Homebrew
Browse and create homebrew content for your games. You can also manage your saved homebrew and personal creations.
Browse and create homebrew content for your games. You can also manage your saved homebrew and personal creations.
Armor (double mail), rare (requires attunement) While wearing this armor, you donโt have the Unconscious condition when you are at 0 Hit Points. You still make Death Saving Throws normally. You canโt use the Help action to make a Medicine check to stabilize yourself. Also called tvifold brynja, the rings of this chain mail are doubled, so each pair is passed through by four pairs of other rings.โฆ
The Ruinbound are mutants that can be born to any humanoid species that has contact with the Daelkyr or their minions. A Ruinbound is born with a personal symbiontโan unnatural entity bound to the child. Unlike most symbionts, this entity cannot be separated from its host, and the two are permanently fused. Many Ruinbound have additional disturbing mutations; you can roll on the Ruinboundโฆ
Armor (ring mail), legendary You have a +3 bonus to AC while wearing this armor. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only. A creature Blinded by this spell makes another Constitution saving throw at theโฆ
Alpengrendel are hulking creatures covered in bluish white fur, with great tusks and horns. They were born of the ice and darkness of their mountaintop homes, shaped by the unseen hands of a deity of cold stone and gloam. The bitter cold of the mountain peaks infuses both their touch and their breath. Alpengrendel draw upon the timelessness of the mountains, healing from otherwise lethal woundsโฆ
Armor (shield), very rare (requires attunement) While holding this Shield, you can use a command word as a Bonus Action to cause it to become wreathed in harmless, magical flames. The flames shed Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The flames last until you repeat the command word as a Bonus Action or until you are no longer holding the Shield. While holdingโฆ
Armor (ring mail), very rare You have a +2 bonus to AC while wearing this armor. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Rendeliths are hulking demons that lead armies in destroying enemy castles, strongholds, and other fortifications. They delight in toppling defenses so demonic hordes can rush into the fray. Rendeliths have the upper bodies of humanoids but the lower bodies of oxen, with stony spikes along their backs. These cruel demons are masters of strategy that delight in magically producing walls andโฆ
Weapon (any simple or martial), rare (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, you can take a Bonus Action to cause it to shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. You can extinguish the light as a Bonus Action. The weapon has 4 charges. You can take a Reaction immediately after beingโฆ
An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels.โฆ
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect. Everything that a targeted creature is wearing and carrying changes size with it. Any itemโฆ
Weapon (longsword), rare (requires attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, youโฆ
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You touch a melee weapon and place a magical effect into it, creating a visible rune etched into the weapon. No more than once per turn, a creature wielding the weapon can make an attack roll with the weapon with Advantage when it would not otherwise have Advantage. If the weapon leaves the creatureโs possession, the spell ends. Available For: Cleric (Legacy), Paladin (Legacy), Wizard (Legacy),โฆ
You briefly slow time for a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be moved to last place in the Initiative order from the start of the next round onwards. Spell Tags: Chronomancy Available For: Bard (Legacy), Sorcerer (Legacy), Wizard (Legacy), Bard, Sorcerer, Wizard, Warlock - Future You Patron
Weapon (longsword, rapier, scimitar, or shortsword), rare (requires attunement) This sleek magic weapon projects a shadowy double image of itself when wielded. The weapon has 3 charges and regains 1d3 charges each day at sunset. Elusive Strike. When you miss with a melee attack made with this weapon, you can spend 1 charge to reroll the attack roll and use the new result. Phantasmal Parry. Whileโฆ
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasnโt Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds, but it doesnโt restore missing body parts. If the creature is lacking body parts or organs integral for itsโฆ
Armor (scale mail), uncommon 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. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Weapon, uncommon This magic ammunition is made by the elder Clerics of nature and hunting deities. Attack rolls made with this ammunition deal no damage on a hit. When you hit a creature other than yourself with the ammunition, the target regains Hit Points equal to 2d4 plus your Dexterity and Wisdom modifiers (minimum +1). If the target is an ally, you have Advantage on the attack roll. Once itโฆ
The creature rerolls the saving throw, either adding your spellcasting modifier to or subtracting it from the new roll. It must use the new result. Available For: Cleric (Legacy), Cleric
Type: Heavy Armor Cost: 350 GP Weight: 65 lbs Armor Class: 17 Strength: 16 Stealth: Disadvantage Also called tvifold brynja, the rings of this chain mail are doubled, so each pair is passed through by four pairs of other rings. It is very heavy and bulky.
Weapon (rapier), very rare (requires attunement) This item appears to be a sword hilt that has a small hole on either end of it. The hilt is made of clear quartz and contains an hourglass with sand inside it. Despite the holes on the hilt, the sand never seems to flow out of the hourglass. You can take a Bonus Action and use a command word to cause it to magically form a thin blade of sand. Theโฆ
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one. Theโฆ
Known for their cowardice and toadying, imps serve devils and wicked magic-users. Their abilities to shape-shift and pass unseen make them skillful spies and adept at fleeing danger. Imps sent to surveil other creatures relate what they discover to their masters, but they frequently omit important details or cast events in the worst possible light to mislead their masters into following the impsโโฆ
An invisible, soundless burst of fate erupts at a point you choose. Each creature in a 20-foot-radius Sphere centered on that point makes a Wisdom saving throw. On a failed save, a creature has Disadvantage on all d20 Tests for 1 minute. A creature can repeat the Wisdom saving throw at the end of each of its turns, ending the spell on a success. Using a Higher-Level Spell Slot. For each spellโฆ
A wave of force leaves your palms, targeting a creature within range. The target makes a Constitution saving throw. On a failed save, the creature takes 2d6 Force damage and has the Stunned condition until the end of its next turn. On a successful save, the creature takes the damage only. Using a Higher-Level Spell Slot. One additional creature can be targeted for each spell slot above 2.โฆ
Browse and create homebrew content for your games. You can also manage your saved homebrew and personal creations.