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the-oricami-curio · 11 months
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"It's always warhammers, what about peacehammers?!" ~Casamir (The Enemies Within PF2e)
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the-oricami-curio · 1 year
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Ammunitionsist's Bandolier
Prototype
Common, Wonderous Item
Ingenuity. You no longer require Woodcarver's or Smith's tools to create your Eldritch Cannon
In addition, when you activate your cannon, you can choose the appearance of the projectile.
Improved
Uncommon, Wonderous Item
Complex Cannons. You have learned how to upgrade your equipment. Your Eldritch Cannons gain the following properties
Flamethrower gets a +1 to the Save DC of this cannon. This cannon’s damage increases to 2d1
Ballista gets a +1 to Attack and damage rolls made by this cannon. This cannon’s damage increases to 2d10
Protector now has a range of 15ft. This cannon’s damage increases to 1d10 + Intelligence Modifier
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the-oricami-curio · 1 year
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We made this item Pathfinder 2e compatible! Here are the stats!
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Staff of the Theologian
Rare, Staff (+1)
(Requires attunement by a Cleric or Wizard)
While most wizards care much more for the logical than the divine, the gods themselves are responsible for much of the physical world. Long ago, a theologian is said to have linked both fields of study in a unique blend of magic. While his secrets have been lost to time, his staff lives on.
While attuned you gain the following benefits:
Studious Apostle. You gain a +1 bonus to spell attacks and spell damage rolls.
Sharpened Thesis. This staff's pointed end is sharper and sturdier than you might expect. This staff counts as a +1 magic spear and you are proficient in wielding it.
Divine Scholar. This staff has 3 charges.
This staff is imbued with the following spells:
Bigby's Hand, Counterspell, Magic Missile
Inflict Wounds, Warding Bond, Spiritual Guardians
You can cast one of the spells imbued into this staff by expending both the required spell slot and a charge of the staff. You can upcast the staff's spells as normal, still expending a charge from the staff and the appropriate spell slot. You regain any expended charges at the end of a long rest.
At the DM's discretion, you can replace the spells in the staff for another spell of the same level, and on the same spell list. Doing so requires someone who can cast that spell to work with you, and requires a ritual of at least 8 hours long to complete.
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the-oricami-curio · 1 year
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My table has move from 5e to PF 2e around November, so now that we have got a bit of a hang of it, we are starting to make our homebrews PF2e compatible as well!
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the-oricami-curio · 1 year
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This was a remaster of one of my very first homebrews! I am so happy with the new design!! Ko-fi - Early access weekly items, Transparent PNG files and alternate forms, map packs, small settings and more!
Discord - Talk with artists, science nerds and TTRPG lovers alike!
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the-oricami-curio · 1 year
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Wyldewood Armor
Rare, Magic Armor(Light or Medium) Get this item now on my Ko-fi!
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the-oricami-curio · 1 year
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Wyldewood Weapons
Very Rare, Magic Weapon (Any)
Wyldewood can be used for the haft, handle, or any wooden part of a weapon. When a weapon is made with Wyldewood it gains the following properties:
Whiplash. Once per turn, when you hit a creature with this weapon, they must make a DC 15 Wisdom save, or suffer the effects of the Bane spell for 1 round. In addition, if you miss your target by 5 or more, you must make a DC 15 Wisdom Save or have the target benefit from the effects of the Bless spell for 1 round. Once a creature is effected by Bane or Bless in this way, they can not be effected by the same effect until after a long rest.
Flexible Nature. While you're wielding this weapon, your weapon attacks score a critical hit on a roll of 19 or 20, however all attacks made against you score a critical hit on a roll of 19 or 20 as well.
Take a Chance. As an action, you can call upon the duality of this weapon to achieve wonderous - or inopportune - results. Roll a d6 to see which effect will occur:
Roll - Effect
1 - You are showered in a sticky pink sap, slowing your movement by 15ft for 1 minute. You or an ally can clean you as an action, ending the effect early.
2 - You are immediately knocked prone, by an unseen force.
3 - You are teleported 20ft in a random direction, ending in the nearest unoccupied space. Roll a d8 to decide the direction.
4 - You are able to immediately make the Shove action against a creature within 20ft.
5 - You are able to shower a creature within 20ft in a sticky pink sap, slowing their movement by 15ft for 1 minute. The creature or their ally can clean them as an action, ending the effect early.
6 - You force a creature, that you can see, to make a Cha Save or be teleported to a space of your choice within 20ft of their original position.
Once this ability is used, it cannot be used again until the end of a long rest.
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the-oricami-curio · 1 year
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Displacing Door
Rare, Wonderous Item
This pocket-size portal fits in the palm of you hand and is completely flat. No one knows who makes such devices, but they have been found leaning against the trunks of Wyldewood trees and even wedged between rocks and other crevasses near by. This item is available to all membership tiers on my Ko-fi!
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the-oricami-curio · 1 year
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Kilt of Consequence
Wonderous Item, Rare
(requires attunement)
Legends tell of a skilled seamstress, travelling through the the forest on a cold winter night. Though her coat was warm, it wasn't enough to keep the bone chilling winds fully at bay. Cold and dreary, she didn't think her predicament could get any worse, until she heard the howls. Running through the woods to escape the hungry creatures, she quickly found herself lost. Fearing she would never make it out of those dark woods, she saw a light through the trees, and found herself a Wyldewood tree. Beneath its canopy grass grew, flowers bloomed, and the temperature was just like an early summer afternoon. Though now safe from the frigid night, the beasts that lurked within the shadows could still come for her.
Using the leaves, twigs, and wood of the tree, she managed to make a magical kilt. It's purpose was to protect herself from the creatures that stalked just beyond the tree line. After making it out of the woods, and back to her shop, she perfected the garment best she could. No one knows where the kilt is now, but many believe the seamstress returned to the Wyldewood tree, to leave the garment to aid those who found themselves lost in the wood.
Charming Chance. While wearing this kilt, you can cast spell Charm Monster, forcing the target to make a DC 15 Wisdom saving throw, becoming charmed on a failure. If the target succeeds on their save, you must immediately make a DC 15 wisdom save, becoming charmed by the target on a failure.
Once you have used this feature, you cannot use it again until after a long rest.
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the-oricami-curio · 1 year
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Staff of the Theologian
Rare, Staff (+1)
(Requires attunement by a Cleric or Wizard)
While most wizards care much more for the logical than the divine, the gods themselves are responsible for much of the physical world. Long ago, a theologian is said to have linked both fields of study in a unique blend of magic. While his secrets have been lost to time, his staff lives on.
While attuned you gain the following benefits:
Studious Apostle. You gain a +1 bonus to spell attacks and spell damage rolls.
Sharpened Thesis. This staff's pointed end is sharper and sturdier than you might expect. This staff counts as a +1 magic spear and you are proficient in wielding it.
Divine Scholar. This staff has 3 charges.
This staff is imbued with the following spells:
Bigby's Hand, Counterspell, Magic Missile
Inflict Wounds, Warding Bond, Spiritual Guardians
You can cast one of the spells imbued into this staff by expending both the required spell slot and a charge of the staff. You can upcast the staff's spells as normal, still expending a charge from the staff and the appropriate spell slot. You regain any expended charges at the end of a long rest.
At the DM's discretion, you can replace the spells in the staff for another spell of the same level, and on the same spell list. Doing so requires someone who can cast that spell to work with you, and requires a ritual of at least 8 hours long to complete.
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Discord - Talk with artists, science nerds and TTRPG lovers alike!
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the-oricami-curio · 1 year
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This was the first homebrew item I made that really took off. I decided to draw it a year later and it was so worth it!
Gemhaunt
Rare, +1 Magic Weapon (Rapier) (Requires Attunement)
This clawed gauntlet is made from the hand of a Boneclaw that patrolled an entrance to the Shadowfell. Its dark appearance can make it difficult to sell to your average curator, as it appears to be extremely cursed. When making an attack, the Boneclaw's spectral hand materializes from the gauntlet, extending the weapons reach. This weapon is used like a magic Rapier but deals slashing damage instead of piercing. if you are proficient with rapiers, you are proficient with the Gemhaunt.
Deadly Reach: This weapon has the Reach property. In addition, whenever you are close enough to make a melee weapon attack against a hostile creature, you count as if you are within 5ft of that creature for the purposes of your attacks and features, such as Sentinel. A Human hitting a paralyzed creature with the Gemhaunt would crit from 10ft away, for example, as opposed to only from 5ft away.
Spectral Grip: Once per turn, when you hit a creature with this weapon, you can force them to make a DC 15 Strength Saving Throw. On a failure, the creature is pulled up to 10ft towards you
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the-oricami-curio · 1 year
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Catling Gun
Rare, Wand
This wand has 4 charges. As an action, you can use the wand to cast the spell Polymorph. The target must make a DC 17 Wisdom saving throw, being transformed into a house cat on a failure. Casting Polymorph in this way does not require concentration.
Cat-tastrophy (Curse). Whenever a target fails their save against the wand, you roll a 1d10. On a 1-5 the target turns into a house cat as normal. However on a 6-10, the curse warps the effects:
On a 6, the target turns into a lion.
On a 7, the target turns into a tiger.
On a 8, the target turns into a saber tooth tiger.
On a 9, the target turns into a displacer beast.
On a 10, the target turns into a lion drake.
The wand regains all its charges at dawn. If you expend the wand's last charge you count as being targeted by the wand and you auto fail your Wisdom save.
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the-oricami-curio · 1 year
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Quotes from my Table
The Enemies Within
"If he needs examples of duress, we can provide some." -Eloria
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the-oricami-curio · 1 year
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Abishai Skin Cloaks
Very Rare, Wonderous Item
(Requires Attunement)
Defeating an Abishai is no simple task, but many adventurers seek such fiends for more than just a thrilling battle.  One skilled with a small blade and a stead hand, can turn their Abishai quarry into a fashion statement, useful armor, or a hefty payday.
The full skin of an Abishai retains much of its original magical qualities.  Whether you wish to scare townsfolk with your new horrifying visage, or have taken a calculated detour before fighting that ancient dragon, an Abishai cloak is a great addition to any adventurer’s gear.
Devilish Resistance. While wearing this cloak, you gain resistance to the damage type that corresponds to the color of the Abishai’s skin.
Hellish Resistance. Once per day, when you are forced to make a saving throw against a spell or magical effect, you can use your reaction to gain advantage on the save.
Assimilation. While wearing the cloak, you can cast the spell Disguise Self, at will, to take on the appearance of the Abishai who’s skin you’re wearing.
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the-oricami-curio · 1 year
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Tidal Step Armor
Any Armor, Very Rare (Requires Attunement)
This type of armor was specifically crafted to aid in travel through the Elemental Plane of Water. Made from Magentite, a metal made from silver and nacher (Mother of Pearl), this armor manages to not increase in weight when wet and minimizes drag when submerged.
Each of the four pieces of this armor set, pauldrons, curiass, bracers and greaves, requires attunement. However being attuned to multiple pieces of this same armor set do not count towards more attunement slots, so you can be attuned to the entire set and it only takes up 1 attunement slot.
Resonant Pauldron
Wonderous Item, Rare (Requires Attunement)
Sonar. While wearing these pauldrons, you can feel them vibrate with your surroundings and hear them emit a soft ring in response.
After attuning to this armor, while fully submerged in water, you gain blindsight of 100ft via sonar. If you are silenced or deafened the you can not use this ability. Finally you can not stealth while using sonar as it is constantly emitting a sound, you can stop using sonar at any time, no action required.
Amphibious Cuirass
Any Armor, Uncommon (Requires Attunement)
Liquid Air. The woven margentite of this cuirass and tassets cling to your form, as if constantly wet.
While wearing this armor you can breathe water as easily as air. However,switching between air and water can be painful. When switching which substance the wearer is breathing they must make a DC 15 Constitution Saving throw, taking 3d6 necrotic damage on a fail or half as much on a success. This necrotic damage can not be resisted, and even immune creatures take the damage as normal.
Switching which substance you are breathing takes an action. If you do not switch, you are holding your breath. When taking damage while holding your breath, you must make a Constitution saving throw, where the DC is equal to half the damage you took, no lower than DC 10. On a failure you lose a minute of breath.
Finally, while wearing this armor you are neutrally buoyant, neither floating towards the surface nor sinking towards the depths, and you are acclimatized to the cold.
Riptide Bracers
Wonderous Item, Uncommon (Requires Attunement)
Current. These bracers cause water to constantly swirl around them while submerged.
While wearing these bracers, you have a swimming speed equal to your walking speed and you suffer no penalties, while attacking with weapons your are proficient in, from being submerged.
Fluid Greaves
Wonderous Item, Uncommon (Requires Attunement)
Frictionless. The scale pattern on these greaves allow them to move easily through the water.
While wearing this armor you are more nimble when submerged. Before rolling, you can use your reaction to gain advantage on a Dexterity Saving throw made while fully submerged. You can use this feature three times before taking a long rest.
Set Bonus
Armor Set, Very Rare (Requires Attunement)
Wave Walk. While wearing this armor you can walk on water as if it was solid ground, by activating Wave Walk.
As a bonus action, you can stomp your foot on solid ground while above the surface of the water. Attempting to activate Wave Walk while submerged will result in no change.
While using Wave Walk, becoming prone, jumping, flying or any other motion where all feet leave the surface of the water, will cause it to deactivate.
This feature can not be activated again until you finish a short rest.
Element Infused. While on the Elemental Plane of Water, you can activate Wave Walk again after only setting foot on dry land. No rest required.
Basin Cypress Variant
Any Medium or Light Armor, Very Rare (Requires Attunement)
Some visitors to the Elemental Plane of Water may have reservations against wearing metal armor. To accommodate these individuals, an identical armor set was made using Basin Cypress wood and Benthic Kelp instead of Margentite. While both these plants can be found o the Material Plane, their specific growing conditions cause the materials, and thus this type of armor set, to be much more difficult to find than the Margentite variant.
Basin Cypress wood and Benthic Kelp both take to the set's enchantments well, however the types of armor it can accommodate suffers.
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the-oricami-curio · 1 year
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Scroll of Misunderstanding
Uncommon, Scroll, Consumable
Mass Deflection. As an action, you can read out loud from the scroll. Any creature that hears and understands you must make a DC 13 Wisdom Save, or be charmed for 1 week. While charmed in this way, the targets suffer the following additional afflictions:
They will believe any excuse the PR team (you and your allies) can come up with, no matter how transparent an attempt to save face.
All Persuasion(Charisma) and Deception(Charisma) checks made against a target are made with advantage.
All skill checks made to cancel subscriptions are made with disadvantage.
On a successful save, the targeted creatures realize that magic was used to influence its mood and it becomes hostile.
Ko-fi - Early access weekly items, Transparent PNG files and alternate forms, map packs, small settings and more!
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the-oricami-curio · 1 year
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Staff of the Theologian
Rare, Staff (+1)
(Requires attunement by a Cleric or Wizard)
While most wizards care much more for the logical than the divine, the gods themselves are responsible for much of the physical world. Long ago, a theologian is said to have linked both fields of study in a unique blend of magic. While his secrets have been lost to time, his staff lives on.
While attuned you gain the following benefits:
Studious Apostle. You gain a +1 bonus to spell attacks and spell damage rolls.
Sharpened Thesis. This staff's pointed end is sharper and sturdier than you might expect. This staff counts as a +1 magic spear and you are proficient in wielding it.
Divine Scholar. This staff has 3 charges.
This staff is imbued with the following spells:
Bigby's Hand, Counterspell, Magic Missile
Inflict Wounds, Warding Bond, Spiritual Guardians
You can cast one of the spells imbued into this staff by expending both the required spell slot and a charge of the staff. You can upcast the staff's spells as normal, still expending a charge from the staff and the appropriate spell slot. You regain any expended charges at the end of a long rest.
At the DM's discretion, you can replace the spells in the staff for another spell of the same level, and on the same spell list. Doing so requires someone who can cast that spell to work with you, and requires a ritual of at least 8 hours long to complete.
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Ko-fi - Early access weekly items, Transparent PNG files and alternate forms, map packs, small settings and more!
Discord - Talk with artists, science nerds and TTRPG lovers alike!
Twitch - Talk about your character's, campaigns, while you can see me draw next week's homebrew! Every Thursday @ 9pm EST.
Commissions - See my commission prices and DM me for more information or a quote!
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