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Blue Elephant Homebrew

@blue-elephant-homebrew

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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Bangle of the Arcane Assassin
Wondrous item, rare (requires attunement by a spellcaster) ___

Once per turn while wearing this bangle, you can deal an extra 3d6 damage to one creature you hit with a spell attack if you have advantage on the attack roll. The damage is of a type dealt by the spell attack. If you’re a rogue, you can choose for the amount of extra damage you deal to be equal to your Sneak Attack damage instead; you can still only deal Sneak Attack damage once per turn. If a spell would allow you to attack multiple times over the course of its duration, this extra damage can only be dealt on the turn the spell is cast.

In addition, you can ignore the verbal component required for any enchantment or illusion spell you cast while you’re in total darkness and wearing the bangle. ___

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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Winterland Footwraps
Wondrous item, rare (requires attunement by a monk) ___

These blue straps keep a soft fur wrap held against your legs. While wearing them, you have resistance to cold damage, and the first time you hit a target with an unarmed strike on each of your turns, the target takes an extra 1d6 cold damage from the attack. In addition, you can move across icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn’t cost you extra movement.

When you use your Step of the Wind feature while wearing the wraps, you can walk on water until the end of your turn. When you do, the water beneath your feet magically freezes into a walkable path of floating ice, allowing you to step on it freely. The ice melts after 1 minute. ___

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nailsofvecna

Perhaps the real magic was the renewed sense of self-confidence we found along the way. Or... was it the other way around?

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endivinity

New year, new deathclaugust, continuing on at twenty three with Gemstone! A very rare process of living mineralization, and one that has few seen specimens as most never make it to hatching due to their organs being petrified. Lucky survivors only have it affect scale growth.

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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Whip of the Copper Eel
Weapon (whip), uncommon (requires attunement) ___

This magic whip hums with electricity. It has 4 charges and regains all expended charges daily at dawn. When you hit a creature with this whip, you can expend 1 or more of its charges to deal an extra 1d6 lightning damage to that creature for each charge you spend. You don’t suffer the negative effects of underwater fighting when you make an attack with this weapon.

When you hit an underwater creature with this whip, it automatically takes an extra 1d6 lightning damage from the attack—as if you had expended a charge from it. When this happens, you can still spend charges from the whip to deal additional lightning damage to the creature. If you do, each other creature of your choice within 10 feet of the target must succeed on a DC 13 Constitution saving throw or take lightning damage equal to half the amount dealt to the target. ___

✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for less than $10 a month!

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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Spatha of Martial Mastery
Weapon (shortsword), rare (requires attunement by a barbarian, fighter, monk, or rogue) ___

A long white ribbon trails behind this shimmering sword, whose blade is forged with swirls of gold. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, you gain the following benefits.

𝘾𝙪𝙣𝙣𝙞𝙣𝙜 𝙎𝙩𝙧𝙞𝙠𝙚. If you have 5 or more levels in the rogue class, you can use your Cunning Action feature to make a single attack with this weapon as a bonus action if you do not use an action to make a weapon attack or cast a spell on the same turn, as you master the balance of offense and improvisation.

𝙁𝙧𝙚𝙚𝙙 𝙃𝙖𝙣𝙙. If you have 5 or more levels in the barbarian class, any target you hit with this weapon while raging takes an extra 1d6 piercing damage from it, as you master both brutal blows and the free exercise of your strength. You don’t gain this benefit if you’re holding a weapon or shield in your other hand.

𝙆𝙞 𝘾𝙝𝙖𝙣𝙣𝙚𝙡𝙞𝙣𝙜. If you have 5 or more levels in the monk class, you can use this weapon in place of any unarmed strike you make, as you master the grace and flow of your swordplay. Any feature that relies on or benefits your unarmed strikes, such as your Flurry of Blows or Martial Arts features, also applies to this weapon. In addition, whenever you use your Step of the Wind feature as a bonus action, you can immediately make one melee attack with the sword as part of that action.

𝙈𝙖𝙣𝙞𝙥𝙪𝙡𝙖𝙩𝙞𝙣𝙜 𝘼𝙩𝙩𝙖𝙘𝙠. If you have 5 or more levels in the fighter class, you can take the Use an Object action or shove a target within your reach once per turn immediately after making an attack with this sword as part of the Attack action, as you master versatile tactics to shift the flow of battle. You can only push a target up to 5 feet away from you when you shove it in this way, but can choose to make the contested check using Dexterity (Acrobatics) instead of a Strength (Athletics) when you do. ___

✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for less than $10 a month!

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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Bowstring Amulet
Wondrous item, uncommon (requires attunement) ___

This amulet’s bow and arrow pendant is strung with a length of well-worn bowstring. Once on ach of your turns while wearing the amulet, you can speak its command word as part of making a ranged attack with a bow or crossbow. When you do, the fired arrow or bolt magically creates a length of weightless hempen rope behind it. One end of the rope is tied to the arrow or bolt, and the other end appears in an open hand or at your feet (your choice). The rope remains for 10 minutes, until it’s cut or untied, or until you use this property of the amulet again, at which point the rope instantly unravels and disappears. The rope also disappears early if it becomes longer than 300 feet before the arrow or bolt hits a target. For the rope’s duration, the arrow or bolt can hold up to 500 pounds without breaking or dislodging from its point of impact. ___

✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for less than $10 a month!

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Anonymous asked:

Howdy Mr. Dapper! Your ideas for zhuzhing up different gods are always so cool, I was wondering if you had any for Grummsh? Either keeping him as a patron of orcs but losing the evilness, or making him believably evil but not relegating him to one people?

Deity: Gruumsh, God of Grudges

The soldiers let me and my boy through the wall because they thought we’d be useful. Making leather’s foul work but someone’s got to mend their armour and boots. A few years go past and my boy gets bigger, starts looking like he might be a problem, so they start looking for excuses, and they keep finding excuses until they have him on the ground and are beating him to death with the boots I made them. 
Ruiner, they have taken my son so let me have this instead: Help me live long enough to slip my knife under their skin, Help me flay every last one of the bastards , Help me give back this pain they’ve given me. I do not want it. 
-Grimma, orcish tanner and resistance leader

As much as the kindhearted would like to deny it, there are some hatreds that are holy, some transgressions that can not be forgiven, some hurts that will not ease until they are avenged. These are the province of Gruumsh, the Ruiner, Father of the wronged. Gruumsh is a god to curse by, a god to get you through bitter times, and he lends his strength and fathomless anger to those who have been hard done by. Gruumsh is defined by his symbol of the gouged eye, a wound that will not close forced upon him by enemies yet to be brought to justice. 

That justice however does not resemble anything that could be codified in law. Gruumsh is known as the Ruiner because often the ultimate culmination of his worship is just that: the violent obliteration of both his worshipper and those that wronged them, a closed circle of bloodshed and loss that balances the scales through pain. 

Adventure Hooks

  • A storm has driven the party and several other travellers to take shelter in a roadhouse, delaying their days long journey to the next settlement but giving them a chance to get cozy by the fire, maybe trade some gossip with the others. Storytime is however interrupted when a deadman begins hammering at the door, demanding for someone to let him in so that he can wreak vengeance on those that murdered him. Interrogating the dead man through the door reveals that he was making his way towards the inn when set upon by masked figures who robbed him of his possessions and left him dead in a ditch with a prayer to the Ruiner on his lips. Its up to the party to piece together which of their dinner companions might’ve done the deed, or else the revnant is likely to break in, kill them all, and let Gruumsh sort it out. 
  • An orcish noblewoman needs the party’s help in recovering a number of important items stolen from her family’s chapel. She was on the eve of brokering a peace with a rival noble house and putting an end to generations of bloodfued when someone broke in, defaced their altar, and stole several mementos that are not only important to her family but also empowered with a dangerous magic. Most of her people blame thieves,  the rival faction, or the disfavour of Gruumsh himself, though if the party search hard enough the evidence may just point them in the direction of her hot blooded younger brother who feels as if he’s yet to prove himself in the family’s ongoing conflict. 
  • An enterprising land baron attempted to oust the local hermit from his land and ended up getting some divine wrath for his trouble, the old crank’s curse bringing down a celestially empowered chimera to harry the baron and rampage across his holdings. Landlords are parasites, and while the party might be tempted to let the beast despite the generous reward he offers, there is also the matter of the other people live on his various tenant farms who’ve been caught in the literal crossfire. Perhaps there’s a more equitable way to end this, especially since killing the beast ( or the hermit, as the landlord subtly entreats) may bring Gruumsh’s wrath down on them. 
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Anonymous asked:

Apropos of nothing, what do you think of money in tabletop? I’m interested in the very different ways people will pay for things, but I always go back to the old “gold/silver/copper” standard even though there’s a lot more interesting ways to set up an internal currency. Or to put it in a less asinine way, how does Dapper balance fluff vs crunch, and what are your thoughts on the two? I often seesaw between two extremes.

Heya!

Funnily enough I'm in a very interesting place regarding this: Medieval trade and economics was my bag during uni so I have a LOT to say about the worldbuilding of money and financial systems and how they cross with gameplay. I actually have been writing about this in a few different places including: Generating Better Loot and Managing the party's cash and wealth as two different mechanics

The main problem with adding too much "fluff" to monetary matters in d&d is that GP is fundamentally baked into the game's systems, and no party is going to want to sit around playing with currency conversions while there's actual adventure to be had. I've run into this problem plenty of times when I try to convince my party to go with a more realistic silver-piece standard and have had to convert everything from the books over to it. It's far easier to go with GP and just leave most of the details up to flavor.

That said, there' some very interesting things you can pull as story beats that let you show how emerging financial matters concern your heroes.

  • As the party moves from the adventure filled wilderness to the imperial core, they discover that the capital's markets will only accept imperial coin, forcing them to get their money exchanged and taking a 20% bite out of their hard earned wealth stores. Fucking with their loot gets your party resentful against the evil empire without having to jump straight to authoritarian genocide.
  • Among their many other crimes, the local bandits have have been on the hunt for silver to fund their counterfeiting operation after making an alliance with a shady transmuter who's managed to copy the royal coinpress. When the party eventually come knocking on the bandit's door, they'll eventually find a small fortune in counterfeit coins waiting to be spent, which just might get them in trouble with the law.
  • There's a manhunt out for an alchemist who's developed a process for making gold indistinguishable from that pulled from the earth and undetectable by magic, putting the fortunes of banks, kingdoms, and merchants into jeopardy. While she mainly did it following the directives of her patron and her own scientific curiosity, the powers that be argue that unless she's slain and the knowledge she holds stricken from the earth all of their holdings teeter on the edge of market collapse.
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Adventure: Expedition to Mephidia’s Tower

“I often hear outsiders refer to our relic as “Gut Churning”, but that’s not it… that’s the omens stirring among their entrails, just waiting for my knife to set it free. Come lay down on my altar, and we’ll see if the if the future you portend is worth adding to our scripture.” 

Adventure Hooks: 

  • A series of grisly killings and kidnappings across the realm draws the party’s attention, leading them to a trail of exsanguinated bodies and subterranean ritual caverns hosting depictions of a nightmarish tower inked in blood upon the walls. Investigation of these sites reveals the traces of a portal to the underdark, one that could be forced open with the right magical meddling. Doing so would give the party an opportunity to give chance and potentially rescue more captives, but could also end up stranding them in the underdark with no way back. 
  • A new hand is at work in the battle between good and evil, as the forces of darkness now carry out their plots and movements with a preternatural awareness of the hero’s actions. While spies or expert scouts may initially be blamed, it eventually becomes clear that the villains have formed a compact with some sinister band of oracles, who use their divinatory powers to reveal the optimal tactics to thwart the forces of good once and for all.  These secretive oracles must be rooted out if our heroes ever have a chance of winning the day. 
  • While clashing with a band of Slavers ( or possibly falling prey to them) the party learns of a buyer who dwells in a canyon deep in the badlands. Whoever they are they seem to have a near bottomless appetite for new slaves and an inexhaustible source of treasure to pay for them, which only adds to the many reasons the party should go kick down their door and slaughter every last one of the bastards. 

Setup:  The Tourvalik coven are a circle of mystics, bloodmages, and mad oracles who have long since passed the threshold of merely dabbling in forbidden magic. They take their name from the giant Tourval, a primordial titan who’s sourcerous power was unrivaled during his life, and who the First Tourvalik served in an age before the current era. One of the giants greatest blessings was that of prophecy which he inked into his own skin as a method of record and safekeeping.  When Tourval died, his servants flensed his prophecy tattooed hide and made it into their scripture and though sections have been lost over time, its remnants still decorate their lairs like a grisly tapestry. 

Having once too often courted the forbidden and earned the ire of the righteous, the Coven has been forced to move many times, and currently reside in the tower of Mephidia, a petrified fungal watchtower built by a long forgotten drow empire at the very edge of the underdark. Possessing itself a secret library of forgotten lore and sitting on a nexus of underdark tunnels that the drow enchanted to appear wherever summoned, Mephidia’s tower is a perfect base of operations, though its lower levels are home to all manner of foul warbeast and feral thrall left behind by the previous owners. 

Currently the cult is in a tizzy, as the ink they originally made from Tourval’s blood so long ago has begun to dry, and their efforts at “stretching” it with the blood of sacrifices has begun to fail. This ink is the medium for all of the Tourvalik’s most sacred rituals, and while some seek increasingly desperate means of reviving it, other splinter factions are forming around yet more grisly alternatives. 

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Planescape:  Aeon Mechanisms, the Wreckage of Primordial Order

A reader recently asked me if I had any ideas involving the plane of Mechanus, specifically with how this plane of order could merge with the feywild. Now, longtime followers of the blog will know I’m no fan of d&d’s “Great Wheel” cosmology, as I have a specific intolerance for a) alignment based planes b) surface level interpretations of cosmic forces, as I think they’re both very shallow wells when it comes to inspiration, thus limiting storytelling potential. 
To that end, I’d like to present my own version of the plane, something I think is far more dynamic when it comes to the background lore of your own campaigns, hopefully plenty of material for your future games. 

Setup: Throughout history and across the planes, people have been unearthing ancient tangles of cogwork and metal, usually damaged and oxodised to the point of inoperability and buried in some level of strata that hints at an ancient origin. While confounding historians with notions of lost civilization, these artifacts are in fact the interdimensional flotsam of a world destroyed before time even began on the material plane.  Known as Mechanus, it was one of the first failed attempts by the gods to construct a cohesive reality out of the dream logic of the astral sea.  

Like many first drafts, Mechanus suffered every fault of creators who spend too long planning and engineering, and not enough time cultivating their skill: built from beautiful, exacting schematics but eventually collapsing under the weight of its own perfection like an overwound clock. The shock of this disaster ripped the plane apart, sending great chunks of it hurtling through the astral sea while others buried themselves like shrapnel in the material of neighboring realities. Scholars of Mechanus lore call this event “ The First Sundering”, but largely disagree on when it occurred. 

Adventure Hooks: 

  • While most remnants of the plane of order are little more than scraps or the occasional curious gizmo, some larger mechanisms survived the sundering and now appear as seemingly miraculous mechanisms scattered throughout the planes. Clocks that count-down to doomsday, weather machines, or metal sentinels that’ve taken up vigil over a particular stretch of land. Nearly all of these devices are cursed with a lingering compulsion that affects the minds of those who dwell near them for too long, compelling them to repair the device. These compulsions were used to keep the inhabitants of Mechanus properly focused on their tasks, and can have unhealthy affect on a freewilled mortal mind. 
  • City sized chunks of Mechanus make for great dungeons berried in out of the way locations such as a desert, mountain range, glacial fissure, or deep in the underdark. Haunted by mechanical remnants or ruled over by locals who’ve begun to master the arts of artifice themselves, these artifical cavern complexes can provide a great “ exploring a crashed spaceship” type adventure without having to introduce aliens to your campaign. 
  • An archipeligo of twisted metal floats in the astral sea where Mechanus once stood, its great systems flailing and shuddering as they try to complete long abandoned tasks.  Several different powers have risen in this fractious space, all attempting to restore their own particular form of “order” on the rest, with their particular goal, ideology, vision, and territory at the center. Rogue islands also drift through the starry expanse, home to astral pirates or mechanical raiders looking to plunder raw materials. 
  • Modrons, small geometric robot like creatures, are perhaps the most prolific survivors of Mechanus besides the devices they were made to maintain. Though they are precise and intelligent, Modrons are inflexible and narrowminded to the point of absurdity, containing just enough wits to remember two or three standing instructions and nothing else.  Without orders a Modron will fufill its previous tasks indefinitely, or colapse into an anxiety based torpor that may last anywhere from days to decades. Eventually the stress will wipe the Modron back to “factory settings” at which point it will go trooping off looking for someone to tell it what to do. naturally these creatures make amazing minions for those who’ve come to dwell in Mechanus ruins, in no small part due to their comedic potential. 
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