Showing posts with label Prime Materials. Show all posts
Showing posts with label Prime Materials. Show all posts

Friday, October 16, 2015

Prime Materials: Priestess of Lolth's Whip of Fangs for D&D 5th Edition




WHIP OF FANGS
Magic Weapon (whip), uncommon (requires attunement)


You gain a +1 bonus to magical attack rolls and damage rolls with this magical whip which deals 1d8 piercing damage and 1d8 poison damage.


In addition, a whip of fangs has 1d4+1 serpent's heads that react to their wielder's emotions, and you have advantage on Intimidation checks.

Tuesday, September 29, 2015

Prime Materials: Bravura, a magic lute for D&D 5th Edition



BRAVURA
Wondrous item, rare (requires attunement)

You gain a +1 bonus to magical attack rolls and damage rolls with this magical lute and may substitute the spell's damage for thunder damage.

In addition, your spell save DC with enchantment spells increases by 1.

Bravura was a gift to the bard, Renyatta the Red, from high elven mystic known only as the Empress in Amber.  Renyatta had been instrumental in convincing the Empress's youngest daughter, Isolde of the Northern Star, to finally return home to Ivory Petal Island after nearly a century of life as an adventurer.

Saturday, September 26, 2015

Prime Materials: Animavore for D&D 5th Edition


Your worst nightmare?  Do your nightmares eat you?  Ripping chunks from your flesh, slowly, delighting in your pain, in your fear.  Finally, after you beg for your end it obliges you by devouring your soul, your very essence as dessert?  Somethings are better left unknown.  Better left undisturbed.







ANIMAVORE
Medium aberration, chaotic evil
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Armor Class 16 (natural armor)
Hit Points 104 (16d8 + 32) 
Speed 30 ft.
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   Str            Dex         Con           Int         Wis         Cha
14 (+2)        16 (+3)        14 (+2)        11 (+0)      13 (+1)      17 (+3)
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Senses truesight 60 ft.; passive Perception 11
Languages All, telepathy 60 ft.
Challenge 8 (3,900 XP)

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Frightful Presence. Each creature of the animavore's choice that is within 30 feet of the aberration and aware of it must succeed on a DC 14  Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the aberration's Frightful Presence for the next 24 hours.

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ACTIONS

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Multiattack. The fomorian attacks twice with its bite or makes one bite and uses Devour Anima once.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
Hit: 12 (3d6 + 2) piercing damage.

Devour Anima. The animavore psychically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 25 (5d8 + 3) psychic damage on a failed save, or half as much damage on a successful one.  Additionally, the animavore regains 10 (3d6) hit points.

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Thursday, September 24, 2015

Prime Materials: Tumult, a Bard Cantrip for D&D 5th Edition

Richard Lee Byer's had a bard in several Forgotten Realms series he wrote who had a sonic blast spell and that has inspired me to work a cantrip up for the Bard.



TUMULT
Evocation cantrip (Bard)
Casting Time: 1 action 
Range: 60 feet 
Components:
Duration: Instantaneous

You shout and your voice tears through your enemies like a thunderbolt.   On a hit, the target takes 1d10 thunder damage.
The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Tuesday, September 22, 2015

Prime Materials: Scro for D&D 5th Edition

I'm converting races from Spelljammer's Complete Spacefarer's Handbook to 5th Edition.


SCRO


The scro are a muscular race, they resemble orcs, but are larger, stronger and more intelligent.  They average 6 feet in height, along, sharp teeth filed to a point and inscribed with various totemic symbols and inserted with gems.  Their skin varies in color from jet black to burnt orange.

The scro are a military-minded people who spend their entire lives oriented around their military hierarchy, with larger and more powerful score at the highest levels.

Scro society is codified in a rigid set of laws and customs laid down by the founder of scro society: Dukgash, the first Almighty Leader.  The spartan lifestyle that this code permits is oriented toward improving the mind and body so that victory can be achieved.

Scro Traits

Your Scro character has certain traits.

Ability Score Increase. Your Strength score increases by 2, your Intelligence score increases by 1.


Age. Scro mature at the same rate as humans.

Alignment.  You are often lawful. 

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to dark places, you have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.

Learned. You gain proficiency in the History skill.

Bite. You are proficient with your bite which deals 1d4 piercing damage on a hit.

Tactician. You may add your Intelligence modifier to initiative.

Languages. You can speak, read, and write Common and Orc. 


Wednesday, September 16, 2015

Prime Materials: Lizard Men for D&D 5th Edition

LIZARD MEN

Lizard men are humanoid lizards with four-fingered hands, brownish-green skin, and thick, heavy tails.  They vary from 5 to 7 feet tall.

They are short-tempered and emotional and find most other humanoid species particularly frustration.  Dealing with a lizard man is a constant process of moving fast enough to keep the lizard man from getting bored without going so fast they cannot keep up.

Lizard Men Traits

Your Lizard Men character has certain traits.

Ability Score Increase. Your Strength score increases by 2, your Constitution score increases by 1.

Age. Lizard Men mature at the same rate as humans.

Alignment.  They are often neutral. 

Size. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Darkvision. Accustomed to shadowy swamps, you have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.

Natural Weapons. You are proficient with your tail which deal 1d6 bludgeoning damage on a hit.

Natural Swimmer. You were born to hunt in swamps and bayous. Your base swimming speed is 30 feet.

Strong Hide. You base AC is 12 + Dexterity modifier and you do not gain any benefit from light armor.

Languages. You can speak, read, and write Command and Draconic. 



Saturday, September 12, 2015

Prime Materials: Giff for D&D 5th Edition

GIFF

Thick-skinned and hippopotami-headed, they stands almost nine feet tall, and are powerfully muscled.

The Giff are a race of imposing mercenaries. They are civilized, though due to their nature, wizards are scarce among their race. Giff hire on with various groups throughout the multiverse as mercenaries, bodyguards, enforcers, and general legbreakers.

They are humanoids, with stocky, flat, cylindrical legs. Their chests are broad and support a hippopotamus head with a natural helmet of flexible, chitinous plates. Giff come in colors ranging from black to gray to gold, and many have colorful tattoos that leave their bodies a patchwork record of past victories. They speak Giant and Common.


Giff Traits

Your giff character has certain traits.

Ability Score Increase. Your Strength score increases by 2, your Constitution score increases by 1.


Age. Giff mature at the same rate as humans and live about the same span.

Alignment.  Giff are often neutral.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Head Butt. You are never unarmed. You are proficient with head butting creatures, which is a melee weapon that deals 2d6 bludgeoning damage. 

Musketeer. You are proficient with renaissance muskets and pistols.

NonmagicalYou have advantage on saving throws against spells, however you have disadvantage when using magic items of any kind or spell attack rolls.


Thick Skinned. Your base AC is 13 + your Dexterity Modifier.

Languages. You can speak, read, and write Giff and can speak Common and either Draconic, Dwarven, Elven. 

Tuesday, August 25, 2015

Prime Materials: Wolfshadow for D&D 5th Edition





WOLFSHADOW

Magic weapon (spear), legendary (requires attunement)

You gain a +4 bonus to attack rolls and damage rolls with this magic weapon

In addition, you gain a +4 bonus to AC against shapechangers   Finally, you deal an additional 2d6 damage against shapechangers.


Folklore tells us that the spear known as Wolfshadow was blessed by a vistani witch woman after her daughter was murdered by the infamous werewolf, Edgar Tsiana.  While the weapon has not ended Tsiana's reign of terror, it has been used to destroy over 10 

Monday, August 24, 2015

Out of the Abyss: A Trio of Magic Weapons for D&D 5th Edition

In the Rage of Demons DnD game I'm running, the characters recently got a small cache of weapons that had been forged by a small clan of Salamanders.  


CORONA

Magic weapon (greatsword), very rare (requires attunement)


You gain a +2 bonus to attack rolls and damage rolls with this magic weapon


In addition, a creature that touches you or hits you with a melee attack while within 5 feet of you takes 2 fire damage.






SHIMMER
Magic weapon (dagger), very rare (requires attunement)


You gain a +2 bonus to attack and damage rolls with this magic weapon.  


In addition, you may cast the misty step spell twice per day.



HEATDEATH

Magic weapon (long bow), very rare (requires attunement)

You gain a +2 bonus to attack rolls and damage rolls with this magic weapon.  


In addition, you deal fire damage with this bow.

Finally, if you score a critical hit with this magic weapon the target suffers one level of exhaustion.


Wednesday, June 17, 2015

Prime Materials: Spectral Cloak for D&D 5th Edition


Spectral Cloak
Wondrous item, very rare (requires attunement)

You gain a +2 bonus to armor class and Dexterity saving throws with this magic item.



In addition, while attuned to the cloak, as an action you may enter the Ethereal Plane from the Material Plane, or vice versa. You are visible on the Material Plane while in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane.  

You also gain incorporeal movement, which allows you to move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you ends your turn inside an object. 

Finally, as a bonus action, you may conjure a spectral blade that deals 1d10 necrotic damage.

The Red Door was given this cloak by a Druid of the Chthonic Circle known to use in their slave trade in Nesme.  

Saturday, May 16, 2015

Prime Materials: Shadowfang, a magic dagger for D&D 5th Edition


Shadowfang
Magic weapon (dagger), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls with this magic weapon.

In addition, when you deal damage while attuned to the dagger, as a bonus action you may utter a command word and gain 20 temporary hit points.  This ability may not be used again until you complete a short or long rest.

The Queen of Terror, Coaxoch Ixklurio, presented Shadowfang to Jafar Qane, a Golden Legionnaire of Amn for betraying his entire company to the maztican vampire.

Wednesday, May 6, 2015

Prime Materials: Bludgeons of the Great Auk, druidic magic clubs for D&D 5th Edition


Bludgeons of the Great Auk
Magic weapons (clubs), rare (requires attunement by a druid)

You gain a +1 bonus to attack and damage rolls with both of these clubs.

In addition, while attuned to the clubs, when you are holding both clubs and cast shillelagh, the cantrip imbues both clubs with nature's power for the one minute duration.  Per the cantrip, you may use Wisdom for attack and damage rolls for each club and each weapon's damage die becomes a d8.

Myra Windsong, a Druid of the Blue Rose Circle, was awarded these magical clubs from the Great Auk of the Western Horizon.  He bore witness to her moment of need as she battled a scouting party for the Bone-Eater Legion of hobgoblins, all alone, battered and unarmed.  The Great Auk of the Western Horizon transformed two branches of a nearby ceil tree into magic bludgeons, allowing Myra to defeat the scouts and warn her Circle. 


Tuesday, April 28, 2015

Prime Materials: Spike, a wand for D&D 5th Edition


SPIKE
Wand, rare (requires attunement by a spellcaster)

You gain a +1 bonus to spell attack rolls made with this wand.

In addition, while attuned to the wand you have advantage on attack rolls against undead. 
Finally, you may replace the damage type of any cantrip or spell you cast to deal radiant damage instead.  You must complete a short or long rest before you may deal radiant damage again.

Before the Spellplague, the King of Cormyr awarded Spike to the Wizard of War, Althea McClintock, for her bravery in destroying Zeeron Malkovich, the so-called Master of Zombies.  Spike was a gift from Dawnmaster Pernell Lambert to the King of Cormyr.  The Dawnmaster confided to Althea that Lathander himself crafted the wand for her.

Wednesday, April 22, 2015

Prime Materials: Persuader, a magic quarterstaff for D&D 5th Edition.


PERSUADER


Weapon (quarterstaff), rare (requires attunement by a druid)



You gain a +1 bonus to attack and damage rolls made with this magic weapon.

In addition, while attuned to the quarterstaff you can use your Wisdom instead of Strength for the attack and damage rolls of melee attacks using this magic weapon, and the quarterstaff's damage die becomes a d10.

Persuader was given to the Druid, Gaston Nighthawk by Stemma the Ent, as a reward for driving the orcs of Clan Smoke from the Quivering Forest nearly 150 years ago.  The quarterstaff was formed from one of Stemma's limb and declared to the Forest that the Ent recognized Nighthawk as the new leader of the Circle of the Raptor.  For over a century, each new leader was given Persuader as a symbol of their station.

However, just four tendays ago, the Circle was viciously attacked and Persuader was taken from the corpse of Neera Darkhunter, the last leader of the Raptors.

Sunday, April 19, 2015

Prime Materials: Transfixion, a magic dagger for D&D 5th Edition


TRANSFIXION

Weapon (dagger), rare (requires attunement by a rogue)



You gain a +1 bonus to attack and damage rolls made with this magic weapon.

In addition, while attuned to the dagger your sneak attack dice increase from d6 to d8.  

Transfixion was payment to the assassin, Jedik Silvercrow, for payment from Bhaal for the murder of Thay's Zulkir of Abjuration nearly 1100 years ago.  It has remained within the Silvercrow family, until Bree lost in the Great Gray Land of Thar.  Rumors persist that the dagger was used to complete the God of Murders resurrection.

Thursday, March 5, 2015

Prime Materials: Righteousness, a magic long sword for D&D 5th Editiont

RIGHTEOUSNESS

Weapon (long sword), legendary (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon and it deals radiant damage.

In addition, while attuned to the long sword you gain advantage on Charisma (Persuasion) and Dexterity (Initiative) rolls, but you gain disadvantage on Wisdom (Insight) rolls.  

Righteousness was named by Kurtus of Daggerford, a paladin of Tyr.  Kurtus claimed that as he faced certain doom at the hands of the vampire, Xeera Nyl, Tyr gifted his blade with an enchantment that turned the tide of the battle and allowed him to destroy the Blood Queen of Illefarn.  While the blade was buried with the paladin, his tomb was soon robbed and Righteousness again stalked the Realms.

Tuesday, December 30, 2014

Prime Materials: Dagger of the Red Shadow for D&D 5th Edition


Dagger of the Red Shadow


Weapon (dagger), very rare  

The Red Shadow are legendary assassins whose master, To Tonkin, is said to hail from the Shadowfell.  

To Tonkin began recruiting and training his agents nearly one hundred years ago and has earned equal measures of fear and respect from rulers all over the continent.  To this day, To Tonkin himself is a boogeyman used by High Elf parents to frighten unruly children in the East.

Those who wield these daggers gain +1 to hit and damage.

Shadow Walker (requires attunement) Assassins who are attuned to these daggers, have advantage on Dexterity (Stealth) checks to hide and score a critical hit on a roll of 19-20.

Red glare (requires attunement) Wielders who have the Acolyte background and are attuned to these daggers, have advantage on Wisdom (Perception) and Intelligence (Investigation) checks.


Tuesday, November 25, 2014

Prime Materials: Medium Armor for Druids in D&D 5th Edition


Druids have access to medium armor, but only if doesn't use metal.  Thanks to a suggestion from Joshua Wardrop, I've decided to brainstorm some options for druids.

Angel Feather.  Some druids are giving boons from devas serving their god, to either reward them or to signal that they are destined for something special.  The armor is only designed for them and will not fit anyone else and fall into dust upon their death.  It covers the body like scale mail.

Bulette Armor.  Made of bulette hide and covers the body like half plate.

Dinosaur Scale Armor.  Made of very types of dinosaur scales and covering the body like scale mail.

Giant Lizard Armor.  Made of giant lizard scales and covering the body like a chain shirt.

Tortoise Shell Armor.  Made of tortoise shells overing the body like breastplate.


Medium Armor    Cost      AC    Weight    Stealth

Angel Feather   Special   AC 14 + Dex (max 2)  5 lb.

Giant Lizard   100 gp   AC 13 + Dex (max 2)  35 lb.

Dinosaur   150 gp  AC 14 + Dex (max 2)  15 lb.  Disadvantage

Tortoise   100 gp   AC 14 + Dex (max 2)  15 lb.

Bulette   1000 gp   AC 15 + Dex (max 2)  30 lb. Disadvantage


Saturday, November 22, 2014

Prime Materials: Dynamo, a wand for D&D 5th Edition


Dynamo

Wand, uncommon

Rumors persist that Dynamo was given to the Blackstaff by his master upon finishing his apprenticeship.  However, many assume that if the wand really did belong to the archmage, he'd have sought it out at some point in the intervening years.  Darker rumors about a curse that follows the wand occasionally is gossiped about amongst mages over tea.  They story insists that the wand is the resting place of an ancient evoker who is stealing the life energy of its wielders, so that he may one day return to life.


Dynamo has 1d4 charges that reset at dawn each day.  You may spend one charge to bump the damage dice of a spell by one step (from d6 to d8, etc.).


Force Multiplier (requires attainment) Evokers who are attuned to Dynamo, may spend one charge to add one additional damage die to a spell.

Friday, November 21, 2014

Prime Materials: Sunderstorm for D&D 5th Edition


Sunderstorm

Weapon (great club), rare

Umberlee chose the Dance Macabre, a pirate ship that prowled the sword coast, as the raw material to create this vaunted great club.  The storm the Bitch Queen raised shattered ship and crew until all that was left was a splinter of her mast.  A splinter that help all of Umberlee's ferocity and furor, that yearned to break and shatter.



You have a +2 bonus to attack and damage rolls made with this magic weapon.  Additionally, you may deal thunder damage instead of bludgeoning damage.
Storm Trooper You gain resistance to lightning and thunder damage while wielding Sunderstorm.


Seawolf (requires attunement) If you have the pirate background, you score a critical hit on a 19-20 while wielding Sunderstorm.

Tuesday Terrors: Xenomorph for Shadowdark

  Xenomporph for  Shadowdark "Perfect organism. Its structural perfection is matched only by its hostility." --  Ash , regarding  ...