Per the title, any and all feedback on these homebrew items would be amazing! The number in parentheses is the minimum level that the party will be getting them, and the ones which have multiple levels separated by a slash can be obtained in a non-linear order. My goal was to make items that have situational uses, primarily in aiding the party in solving dungeon specific puzzles, and giving them something to get creative with afterwards. I've changed a lot of the names around slightly from their inspiration. Much appreciated y'all!
Cyclone Stick (3)
A living piece of wood fashioned by the forest spirits of Fardon Forest. It brings a tempest of wind wherever it flies. Ranged attack, finesse weapon, on hit does 1d4 bludgeoning damage and any enemies hit must make a DC14 DEX saving throw or be knocked prone for an additional 1d4 force damage. Will always return to the user’s hand as long as there is a clear path to it. User’s weapon damage bonus doesn’t apply to any targets after the first.
Can target up to five separate creatures or objects within view. Can bear aloft one object lighter than 10 lbs, bringing it back to the thrower if there are no other targets left in its path, or hitting its next target with it.
Shield of Faronia (4)
A wooden shield emblazoned with the visage of a charging ram, an heirloom of the mayor’s office said to once have been wielded by the Hero of Dawn. Provides the same armor bonus as a normal shield, but the wielder may use their reaction to parry an incoming charge (Ex: a charging bull, a boulder rolling down a hill, a swinging pendulum) and redirect it back with twice the force (a charging beast will be knocked back twice the distance it traveled before it was parried)
Snagcaster (5/6)
An experimental device intended for long range retrieval of materials which fall out of reach or into hazardous locations in the deep mines of the Crucible. Worn as a glove with a four pronged talon at the end which can be aimed and shot 60 ft. away. Can latch on to anything grated, wooden objects, unarmored flesh, or any hold that fits into a cubic foot of space. If targeting another creature, make a ranged attack with +5 to hit, a successful hit will initiate the pull. Anything that weighs less than the person carrying it will be pulled towards the creature. If the target is fixed, or heavier than the user, the user will be pulled towards it. A weight difference can be offset by the user or target being weighed down, fixed to a surface, or having others grab hold to it.
Burden Boots (5/6)
Magical boots that are activated when the user speaks the activation word. Wearer moves and acts as if they weigh 500 pounds with regards only to how external forces act against it. This effect does not apply to anything else (for example, if standing on a glass surface that wouldn’t crack under the normal weight of the wearer, the boots will not crack the glass when activated)
Titan Gauntlet (7)
Large, shovel like glove that can move a cubic foot of loose dirt or five cubic feet of sand at a time. A relic of an ancient desert civilization that made its home amongst the dunes. In combat, can use an action to turn a 5ft square into half cover if on a dirt surface, or can make a 20ft radius obscuring cloud if on a sand surface. Cannot use equipment in the hand using the gauntlet.
The Seismic Ironhead (8/9/10)
A mighty one handed warhammer once carried by the leader of the fated expedition to FrostHelm Manor, made to combat the elemental constructs that lurk there. On hit, 1d10 magical bludgeoning damage and target makes DC15 CON. Additional 2d6 thunder damage on a failed constitution save or half as much on a success. If the target is composed of inorganic material, they automatically fail their save
The Oculus (8/9/10)
A handheld lens which, when peered through, can pierce all but the mightiest invisibility and illusion magic. Originally intended to detect and strip away the protective enchantments of prisoners bound for interrogation, when looking through the lens, you see under the effects of the spell detect magic, able to perceive magic that warps the senses and see through illusions and clearly see otherwise invisible creatures.
Prismatic Circlet (8/9/10)
A jeweled circlet used by those who participate in rituals which blur the line between the living and the dead. The wearer is immune to charm and fear effects and ignores difficult terrain. As an action, can produce a prismatic light which emanates from the jewels, touching every creature of the user’s choice within 5 ft, lasting until the beginning of the user’s next turn in the circlet, that have a certain effect depending on how many charges are utilizes. Max 10 charges, recharge 1d6+4 when it’s touched by the light of dawn.
1 charge: provides advantage to all wisdom, charisma, and intelligence saving throws 2 charges: provides advantage on attack rolls against fiends, celestials, and undead 5 charges: dispels blindness, charm, deafness, fear, paralysis, petrification, stun, confusion, and possession.
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Per the title, any and all feedback on these homebrew items would be amazing! The number in parentheses is the minimum level that the party will be getting them, and the ones which have multiple levels separated by a slash can be obtained in a non-linear order. My goal was to make items that have situational uses, primarily in aiding the party in solving dungeon specific puzzles, and giving them something to get creative with afterwards. I've changed a lot of the names around slightly from their inspiration. Much appreciated y'all!
Cyclone Stick (3)
A living piece of wood fashioned by the forest spirits of Fardon Forest. It brings a tempest of wind wherever it flies. Ranged attack, finesse weapon, on hit does 1d4 bludgeoning damage and any enemies hit must make a DC14 DEX saving throw or be knocked prone for an additional 1d4 force damage. Will always return to the user’s hand as long as there is a clear path to it. User’s weapon damage bonus doesn’t apply to any targets after the first.
Can target up to five separate creatures or objects within view. Can bear aloft one object lighter than 10 lbs, bringing it back to the thrower if there are no other targets left in its path, or hitting its next target with it.
Shield of Faronia (4)
A wooden shield emblazoned with the visage of a charging ram, an heirloom of the mayor’s office said to once have been wielded by the Hero of Dawn. Provides the same armor bonus as a normal shield, but the wielder may use their reaction to parry an incoming charge (Ex: a charging bull, a boulder rolling down a hill, a swinging pendulum) and redirect it back with twice the force (a charging beast will be knocked back twice the distance it traveled before it was parried)
Snagcaster (5/6)
An experimental device intended for long range retrieval of materials which fall out of reach or into hazardous locations in the deep mines of the Crucible. Worn as a glove with a four pronged talon at the end which can be aimed and shot 60 ft. away. Can latch on to anything grated, wooden objects, unarmored flesh, or any hold that fits into a cubic foot of space. If targeting another creature, make a ranged attack with +5 to hit, a successful hit will initiate the pull. Anything that weighs less than the person carrying it will be pulled towards the creature. If the target is fixed, or heavier than the user, the user will be pulled towards it. A weight difference can be offset by the user or target being weighed down, fixed to a surface, or having others grab hold to it.
Burden Boots (5/6)
Magical boots that are activated when the user speaks the activation word. Wearer moves and acts as if they weigh 500 pounds with regards only to how external forces act against it. This effect does not apply to anything else (for example, if standing on a glass surface that wouldn’t crack under the normal weight of the wearer, the boots will not crack the glass when activated)
Titan Gauntlet (7)
Large, shovel like glove that can move a cubic foot of loose dirt or five cubic feet of sand at a time. A relic of an ancient desert civilization that made its home amongst the dunes. In combat, can use an action to turn a 5ft square into half cover if on a dirt surface, or can make a 20ft radius obscuring cloud if on a sand surface. Cannot use equipment in the hand using the gauntlet.
The Seismic Ironhead (8/9/10)
A mighty one handed warhammer once carried by the leader of the fated expedition to FrostHelm Manor, made to combat the elemental constructs that lurk there. On hit, 1d10 magical bludgeoning damage and target makes DC15 CON. Additional 2d6 thunder damage on a failed constitution save or half as much on a success. If the target is composed of inorganic material, they automatically fail their save
The Oculus (8/9/10)
A handheld lens which, when peered through, can pierce all but the mightiest invisibility and illusion magic. Originally intended to detect and strip away the protective enchantments of prisoners bound for interrogation, when looking through the lens, you see under the effects of the spell detect magic, able to perceive magic that warps the senses and see through illusions and clearly see otherwise invisible creatures.
Prismatic Circlet (8/9/10)
A jeweled circlet used by those who participate in rituals which blur the line between the living and the dead. The wearer is immune to charm and fear effects and ignores difficult terrain. As an action, can produce a prismatic light which emanates from the jewels, touching every creature of the user’s choice within 5 ft, lasting until the beginning of the user’s next turn in the circlet, that have a certain effect depending on how many charges are utilizes. Max 10 charges, recharge 1d6+4 when it’s touched by the light of dawn.
1 charge: provides advantage to all wisdom, charisma, and intelligence saving throws
2 charges: provides advantage on attack rolls against fiends, celestials, and undead
5 charges: dispels blindness, charm, deafness, fear, paralysis, petrification, stun, confusion, and possession.