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Musk. Reach 5 ft., one target. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can’t take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest.
Black Bag of Tricks-
Wondrous Item, uncommon
This ordinary bag, made from black cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound, and has a strong odor about it. All creatures pulled from the bag have similar coloration and smell to that of a skunk.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. The skunk uses a similar stat block to the Badger, but has 1 hit point, and its main action is to use its musk.
LanguagesUnderstands Sylvan and Elven but does not speak.
Challenge5 (1,800 XP)
Proficiency Bonus+3
Tree Stride. Once on its turn, the drydalion can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least one size larger than the drydalion.
Pounce. If the drydalion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the drydalion can make one bite attack against it as a bonus action.
Running Leap.With a 10-foot running start, the drydalion can long jump up to 25 feet.
Spell Turning. The drydalion has advantage on saving throws against any spell that targets only the drydalion (not an area). If the drydalion’s saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the drydalion and instead targets the caster.
Speak with Beasts and Plants. The drydalion can communicate with beasts and plants.
Actions
Multiattack. The drydalion makes two attacks: one with its bite and one with its claw.
Bite. Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)bludgeoning damage.
Legendary Actions
The drydalion can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The drydalion regains spent legendary actions at the start of its turn.
Claw. The drydalion makes one claw attack.
Roar (Costs 2 Actions). The drydalion emits a magical roar. All normal plants in a 100-foot radius centered on the drydalion become thick and overgrown. A creature moving through the area except the drydalion must spend 4 feet of movement for every 1 foot it moves.
Raging Forest(Costs 2 Actions). The drydalion stomps the ground and emits a magical roar. All plants within a 20 ft. radius of the drydalion twist to grow hard spikes and thorns. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
Description
The myths of this creature vary wildly. Some believe these creatures were once a dryad that became so enamored with the mobility and grace of large felines that it morphed its shape and that of its tree into one resembling that of a lion, allowing it to roam farther from its grove. Others say that it was the result of a dryad's tears mixing with the ebbing lifeblood of a lion at the roots of the dryad's tree, and still others have rumors of a druid or dryad creating them for mounts and protection. However these these wonderous creatures arose, they are a marvel to behold.
While young, the Drydalion has a thick coat of leaves and flowers that cover its soft core, and may have a mane of large flower petals. As it ages this foliage dries down, falling away until the toughened bark is exposed. Some of the oldest Drydalions have a thick, lichen-like mane.
Legends claim there may be more species than just the lion, including tiger, liger, leopard, panther, or other large feline.
A baby Drydalion can be called a cub or sapling. A group of young Drydalions are often called a patch while older groups are called a grove, bushel, canopy, shrubbery, bouquet, or hedge.
Some speculate that Drydalions can be raised from cuttings, though the process to successfully care for one is a closely guarded secret and largely unknown.
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Some homebrew: Curse Eater and more-hereother- here
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So I was having fun working on creating magic items for a campaign I am in and eventually made this:
Instrument of Forms- Requires Attunement. This magical wonder is a compilation of many instruments and much work over the course of exploring and acquiring many fine materials. It has gained the ability to change forms due to the tender care taken to make it.
This particular one combines a lute, lyre, at least one woodwind, and whistle-stick; all that were hand crafted by the player character (and will also include the lyre of building so it gains the powers granted by that, but not going to list that one on here or in any published version-not that I am expecting to publish it). It will also be made out of various materials that the DM will provide in some way, shape, or form, and is thus an instrument that can change over the course of the adventure.
The instrument can take the shape of any of the instruments used in its crafting (requires a bonus action to change the shape). And also grants the following properties:
As stated above-
On their turn the user can choose to spend an action to play Discordant Array (mainly for a woodwind or the separated whistle-stick form)
pdated Instrument of Forms- Wonderous Item, [weighs 6 lbs.] Requires Attunement.
This magical wonder is a compilation of many instruments and much work over the course of exploring and acquiring many fine materials. It has gained the ability to change forms due to the tender care taken to make it.
This particular one combines a lute, lyre, at least one woodwind, and whistle-stick that will be crafted by the character. It will also be made out of various materials that the DM will provide in some way, shape, or form, and is thus an instrument that can change over the course of the adventure.
The instrument can take the shape of any of the instruments used in its crafting (requires a bonus action to change the shape except where noted). And also grants the following properties:
Discord may not end up being charge dependent, I am not sure. Right now I made Discord a spell that activated along with a weapon attack, but that made discord apply to more weapons than just the Instrument of Forms. The woodwind form may or may not get a Pipes of Haunting aspect added. The parts in brackets are subject to possible change. Originally only the lute form was supposed to grant to shield bonus, and perhaps to a lesser degree the lyre, and Discordant Shield required shield form to be used. I stepped away from that during the creation process on D&D Beyond for the sake of simplicity, and condensing into one magic item. I have since gone through with making each of the different forms listed above, so it may mean the lute and possibly lyre can return to being shield form.
Some homebrew: Curse Eater and more-here other- here
Some more fun ones. Removed the ones my DM made.
Cloak of Feathers
A cloak made of various feathers, including from an Aasimar and Lilliend. This basic version has 4 charges that can be used to cast Jump- 1 charge, Feather Fall- 1 charge, and Levitate- 2 charges. It can provide some protection. (+1 AC)
Spinning Top
Because who wouldn't want to throw a magically floating spinning top at their enemies, and watch it ricochet off a couple of heads? Plus it can enlarge so the user can hop on and ride around on it. (I don't recommend running into others while doing so though, you could fall off.)
Sword of the Creator- Very Basic version (as requested by my brother)
This is a chain sword +1 Made by the Goddess of Creation, requires the Crest of Flames to attune. (Nope, didn't make Ruptured Heaven, sorry)
Mithril Mariner's Plate
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. It won't help with sea sickness, but will keep less skilled swimmers alive.
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Virnorin's Signet Ring
This old signet ring has a distinctive design carved into it and is engraved with the name Virnorin. It has marks of age, but otherwise seems unassuming. When you press this ring into warm sealing wax, you leave an identifying mark. Maybe there is more to it than meets the eye. What other secrets could this ancient ring hold?
It is unknown how to completely attune this item. It starts as a mere signet ring, but can grow or change along with the character, becoming more magical as time goes by.
As an artifact this item can never be completely destroyed. It may disappear from the current user though never to be seen again, but never destroyed. The metal that composes it seems unassuming, but under a very well trained eye, is unknown. This ring can grant access to the following spells according to the level the castor is able to cast, these spells are only usable once per day.
0- Word of Radiance, 1- Sanctuary, 2- Spiritual Weapon, 3- Spirit Guardians, 4- Cure Wounds (4th), 5- Hallow, 6- Planar Ally 7- Divine Word, 8- Holy Aura, 9- Power Word Heal
Still in Process- Blessed Robe (currently used archmagi template, I have yet to determine just what this robe will need to have, it depends on the if I can ever get the character it goes to figured out)
Some homebrew: Curse Eater and more-here other- here
These next few aren't magic items, but they are homebrewed.
Chimeric Cat, Winged (made to be a familiar, just because)
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use an Object, Other
Alter Appearance. The cat can choose to burst into harmless flames, give off smoke/ dust, or generate water.
[Familiar only] -use your reaction to deliver a touch spell attack for your master.
Hastega (for all casters!) yeah it is broken, I was doing it for fun, it should probably be more like 7th+ level.
A ritual version of the spell Haste, this spell requires at least a day to cast alone, or one hour if done with more than one caster. You choose a point within 30 ft. of you. This spell effects all creatures of your choice within a 15 ft. sphere of the selected point. Until the spell ends, the targets' speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gains an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the targets can't move or take actions until after their next turn, as a wave of lethargy sweeps over them.
Can only be cast as a ritual. Any Spellcaster, Ritual caster or Pact Caster can help cast this spell. Also can be called Blitzkrieg.
Hasting (for all casters)
Until the spell ends, the your speed is doubled, you gain a +2 bonus to AC, have advantage on Dexterity saving throws, and you gain an additional action on each of its turns. That action can be used only to take [the Attack (one weapon attack only)], Dash, Disengage, Hide, or Use an Object action.
When the spell ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you.
* - after getting hit by an attack or spell** - (a shaving of licorice root)Eventually may figure out- Healer (class) & subclass variant Wellspring of Life
Some homebrew: Curse Eater and more-here other- here
A few more monsters, hardly imaginative; minor 5e edits to pull a few monsters from 4e and a bonus I got from my computer duplicating a monster template so I had to do something with it. I give you:
Grave Hound
Undead Fortitude. If damage reduces the grave hound to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the grave hound drops to 1 hit point instead.
Death Jaws. When the Grave Hound is reduced to 0 hp it makes a bite attack against a target within reach. (This happens after resolving the effects of Undead Fortitude, if the hound has dropped to 1 hit point as a result of Undead Fortitude then it does not use Death Jaws.)
Withering Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone and succeed on a DC 13 Constitution saving throw or take an additional 2 necrotic damage at the start of their following turns for one minute. The target can repeat the saving throw at the end of its turn, ending the effect on itself on a success.
and Icefell Hound
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) cold damage.
Frost Breath (Recharge 5–6). The hound exhales ice in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) cold damage on a failed save and be restrained until the end of their next turn, or half as much damage on a successful one and is not restrained.
Description
Ice-breathing fell creatures that take the form of powerful dogs, Icefell hounds commonly serve evil creatures that use them as guard animals and companions in the frigid regions of the worlds.
My attempts at editing the hell hound image to icefell form did not go entirely as I had hoped, but at least for now that will work. I am sure there are plenty of similar monsters that are already published in the homebrews. I also did a Decrepit Skeleton and Zombie Rotter, that were far more 5e version, just a bit weaker so I won't post those, and none of the content of these posts are likely to get published. Enjoy.
(I won't consider myself the best judge of CR, I am hoping these are reasonably accurate)
Some homebrew: Curse Eater and more-here other- here
Cool homebrew.
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Thanks (I am surprised, I was not expecting anyone to comment at this point, I am also not sure how I missed the notice that someone had commented on my thread.)
I have a few started templates that I don't know what I want to do with,:
Anyone can weigh in on what they would like me to create with these. (Nothing too complicated, please. The Curse Eater and related homebrew is more than complicated enough, not to mention my healer class upgrade attempts if I keep trying to do those.) Or is there anything else people would like to see me post?
I have started solo play testing my Monk-Way of the Third Eye and one of these days maybe I should see about upgrading a published 3e adventure to 5e, may or may not go resurrect one of my threads to give my insights on doing that.
I may try to design the Curse Eater to be a subclass for any class, I am still not sure. None of the versions thus far have had much feedback, the Warlock one is still under tuning and testing.
Some homebrew: Curse Eater and more-here other- here
I'd recommend giving that original instrument charges and having all the "discord" abilities require charges to activate. They are all very strong to be unrestricted use, and I think any one of them alone would be enough to put an item in the Legendary rarity. All 3 features plus it also counting as a shield is extremely potent.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Adding charges to the Instrument of forms for those abilities does seem fair. I also started thinking along those lines now that I have started play testing it.
Updated Instrument of Forms- Wonderous Item, [weighs 6 lbs.] Requires Attunement.
This magical wonder is a compilation of many instruments and much work over the course of exploring and acquiring many fine materials. It has gained the ability to change forms due to the tender care taken to make it.
This particular one combines a lute, lyre, at least one woodwind, and whistle-stick that will be crafted by the character. It will also be made out of various materials that the DM will provide in some way, shape, or form, and is thus an instrument that can change over the course of the adventure.
The instrument can take the shape of any of the instruments used in its crafting (requires a bonus action to change the shape except where noted). And also grants the following properties:
Discord may not end up being charge dependent, I am not sure. Right now I made Discord a spell that activated along with a weapon attack, but that made discord apply to more weapons than just the Instrument of Forms. The woodwind form may or may not get a Pipes of Haunting aspect added.
Some homebrew: Curse Eater and more-here other- here
A simple version of the Instrument of Forms is up here: https://www.dndbeyond.com/magic-items/3752155-instrument-of-forms
Newer version may be coming that include a bonus to Spell Save DC, Magic Item Attack with Charisma, or both. I advise talking to DM before taking either, especially the latter two options.
I may not publish the extended version which would require publishing at least 2 of the three spells (Discord, Discordant Array, and Discordant Shield) plus the main Instrument of Forms (Dissonant Array) and each of the five separate forms in order to have the weapon damage, the bonus to AC and the spells function mostly as intended.
Which takes us to the spell information (a note, the spell level may be a bit off, I would appreciate confirmations or corrections):
Discord-
You strike a creature with your instrument, when it hits it lets out a discordant jangle. The target must make a Wisdom saving throw against your spell save DC. On a failed save, it takes 2d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you and can only move at half speed on its next turn. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away or have its speed reduced.
* - (Instrument of forms)Discordant Array (concentration is a new alteration)-
You swing your whistle sticks and a discordant melody sounds. It affects creatures of your choice within range that can hear, wracking them with terrible pain. Each target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Discordant Shield-
You use raise your instrument and use it to protect you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack.
When hit, the instrument lets out a discordant jangle. The attacker must make a Wisdom save against your spell save dc or take 2d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds this save.
* - which you take when you are hit by an attack [or targeted by the magic missile spell]** - (An instrument shield)Plus a few extra fun homebrew.
Skunk-
Keen Smell. The skunk has advantage on Wisdom (Perception) checks that rely on smell.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Musk. Reach 5 ft., one target. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can’t take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest.
Black Bag of Tricks-
This ordinary bag, made from black cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound, and has a strong odor about it. All creatures pulled from the bag have similar coloration and smell to that of a skunk.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. The skunk uses a similar stat block to the Badger, but has 1 hit point, and its main action is to use its musk.
And designed based off of ideas from CNEgames The Sketching Hour's Young/Old Dryad Lion is this:
Drydalion-
Tree Stride. Once on its turn, the drydalion can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least one size larger than the drydalion.
Pounce. If the drydalion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the drydalion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the drydalion can long jump up to 25 feet.
Spell Turning. The drydalion has advantage on saving throws against any spell that targets only the drydalion (not an area). If the drydalion’s saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the drydalion and instead targets the caster.
Speak with Beasts and Plants. The drydalion can communicate with beasts and plants.
Multiattack. The drydalion makes two attacks: one with its bite and one with its claw.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)bludgeoning damage.
The drydalion can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The drydalion regains spent legendary actions at the start of its turn.
Claw. The drydalion makes one claw attack.
Roar (Costs 2 Actions). The drydalion emits a magical roar. All normal plants in a 100-foot radius centered on the drydalion become thick and overgrown. A creature moving through the area except the drydalion must spend 4 feet of movement for every 1 foot it moves.
Raging Forest (Costs 2 Actions). The drydalion stomps the ground and emits a magical roar. All plants within a 20 ft. radius of the drydalion twist to grow hard spikes and thorns. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
Description
The myths of this creature vary wildly. Some believe these creatures were once a dryad that became so enamored with the mobility and grace of large felines that it morphed its shape and that of its tree into one resembling that of a lion, allowing it to roam farther from its grove. Others say that it was the result of a dryad's tears mixing with the ebbing lifeblood of a lion at the roots of the dryad's tree, and still others have rumors of a druid or dryad creating them for mounts and protection. However these these wonderous creatures arose, they are a marvel to behold.
While young, the Drydalion has a thick coat of leaves and flowers that cover its soft core, and may have a mane of large flower petals. As it ages this foliage dries down, falling away until the toughened bark is exposed. Some of the oldest Drydalions have a thick, lichen-like mane.
Legends claim there may be more species than just the lion, including tiger, liger, leopard, panther, or other large feline.
A baby Drydalion can be called a cub or sapling. A group of young Drydalions are often called a patch while older groups are called a grove, bushel, canopy, shrubbery, bouquet, or hedge.
Some speculate that Drydalions can be raised from cuttings, though the process to successfully care for one is a closely guarded secret and largely unknown.
Some homebrew: Curse Eater and more-here other- here