You enter the Emporium, immeadittly noticing the smell of fresh baked bread, books, and faint sulfur. A Black Dragon lies behind the high counter, counting the gold made from the emporium. The dragon introduces themselves in a raspy voice: ""Hello my good freind, I am Smokehorn, lord of the dragonsssss. May I interest you in my emporiums waressssss?" You look around, noticing odd bitws and peices. A sign hangs above the doorway you entered, it reads: "Every Item has a story to tell, if only you have the care to listen..."
Shine Dragons are akin to the metallic dragons of other universes, with their metallic tint of skin, except for one crucial detail: Shine Dragons are filled with overpowering greed. Shine Dragonborns can transform creatures into precious gems. Their armor is tough enough to be made out of iron
Shine Dragonborn Traits
You have the following racial traits.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Crystallizing Breath. When you take the Attack action, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. On a failure, the creature becomes incapacitated for one hour. You can use this trait several times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Iron-like Shell. You have a +2 bonus to Armor Class.
Wyrm Dragonborn:
Wyrms are devious creatures, gifted manipulation of others upon birth. Wyrms have been known to infiltrate -and destroy- civilizations by sowing deception and mistrust. Wyrm Dragonborns upper body is that of a normal Dragonborn, but the bottom is the tail of a serpent.
Wyrm Dragonborn Traits
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Convincing Words. Your words are imbued with persuasive magic. You know the Friends cantrip. When you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Fortified Mind. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Wyvern Dragonborn
Wyverns are monstrous dragons that roam the wide desert.
Wyvern Dragonborn Traits
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Wyvern Ancestry. You trace your ancestry to a wyvern, granting you a special magical affinity. Choose one type of dragon from the Gem Ancestry table. This determines the damage type for your other traits as shown in the table.
Wyvern Ancestry
Wyvern
Damage Type
Thunderclaw
Lightning
Pyroteeth
Fire
Rimehorn
Cold
Damage Reversal. When you take damage of the type associated with your ancestry, you can use a reaction to reduce the damage by 2d8. One target with 30 feet takes damage of the type taken equal to the number rolled on the die. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Produced by a special needle, this magic tattoo is dark in color and takes the form of eye-like patterns.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Psychic Blast. As an action, you can release a devastating bout of psychic energy. Any creature in a 60 ft. cone must make an Intelligence saving throw (DC = 10 + Your Proficiency bonus + your Intelligence modifier) or take 3d6 psychic damage.
Telekinesis. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Intelligence.
Increased Awareness. You have a +1 bonus to investigation and perception checks.
Ghost Bottle:
Ghost Bottle
Wondrous Item, Rare
As an action, you can throw this bottle up to 30 ft. away, shattering on impact. A ghost appears in the nearest unoccupied space to the bottle and is friendly towards you and your companions. Every day at dawn, you must make a Charisma saving throw (DC equals 10 + the number of days since this item has been used). On a failed save, the ghost becomes hostile towards you and your companions.
Ratfolk:
Ratfolk Traits
Ability Score Increase. One of your ability scores increases by two, and another ability score increases by 1. Alternatively, three ability scores increase by 1.
Age. Ratfolk reach adulthood in their late teens and live less than a century.
Creature Type. You are a Humanoid.
Size. You are medium.
Speed. Your base walking Speed is 30 ft.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Natural Scavenger. You have resistance to poison damage and immunity to the poisoned condition. In addition, you are immune to disease.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Imp:
Imp Traits
Ability Score Increase. One of your ability scores increases by two, and another one increases by 1. Alternatively, three ability scores increase by 1.
Age. Imps reach maturity at 27 and typically live about 150 years.
Creature Type. You are a Fiend.
Size. You are small.
Speed. Your base walking speed is 30 ft. You also have a flying speed of 10 ft.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Demonic Claws. You have claws infused with the essence of the Seven Pits of Tarloyle. Your unarmed attacks now deal 1d4 slashing damage and 1d4 Poison Damage.
Curse Foes. You can cast the hex spell once using this trait. You regain the ability to do so when you finish a long rest.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Potion of Teleportation:
Potion of Teleportation
Potion, Rare
This clear blue liquid is interspersed with bursts of red liquid. When you drink this potion, you can cast the misty step spell at will for 1 hour.
Potion of Bestiality
Potion of Bestiality
Potion, uncommon
This potion is a murky brown, with animal bones floating in it. When you drink this potion, you grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. This effect lasts for 1 hour
Curse. While under the effects of this potion, your Intelligence, wisdom, and charisma scores are decreased by 1.
Continuation of this thread: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/108871-the-bubbling-cauldron
Current Content:
Shine Dragonborn:
Shine Dragons are akin to the metallic dragons of other universes, with their metallic tint of skin, except for one crucial detail: Shine Dragons are filled with overpowering greed. Shine Dragonborns can transform creatures into precious gems. Their armor is tough enough to be made out of iron
Shine Dragonborn Traits
You have the following racial traits.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Crystallizing Breath. When you take the Attack action, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. On a failure, the creature becomes incapacitated for one hour. You can use this trait several times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Iron-like Shell. You have a +2 bonus to Armor Class.
Wyrm Dragonborn:
Wyrms are devious creatures, gifted manipulation of others upon birth. Wyrms have been known to infiltrate -and destroy- civilizations by sowing deception and mistrust. Wyrm Dragonborns upper body is that of a normal Dragonborn, but the bottom is the tail of a serpent.
Wyrm Dragonborn Traits
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Convincing Words. Your words are imbued with persuasive magic. You know the Friends cantrip. When you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Fortified Mind. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Wyvern Dragonborn
Wyverns are monstrous dragons that roam the wide desert.
Wyvern Dragonborn Traits
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Wyvern Ancestry. You trace your ancestry to a wyvern, granting you a special magical affinity. Choose one type of dragon from the Gem Ancestry table. This determines the damage type for your other traits as shown in the table.
Wyvern Ancestry
Wyvern
Damage Type
Thunderclaw
Lightning
Pyroteeth
Fire
Rimehorn
Cold
Damage Reversal. When you take damage of the type associated with your ancestry, you can use a reaction to reduce the damage by 2d8. One target with 30 feet takes damage of the type taken equal to the number rolled on the die. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Third Eye Tattoo
Third Eye Tattoo.
Wondrous Item (Tattoo), rare (Requires Attunement)
Produced by a special needle, this magic tattoo is dark in color and takes the form of eye-like patterns.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Psychic Blast. As an action, you can release a devastating bout of psychic energy. Any creature in a 60 ft. cone must make an Intelligence saving throw (DC = 10 + Your Proficiency bonus + your Intelligence modifier) or take 3d6 psychic damage.
Telekinesis. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Intelligence.
Increased Awareness. You have a +1 bonus to investigation and perception checks.
Ghost Bottle:
Ghost Bottle
Wondrous Item, Rare
As an action, you can throw this bottle up to 30 ft. away, shattering on impact. A ghost appears in the nearest unoccupied space to the bottle and is friendly towards you and your companions. Every day at dawn, you must make a Charisma saving throw (DC equals 10 + the number of days since this item has been used). On a failed save, the ghost becomes hostile towards you and your companions.
Ratfolk:
Ratfolk Traits
Ability Score Increase. One of your ability scores increases by two, and another ability score increases by 1. Alternatively, three ability scores increase by 1.
Age. Ratfolk reach adulthood in their late teens and live less than a century.
Creature Type. You are a Humanoid.
Size. You are medium.
Speed. Your base walking Speed is 30 ft.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Natural Scavenger. You have resistance to poison damage and immunity to the poisoned condition. In addition, you are immune to disease.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Imp:
Imp Traits
Ability Score Increase. One of your ability scores increases by two, and another one increases by 1. Alternatively, three ability scores increase by 1.
Age. Imps reach maturity at 27 and typically live about 150 years.
Creature Type. You are a Fiend.
Size. You are small.
Speed. Your base walking speed is 30 ft. You also have a flying speed of 10 ft.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Demonic Claws. You have claws infused with the essence of the Seven Pits of Tarloyle. Your unarmed attacks now deal 1d4 slashing damage and 1d4 Poison Damage.
Curse Foes. You can cast the hex spell once using this trait. You regain the ability to do so when you finish a long rest.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Potion of Teleportation:
Potion of Teleportation
Potion, Rare
This clear blue liquid is interspersed with bursts of red liquid. When you drink this potion, you can cast the misty step spell at will for 1 hour.
Potion of Bestiality
Potion of Bestiality
Potion, uncommon
This potion is a murky brown, with animal bones floating in it. When you drink this potion, you grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. This effect lasts for 1 hour
Curse. While under the effects of this potion, your Intelligence, wisdom, and charisma scores are decreased by 1.
Alchemical Golem
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
I reviewed some of these on cauldron but I'll reveiw the dragonborn
Shine has a strong breath, and straight +2 ac is far too strong.
Wyrm is odd but strong.
Wyvern does not mesh well with offical dragonborn, but is cool.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds