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#homebrew item
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Recursive Magic Items
I've been working on a number of projects, but none of them are ready to be revealed quite yet. So, have something silly instead.
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madanythinglaboratory · 11 months
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My first stab at Pathfinder 2e homebrewing: the starting Trick Weapons from Bloodborne, with the Saw Spear replacing the Saw Cleaver because their differences are tough for me to represent into P2E game mechanics and I struggled to make a Saw Cleaver that wasn't underwhelming.
I'm also extremely new to PF2e, so if those weapons are unbalanced (which they probably are, even considering they were made to be used with a gun in your off-hand), let me know
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emeraldmakes · 1 year
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🩸 𝙉𝙚𝙬 𝙄𝙩𝙚𝙢: 𝙑𝙖𝙢𝙥𝙞𝙧𝙞𝙘 𝘿𝙖𝙜𝙜𝙚𝙧 🗡
Simple melee weapon, uncommon
(𝘳𝘦𝘲𝘶𝘪𝘳𝘦𝘴 𝘢𝘵𝘵𝘶𝘯𝘦𝘮𝘦𝘯𝘵)
This dagger steals the life energy of a creature it hits and transfers it to its wielder
On a hit, this dagger deals 1d4 piercing damage and 2d6 necrotic damage. Whenever this damage is dealt, the wielder gains temporary hit points equal to half of the necrotic damage dealt, rounded down (minimum of 1).
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luuma-makes-games · 2 years
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The wand of wordle is a neat twist on an old favorite homebrew item - a mystical onomantic object that lets you replace one letter from a spell you know.
Everyone in my campaign is an incredible player, i love them, and I have written them the ability to mess my shit up.
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dndinedelterre · 1 year
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CUSTOM ITEMS!!!
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An interesting fashion piece, paired with utility! What’s not to love?
--------------------------------------------------------------- Bague d’Sol (by dndinedelterre)
Rare, Magic Requires Attunement
This is a small golden ring with an icon of the sun etched onto its top. Once attuned, the wearer can summon a single use +1 rapier 3 times per dawn. Each time it hits, you can add an extra 1d6 fire damage. These three charges replenish each dawn.
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This ring originates from the Nation of the Sun, Hiba. Only high priests seem to have them on hand.
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magicitemsrus · 1 year
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Pugger Wumpton's Pugwampi Curse Purse
"MOTHERFUCK-" ~ My Players
Magic Item/Slotless
Pugger Wumpton's Pugwampi Curse Purse is a black, snakeskin purse made by Pugwampi's in the Accursed Region of the Wretches in Metalis. The creator was known to be the nastiest of nasty, and hated pretty much everyone. Since then, every Pugwampi preparing for grand battle has had one made by a local leatherworker before setting out. Functionally, it is a Bag of Holding Type 1, usually filled with all manners of nasty surprises.
However, it also has an enchantment upon it, being a misfortune effect that causes every creature within 30 feet to roll twice and take the worst result, stacking with pre-existing misfortune abilities in play.
How Misforunate
As previously stated, Pugger Wumpton's Pugwampi Curse Purse causes a Misfortune effect to cause enemies within 30 feet to roll twice and take the worst result. Were one to be in play, you would simply add the extra rolls from this ability on to the amount needed to be rolled.
The following will show an example of how this works.
“A Pugwampi is using their aura. This would mean you roll twice and take the result that is worst. However, wielding this item means the person rolling would roll 4 times and take the worst result.”
YOU CANNOT STACK MORE THAN ONE Pugger Wumpton's Pugwampi Curse Purse TO GAIN MORE ROLLS.
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duckduckgrem · 2 years
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I haven’t been very motivated for art, but then I had an idea for a d&d item that I’m positive probably exists in some form or another, but here it is anyway:  An elemental necklace with a space for each of the four primal elements (fire, water, earth, and air) that, when filled, allows the wearer to channel those elements. You could get pretty fancy with it - depending on what you store in the necklace to channel the corresponding element determines the spell / effect / elemental summoning that you’re able to evoke. You could use it as a reaction or something to negate the effects of an elemental’s attack or an elemental spell (if you wanted to make it less powerful, make it a contest against the spellcaster / monster’s spell casting thingy), thereby also filling that slot. (Would also only work once for each element before releasing that element - if you store fire, you have to use that fire before storing fire again, etc etc.)
Super special secret use: if all four elements are stored (at a certain level or regardless of level, I don’t care) the necklace has the potential to open a gate to the elemental planes. If you wanted this to be a legendary level item, make it two-ways until one of the elements is released, and don’t break the necklace. If you wanted to make it less powerful, make it a one-way gate and release all of the elements, so that you have to store them all again to get out of the planes, or even have the necklace break after it’s used in this way. 
Require attunement or don’t! Give it a curse! Give it sentience!! Do whatever you want!! But if you use it in a campaign lemme know how it goes and tell me about the (mis)adventures of your party :) 
Anyway tldr: elemental necklace for storing and using elemental attacks & effects :D
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vanderslootassgiraffe · 8 months
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have a player wanting to play the classic bog witch archetype. have a homebrew "item"
Pockets of unusual things: attune
There is studied and understood magic surrounding the dense presence of a great number of powerful items, be they magic or not. A dragon's hoard can dull the senses, or corrupt the mind. An overfull graveyard can conjure paranoia, or call spirits. And, apparently, if an old woman stuffs enough gross shit in her pockets, the laws of physics no longer apply.
From an attuned form of storage you may, as a free item interaction, produce a mundane, non-magical, and non-valuable simple item. This item must be able to fit within that method of storage, and be gross or strange in some way.
To attune a form of storage you must store strange or gross items within it, and apply magic to it, whispering words of power or inscribing glyphs at the cost of a 1st level spell slot, at least once a week, for a year. Current forms of attuned storage include; hair, pockets, bag, underwear, socks, false tooth, hat, steamer trunk you left at home.
As this phenomena adds to your “mystique” as a witch, you find your magic more potent.
While you have access to an attuned form of storage, you gain:
+1 to spell attack modifier
+1 to spell save DC
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the-arts-arcane · 11 months
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Diadem of Unbreaking Focus
Wondrous item, rare
When you fail a concentration check on a spell while wearing this diadem, you can use a reaction to succeed instead. Once the diadem has been used, it can’t be used again until the next dawn.
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impsemporium · 2 years
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TORRENTIALIZER Weapon (light crossbow), rare
BY @aripockily please go and like their pages and support her pateron.
This blaster uses water as ammunition instead of bolts. When you hit a target with water shot from this blaster, you either deal bludgeoning damage or cold damage (your choice) instead of piercing damage. If you deal bludgeoning damage to a target this way and reduce it to 0 hit points, you can choose to knock your target unconscious.
Deluge Nozzle. This blaster has a secondary stream mode. You can use a bonus action to charge up the blaster with water. Once charged, you can use an action to release in a line that is 5 feet wide and 20 feet long. The line extends out from you in a direction of your choice. Each creature in the line must make a DC 13 Strength saving throw. A target that fails the save takes 2d6 bludgeoning or cold damage (your choice) and is knocked prone. If you deal bludgeoning damage to a target this way and reduce it to 0 hit points, you can choose to knock your target unconscious. You also push Medium or smaller objects in the line 10 feet away from you.
Self-Refill Battery. This nonmagical blaster is supplied by a magical battery that refills it with endless ammunition. The blaster still functions if the battery is removed, provided it is connected to another water source. It consumes 8 ounces of water per shot or 5 gallons of water for each use of Deluge Nozzle.
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Telepole - Magic Item Set
Click for quality because :tumblr: likes eating my pixels.
Take damage, gain charges. Spend charges, deal damage. It's the circuit of life.
It's not lost on me that these are basically blood magic reflavored. The best defense is killing the other guys faster than they kill you!
Based on the world of Lobotomy Corporation. Again. I just think they're neat.
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yall wanna hear about the best item ive ever homebrewed for a game of dnd?
no? okay well i'll tell you anyway.
it's called the orb of questionable light, and its a 3 inch diameter plastic orb. it's constantly glowing.
when it's used to attack, it does a two for one in terms of damage. it's technically a ranged weapon, bc i didnt know how to categorize it otherwise. anyway, when you throw it at someone, they have to make a dexterity save, then an intelligence/wisdom save depending on preference. if they fail the dex save they take 2d6 + 2 bludgeoning damage (doubled on a nat 20), if they fail the int/wis save they take 3d6 + 2 psychic damage (doubled on a nat 20), from the sheer confusion of being hit/almost being hit by whatever this is.
regardless of wether it hits or not, they have to make that int/wis save.
what is it, though? is it a stupid plastic orb? yeah! but if you look closer... well, the true answer is hidden behind both a dc 20 arcana check and/or a dc 20 investigation.
a successful investigation allows you to double bludgeoning damage on any successful hit that's over two points higher than the opponent's ac, and deal half bludgeoning damage on any unsuccessful hit if they miss the dex save. you also get advantage on luck checks, and 5 temp hp as long as you are holding the orb.
a successful arcana check allows you to find out that this orb is both a potential arcane focus, and a potential familiar. if the player is able to succeed in three consecutive dc 10 animal handling checks, a familiar that fits their personality and theme and whatever will hatch from the orb. you will no longer have the orb but now you get all the benefits of a familiar, and advantage on luck checks.
players can make investigation and/or arcana checks as frequently as they wish on this item, but if they choose to waste their battle like that, there may be consequences.
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emeraldmakes · 1 year
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𝙉𝙚𝙬 𝙈𝙖𝙜𝙞𝙘 𝙄𝙩𝙚𝙢 | 𝙒𝙖𝙣𝙙 𝙤𝙛 𝙎𝙝𝙖𝙙𝙤𝙬𝙨𝙩𝙚𝙥
𝘝𝘦𝘳𝘺 𝘙𝘢𝘳𝘦
This sleek black wand is made of a smooth, polished material that seems to absorb all light that touches it. When held, it hums with a barely-audible energy. The wand has 10 charges and regains 1d6+4 expended charges daily at dawn.
As an action, the wielder of the wand can expend 1 charge to instantly teleport up to 30 feet to an unoccupied space they can see that is in dim light or darkness. This ability can be used a number of times per day equal to the wielder's proficiency bonus.
In addition, while holding the wand, the wielder gains the ability to see in darkness as if it were dim light, and they have advantage on Stealth checks made while in dim light or darkness.
The Wand of Shadowstep is highly sought after by rogues and other sneaky adventurers who rely on their ability to move undetected. However, its ability to teleport in and out of darkness also makes it a useful tool for those who need to make a quick escape or strategic repositioning in battle.
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jethroholy · 2 years
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I need assistance coming up with ideas for a magic tattoo effects.
I’m making a rolling table for magic tattoos. I used the absorbing tattoo effect for one effect. Some of this effects I listed are made up. Some have simple names for easy remembering. All the number 5s are summon x spirit or x elemental. Those are just creatures made of the damage type. Some are just breath attacks. Some are spells that fit the damage type.I’ve sectioned off the areas by where the tattoos are, arms, legs, body. Body includes the head, neck, and butt areas. If it’s all then it matters not where the tattoo is. This may not adhere to strict guidelines set in the dmg and I’m sorry for that. Here’s what I got! Any ideas as to what should go in are welcome.
Red- fire
D8-
1.) Damage resistance and absorption (All)
2.)hellish rebuke (arms)/ ignite field (legs)/ control flames(body and neck)
3.)burning hands (arms)/ agnazzar scorcher(legs)/ fire armor (body and neck)
4.)shape flames (arms)/ flame serpents (legs)/ red dragon guardian (body)
5.)summon fire elemental (all)
6.)flame sword (arms)/ lower flame burst (legs)/ fire wings (body)
7.)ethereal flame (all)
8.)fire breath attack (body)/ fireball (arms)/ blaze step (legs)
Blue-cold
D8-
1.) Damage resistance and absorption (All)
2.)ice spear (arms)/ ice terrain (legs)/ ice armor (body)
3.)chill touch (arms)/ flight of the winter(legs)/avalanche guardian (body)
4.)ethereal cold(all)
5.)summon ice elemental (all)
6.)winter wolf (arms/body)/ enduring cold (legs)
7.)snowstorm (arms/legs)/ leomunds tiny hut (body)
8.)cold breath attack(body)/ snillocs snowball storm(arms)/ frost step( legs)
Green- acid
D8-
1.) Damage resistance and absorption (All)
2.)acid serpents(arms)/ burning defender (body)
3.)claws of the melter (arms)/ burning foot holds(legs)/ acidic aura (body)
4.)Corrode metal (arms)/ burning terrain (legs)/ caustic plate (body)
5.)summon acid elemental(all)
6.)
7.)
8.)acid breath attack (body)/ acid ball(arms)/ acid step(legs)
White-force
D8-
1.) Damage resistance and absorption (All)
2.)
3.)
4.)
5.)summon spirit of force (all)
6.)
7.)
8.)force breath attack (body)/ force cage (arms)/ haste (legs)
Yellow- lightning
D8-
1.) Damage resistance and absorption (All)
2.)
3.)
4.)
5.)summon lightning spirit (all)
6.)
7.)
8.)lightning breath attack (body)/ chain lightning (arms)/ boots of static propulsion (legs)
Black- necrotic
D8-
1.) Damage resistance and absorption (All)
2.)
3.)
4.)
5.) summon shadow spawn(all)
6.)
7.)
8.)necrotic breath attack (body)/ vampiric touch(arms)/ absorb terrain life(legs)
Violet- poison
D8-
1.) Damage resistance and absorption (All)
2.)
3.)
4.)
5.)summon poison blob (all)
6.)
7.)
8.)poison breath attack (body)/ venom talons (arms)/
Silver- psychic
D8-
1.) Damage resistance and absorption (All)
2.)
3.)
4.)shadow blade(arms)/
5.)summon figment (all)
6.)
7.)
8.)psychic breath attack (body)/phantasmal force(arms)/
Gold- radiant
D8-
1.) Damage resistance and absorption (All)
2.)
3.)
4.)
5.)summon celestial (all)
6.)
7.)
8.)radiant breath attack(body)/ holy weapon(arms)/
Indigo- thunder
D8-
1.) Damage resistance and absorption (All)
2.)
3.)
4.)
5.)summon spirit of cacophony(all)
6.)
7.)
8.) Thunder breath attack (body)/ thunder step (legs)/ thunder clap(arms)
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