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Noble's Soul (Side Quest)
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Here's one for you Dm's who want a side quest about getting a soul back! In a nearby city, the local noble is asking for adventures with some good renown to come in & help them with an issue. If the party decides to take it upon themselves to go their & go to the nobles keep, they will be quickly shuffled into a private room. Soon after the local ruler comes in & is noticeably distraught. Before getting onto what their quest is, they will ask the party to keep secrecy about what the quest is about. If they agree the ruler will then tell them the quest, if they don't agree the ruler will ask them to leave. The quest is about getting back the ruler's kid's soul. Apparently a necromancer snuck into the keep awhile ago & stole the child's soul. They are now trying to ransomed the soul back for land, money & military power. The ruler can't give into this request, since they know the necromancer will only use this power to harm more people (plu...
Key Knife (Weapon idea)
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Here's one for you DM's who want to combine two items into one. Appearance: A small knife, that is in the shape of a false key. The handle is slim & made to be used with the least force possible. Description: This knife, made by a thief, can be used as a part of a lock picking set as well. In circumstances where one would be able to use their proficiency in a burglar kit/lock picking set, this knife can be used instead. Due to it's flimsy nature, it will always break on a nat 1. Attribute: This knife can be used as a lock picking set/ burglar kit -deals 1d4 damadge (like a regular knife) -Always breaks on a nat 1.
Madness Painting (Trap idea)
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Here's one for you DM's that want a trap that can be inconspicuously placed into areas where one might not expect! The players are exploring about a mansion, looting a bit here & their. After awhile they will come across a big painting, showing a lady in a black gown holding something that is incomprehensible to any realm of existence. If a person's eye looks at this specific part of the painting, make the do a wisdom save. On a failure they will take 2d12 psychic damage, on a success this is reduced to 1d12 damage. [NOTE: This trap is recommended for players who are past lvl 2]
Mage Hand Handle (Item Idea)
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Here's one for you DM's that want to make mage hand offensive. Appearance: A blue glowing handle... it fazes in & out of existence, unless touched by mage hand, inwhich it becomes solid & glows with a great blue & white light. Description: This handle, made by an ethereal wizard, allows mage hand to hold whatever object it is attached to. Please note that the only way to hold this handle is with mage hand, so to install it into an object, you must also use mage hand (along with some nails or something to sauder it onto the object). Attribute: Allows mage hand to use the object it is attached to (even if it is something that mage hand is specifically said not to use. -Has to be attached onto that object via mage hand -Can't be unattached after attached.
Air-Bed (Item Idea)
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Here's one for you DM's who want a literal flying air bed. Appearance: A regular looking white mattress, that will start to glow & hover when someone lays on it. Description: This mattress, made by air elementals using enchanted harpy feather, starts to move upwards when layered on. How far up it goes depends on the room it's in, though using it outside is highly dangerous if you go to high, or fall off. To get off the bed, all you have to do, is dangle your legs of the side of it. Attribute: This bed will raise to 15 feet bellow the celling of the room it's located in. -It raises at a rate of 5feet per second -To lower the mattress, the user must dangle their feet over the side --It lowers at a rate of 5 feet per second. -This mattress is magic, so anti-magic spells affect it.
Unwieldablity (Curse Idea)
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Here's one for you DM's that want a curse to make great weapons, unusable for awhile How To Get Cursed: This curse has to be applied to the item before hand, during a ritual. Affliction From Curse: Makes it so this weapon can't be used as a tool or as a weapon, as long as it's cursed. How To Un-Cures: Have to either kill the person who put the curse on the object, have it uncursed by a fairly powerful spell, & or carry the weapon with you (on person) for about 2 weeks.
Fire Sling (Weapon Idea)
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Here's one for you DM's who want a bit of an unconventional weapon that deals fire damadge. Appearance:A regular looking stone slinger, with the exception that the part that slings the actual stone is painted in the colors of fire. Description: This sling, made by an achient wizard warrior, causes the stones slinged from it to catch fire. It catches fire a good 3 feet after it comes out of the sling. After a stone hit's a target, it will remain alight for a minute. WARNING: The fire that comes from the stones will cause flammable object to got alight if it hit's it. Attribute: Deals 1d4 + 1d4 fire damadge -Causes flammable objects it hits to start on fire -The fire damage only applies when it's a ranged attack. -The stone will remain alight for 9 turns, & if anyone stands in the same square as it, they will take 1d4 fire damage (starts AFTER the turn of the hit)
Deadfull Desert (Campaign Idea)
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Here's one for you DM's that want a campaign in a unique setting In the midsts of a grand desert, some devious things are going down. The remains of a dracolich, which once ruled the area, has been awaken by an unknown entirety, & from it's energy dead the begin to raise in the desert. These dead room the sands in the night, & wait in ambushes during the day. The plot of the campaign will be to find what is causing these undead to raise (ie finding the dracolich's revived curse), then finding what caused that. However during this, the world will be reacting to this which will put the players in either less or more advantages situations to dealing with the issue. Eventually tho, help from the outside world to deal with this issue will dwindle till it stops, which will leave the people who can deal with this issue, being lessened, till a point where the party will be the only one's who can actually deal with this issue, increasing the burden & import...
Confused Corgi (event Idea)
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Here's one for you DM's that just need a cute little thing to lighten the mood for you campaign a bit. The players are walking about in the hub city, when they start to hear a small jingling sound. Soon enough, one of the players will feel something paw their leg. Looking at that thing, they will find it's a corgi with a bow& bell, that is carrying a small package with a note on it. If the players inspect the note, it will read "Happy Birthday Yuey!". Inside the box are some cookies. If the dog is let loose, it will eventually lead to it's target (ie Yuey).
Getting The Gang Back Together (Side Quest Idea)
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Here's one for you DM's that want some adventurers that isn't the party. A good 15 years ago, a group of five adventures use to room the world, solving as many problems as they could. Eventually the group splintered apart, before eventually dissolving. They were fondly remembered.... for a good 5 years or so, now they are just trivia questions you'd get in a bar. However someone wishes to change this... In whatever place the party uses as a local hub, a person in a cloak walks up to them. This person asks if they new about the old group & if the players don't know, the person will explain it to them (along with what each group member was like [will leave this up to the dm to decided]). Eventually they ask if they can bring the people tighter at their old headquarters. They will the location of the old headquarters & where the old party members are, along with promising an award. If the players accept to do this quest, they will be given a small amount ...
Waste Water (Food Idea)
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Here's one for you DM's that want some deadly water Appearance: It flows a bit slower than regular water, & green sparkles come off of it every other second. Besides that, noting lives in the water (unless it has poising immunity)! Description: This water, created through nefarious means, is poisonous! If the water touches one's skin that person will have to make a con save to take less damage from it. Drinking the water is considerable dangerous thing to do, since it will cause even more damage (due to harming your organs). Boiling the water will produce actual drinkable water. Attribute: This water is poisonous! - Touching this water with skin will cause the toucher to have to make a con save (14) on fail they take 2d8 damage, on success they get halved damage from it -Drinking the water will deal 4d10 damage. The person can attempt to throw up [ie make a 16 con save] to take halved damage from it. -The water can be cured by boiling -Poison immunity peo...
Painting Phylactery (Treasure Idea)
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Here's one for you DM's who want a cool treasure for you party to have. Description: A paint of a forest, with the focus of the painting be an extraordinarily tall tree that looms over all the other trees. When viewing the painting at night, the large tree glows an astounding blue. Backstory: This painting was made by an old vampire queen, to specifically house their phylactery. However, it has since become the permeant residence of both the vampire's soul & mind. This happened due to a party coming in & killing her, but being unable to find the phylactery. To work around this, they split up her body parts, feed all her limbs to different carnivorus animals around the world, & put her head in a box & chained it to an anchors, which they promptly through into the bottom of the ocean. With all of this, the queen vampire decided that they would rather just wait in the painting, forever, talking to whatever passer-bye's co...
Wandering Warhorse (encounter idea)
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Here's one for you DM's who want an encounter based around an aggressive yet tame-able animal. The players are travelling from one area of the world to the other. As they do this, one of the day's that they are walking, they see a strange figure in the distance. As they get closer, the figure starts to look more minusing & minusing. The figure looks to be an armless minitour in demon armor. That is, till they get closer & find it's just a really heavily armored war horse. Counting on how the player have reacted towards the horse so far, the horse may either ignore them, or be rude to them (ie kicking them when they aren't looking at it). This can escalate into a battle. However with good animal handling rolls, this horse of war can be recruited.
Short-Circuiter (Weapon idea)
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Here's one for you DM's who want a good weapon to counter constructs. Appearance: A neon blue lance with yellow glowing tubes on the side. At the tip of the lance's spike, a yellow/blue discharge comes out of it. Description: This lance, made by a constroctphobe, is highly effective against constructs. Not only does this weapon deal more damage to constructs, but it also has the possibility of stunning them. However, for all living creature who aren't constructs, get a reduced damage die. Attribute: Deals 2d12+str damage -If the being is a construct, they will have to make a con save & on a fail, the construct will be stunned for that turn. -If the being is living the damage dealt is 1d8+str, with no con save having to be made -If the being isn't living, but is not a construct, they will take 1d12+str damage, but can't be stunned
Brutal Rage (Game Mechanic Idea)
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Here's one for you DM's & Players that want to make your rage, really feel like a RAGE! Raging, the barbarians favorite feature. However, most of time I have seen it used, it's usually just someone saying I'll active/use rage, & then that's the end of it. But should it really be that simple (at least flavor text wise), after all it is your character getting so unbelievable pissed that you gain a resistances & extra strength. When you rage, you wanna feel it, or at least have it be described upon. This gameplay mechanic basically adds flavor text for when you get medieval on all those annoying little enemies that decided to do whatever they did to piss you off, & your going to want them to be ANNIHALATED when you get your hands on them. With nothing else to say, let's get to the brutalization. Critical Hits: -Blunt: 1: You hit your enemies (insert limb here), so hard, you hear something crack 2: You baseball bat your enemy's head cau...
Booksmart Barbarian (Character Idea)
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Here's one for your Players that want to play a barbarian, but want to also be smart. When people think of barbarians, they think of a swole dumb figure with a big weapon that has anger issues. You are only 3 out of those 4 things. You have made sure your mind is keen. You know the classics in litrature, mathmetics, philospohy, & make sure to keep up with whatever new book releases their are. Of course since your both strong & smart you have to be flawed at something. Maybe you aren't to quick on your feet. Maybe your just not the wisest, after all being smart, & being wise are two different stats. Maybe your just a bad talker, not knowing how to say your words in a way that appeases people.
Shotting Knife (weapon idea)
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Here's one for you DM's that want a surprise range weapon. Appearance: A regular looking switch blade, that has the blade pop out from within the handle. Thiers a strange button on the bottom of the handle for some reason... Description: This knife, made by an assassin who liked to build their own equipment, allows for the knife's blade to be shot out! This allows for a more likely critical hit zone, but should only be used in emergencies. Reloading the knife in the blade take's a turn, or longer, considering blade replacements for this are quite rare, & usually have to be self made or custom ordered. Attribute: Deal's 1d4+dex damage -Blade can be shot out 15 feet for the same amount of damage -When blade is shot out, 18-20 are considered critical hits. -Shooting the blade is a bonus action -Reloading the blade is an action
Battle Of The Carts (Encounter Idea)
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Here's one for you DM's that want a fight on carts. The players are having to travel from a crat from one place to another. As they do this, they will notice another cart is following them. After awhile this cart starts to get closer & closer. Soon enough a crossbow bult will go through the back of the cart & the other cart will show itself to be full of bandits. After that roll initiative & being the battle. Make sure to put in some of the classic cart/car chase combat things to this battle. Stuff like car hopping, one cart trying to ram the other off the road, tossing someone of the car, ect. After the battle (if the party won), they will get all the loot in the enemy bandit cart.
Familiar Whistle (Item idea)
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Here's one for you DM's that want an item to quickly balance the scales on a situation. Appearance: A small platinum whistle, inside of it, is a small golden bell that glows with a silvers hue. Description: This whistle, made by a warlock, calls the user's familiar to a square right next to them. This of course doesn't work if the user don't have a familiar. It also doesn't work if something would silence the sound of the whistle, or the user doesn't have an open square next to them. The familiar is in the same condition that it was before being called. Ability: Teleports user's familiar to an adjacent square of their chosing. -Can't call familiar into an occupied space (ie enemy, wall, dramatic height increase/decrease) -Familiar remains in same condition it was in before called -Doesn't work if the user lacks a familiar.
Health Hitter (Equipment idea)
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Here's one for you DM's that want a weapon that heals the wearer Appearance: A surprisingly long bat with 4 spikes, that has red engravings of hearts & blood on it. Description: This bat, made by a vampire, gives the health to the wielder. The amount that it give them is half of the damage it deals. Please note that criting with this weapon will not only deal the natural double damage, but increase the health brought back to a 1:1 ration instead of it's natural 1:2 Attribute: Deals 1d8 damage + str damadge -Gains health to half the damage dealt. -Ration increase to 1:1 on a crit (along with other crit effects)
The Reapers (Campaign Idea)
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Here's one for you DM's who want an intense campaign. Over thirty years have pasted since the great necromancer, had taken over the world with their armies. Most of the people in the world are either dead, undead, or in hiding. In these troubling times, where the great necromancer is on the final steps of crushing the last of the opposing living, & cementing their forever rule, a few courageous individuals take a stand against them. They call themselves the reapers, a nod to how reapers are told to bring the dead to the after life, & they plan to uproot the great necromancer's rule. But considering how few reapers their are, their missions are more stealth based, or quick destruction & leave mission. Of course as the DM, you should make some sort of overarching mission/goal the is directly related to destroying the great necromancer. For instances, this could be attempting to make a coup in the great necromancers higher ranks, finding out that a bunch of t...
Haste Hash (food Idea)
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Here's one for you DM's that want some edible haste Appearance: A hash brown biscuit, cooked to it's natural brown/orange color. If placed down, the food shakes a bit. Description: This hash brown, made by a former cook turned wizard, has magic imbued in it. Not only does this hash brown taste great, it also gives the eater the haste spell. Please note you have the eat the whole hash brown for this to apply. Attribute: Once eaten, the eater has the haste spell applied to them for 3 turns -Counts as a ration.
Clockwork Crossbow (Weapon idea)
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Here's one for you DM's that want a weapon that takes awhile to fire. Appearance: A metal cross bow, with crank on the side, spinning the crank makes an oddly satisfying *cl-click* sound. Description: This crossbow, made by a construct maker, allows the user to wind up the crossbows to shot automiticly, after having been wound up. This crossbow dosn't have a regular firing mode so this is the only way to harm an enemy. Please note the wound-up for the shot is a bonus action, & the crossbow will shot after three turns of being wound up. Attribute: Deals 1d8 +dex damadge -Can't be manually shot -Has to be win before shot (Bonus action) -Get's shot at the beginning of the player's turn, after 3 turns since it was wound up.
A Reaper's Due (Side Quest Idea)
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Here's one for you DM's that want a couple of side quest, based around death. The reapers take the recently dead to their specific after life. Howevr the reaper in the current area the players are in, decidied to take an in-prompt-to break from their job. With this, the entire region will be out of wack for a good week or so. With this, the players will start reciviing more & more side quests around ghosts of those who have recently past. Eventually after dealing with a couple of these, they will find out why this is all happening & put a stop to it (Ie, make the reaper go off of their in-prompt-to break.).
Hordes Of Hell (One-Shot Idea)
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Here's one for you DM's that want a one-shot, based around betting the crap out of demons. The world has been a peaceful place these last few years & people have be taking advantage of it. A group of cultists have sought to bring forth a demon to conquer the world, with the cultists wihing to gain favor for doing this task. Of course that doesn't work, the demon comes, kills them all, & is now going to conquer the world on their own. The party is sent by the local government, to nip this invasion in the bud before it can get out of hand. The party is tasked to go into the cultist HQ, kill the demon leader, & close the portal. The local government will note, that the longer this takes, the more damned can get through that portal, making it harder to achieve their goal.
Runner's Amulet (Equipment Idea)
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Here's one for you DM's who want your players going fast! Appearance: An Amulet with a tear shaped gem at the end of the chain, it's smells bad & has a soft blue hue coming off of it. Description: This amulet, made with the soul of a professional runner, make's it's wearer move fast. The wearer will be moving at sprinting speed whenever they wear this amulet, without having to take an action/bonus action to do it. Please not you can't use an action on top of this sprint to sprint again. WARNING: Exestuation still applies when you wear this Attribute: Increasers wear's speed to their sprinting speed. -Doesn't cost an action/bonus action -Can't sprint on top of this sprint -Exestuation still applies.
Delayed Exsplosion (Trap idea)
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Here's one for you DM's that want to freak out your players (or at least make them more worried). The players are traveling through an area which naturally houses some explosives' (like a mine, or a place with cannons). After awhile of traveling in this area, they notice that a bomb that's in their path has some how activated itself, but is thankfully far enough away to deal with itself. At least, it would have been, but when the activation runs out, it doesn't exsplode. From that point on, the DM will roll a 1d12 every turn or every other turn. If the die lands on a 1, the bomb exsplodes. If the players mess around with, jostle, & or move the bomb (& or you just want to explode it sooner), increase the number which it can exsplode on. Of course, this leaves the players with two ways to solve this problem without harassing's the bomb enough to make it go boom. Disarming the bomb, or waiting out the bomb. When the bomb finally does go off, make it dam...
Where Evil Grows (Encounter Idea)
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Here's one for you DM's that want a plant battle! The players are traveling across a heavily wooded area. As they travel, every so often they will see a branch or a vine move. As they continue down the path they are traveling, something seems wrong, they continue to go down the same path that they were traving. Once they notice this & actively try to deviate from the repeating path, they will find themselves in an area full of vines. Soon enough, a bud from which these vines comes from, sticks out from the center, & the vines start to actively whip or grapple the party. Once this enemy is defeated, the path that the player originally traveled on will no longer loop them about, & or a path out of the wooded area will open. A good loot item for this baddie to drop, would be some type of magical plant/flower or a magical object made of the plant or flower.
Stairs & Booze Barrels (Trap idea)
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Here's one for you DM's that want a trap that will catch your player's off guard. The players are having to climb up/down some stairs for progression in your dungeon. But soon enough they start to hear a falling sound coming from ahead of them or behind them. Soon enough, they will find a barrels full of booze are falling towards them, & they are about to roll right through by these barrels. Give your players a bit of time to try & figure out a way to 'disarm' this trap. After they succeed or fail at doing this (failing will cause them to take damage from getting crushed by some of the falling barrels), they might have to deal with another problem. Some of the barrels didn't fall down the stairs intact, & so, some if not most, of the stairs are now covered in booze. Tread carefully, & snuff out your torches, or an inferno will start & stay awhile, dealing some ticking fire damage.
Oozed Wall (Trap Idea)
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Here's one for you DM's who want a trap based on climbing. Let's say your intrepid party of adventure's need to climb up something to progress, like a vertical wall in a cave, or a weird wall in a wizard tower. Now as they climb, no mater how hard they try they will always have something attempt to push them off, & make them trip up. Soon enough this thing reveal's itself to be the left over ooze from a traveling slime. Now if the party wants to progress, they will have to find a way to either get around the wall, or clean the wall of the slime. Of course water works to clean off ooze's ooze, but water is itself slippery, perhaps heating up the ooze might work, but what if that causes something to go a-light! This trap provides lots of ways to solve it, most of which aren't obvious on the first go around.
Golden Toad Stack (Treasure Idea)
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Here's one for you DM's that want's a treasure that has to be assembled. Description: Three toads, that are made of gold, which can be stacked on each other. The three frog are noticeably different from each other. The bottom frog, is the least in height, by the most in length. The middle frog is average in both height & length. The top frog is the least in length, but most in height. Backstory: How these toads came to become golden, is a honest mystery to the world, but their is a commonly believed myth behind it. Long ago, three swamp druids decided to mess with a witch that lived in their swamp. After bugging her for months on end, the witch decided to make a spell that would turn them to gold, but with the limitation on size. So she tricked the brother into turning into to toads, & then casted the spell on them, leaving them stuck in their current form. Material Value: This treasure will fetch a high ...
Coat of the Cold (equipment idea)
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Here's one for you DM's that want some non-armor, that is resistant against cold & punishes the enemy. Appearance: A long white fur coat, with blue trimmings. The air around the coat is noticeably a bit darker & colder. Description: This coat, made by a cold elemental for their lover, allows one to be resistant to the cold attacks & immune to cold temperatures. Not only that, but this coat makes it so all of those who critically fail at hitting you, takes an extra 1d8 cold damage. Please note this coat counts as just regular clothing & not wearing it will provide the regular 10 + dex ac. Attribute: Give cold resistance, & immunity to cold environments -If an enemy crit misses you they will take 1d8 cold damage. -Doesn't Count as armor, so it give's the base 10 ac + dex
Moon Snatchers (Campaign idea)
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Here's one for you DM's who want some space fantasy, based around a time limit. The moon has been stolen, & for what reason, we do not know. But what we do know, is that devastation will come to our world, if we don't get it back soon. We are using our best spell casters, to make an illusionary moon in it's place... but it will not last forever, & when that happens, it will only be a few day's till the effect on our planet is irreversible However, we still have a chance to get it back. One of the being that stole our moon, left one of their craft's behind. With this, we will send individuals that the governments see fit for this mission (the party). They will not only have to find our moon, but defeat those who took it, & find a way to bring it back. They are the only hope for our world...
The Far-Flail (Weapon idea)
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Here's one for you DM's that want a far reaching melee weapon. Appearance: A regular looking flair, that when used, has a small blue portal open up at the end of the handle, that chain comes out of! Description: This magical flail, made by a sorcerer who wanted a weapon as 'fantastical' as they were, we made to extend the chain length up to 10ft, without require extra force. Besides that, the chain on the whip, can be used to help one grapple an opponent easier. Note: The weapon will lose it's magicalness if any of the chain is broke, but can be repaired, if more chain is repaired manually with a forge or spell blue portal at the flail's entrance Attribute: Deals 1d8 bludgeon damage to any enemy within 10ft of the users. -User get's advantages on grapple's when using the chain.
Rob & Run (Side quest idea)
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Here's one for you DM's that want a quick side quest about chasing down some coin purse snatchers. The players are in a town center, exploring, doing the usual player things. After awhile, they will notice people going up to a local guard, complaining that their coin purse got snatched. Soon enough more & more people will start coming up claiming that their coin purse got taken. Soon enough the players will be witness to one of these quick thefts, or even the victims of it. They will then be tasked (or take it upon themselves) to chase down the thief in order to get their/the stolen person's coin purse back. Cue a chase through the local area to get it back, that will eventually lead the thief either getting caught or away. If the players catch them, they will be rewarded with some coins form the person who got their coin purse stolen (& if it was the player's that got their coin purse stolen, they will get to loot the thief)
Unarmed Combat Enhanced (Gameplay Mechanic Idea)
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Here's one for you DM's who want some more Girth to unarmed combat. Oh no, you have been made unarmed & the enemies are closing in, whatever shall you do? Simple, bust out those moves that you see in fighting movies & bar fights to try beat them to a pulp. This unarmed combat enhancement, allows for your players to have more options when left defenseless or when put into a setting where traditional combat weapons can't be used (Or if the player just doesn't want to use traditional combat weapons). More importantly, it can add more flair to your combat encounters, by allowing player/enemies to damage in a more specific way! Simple put this idea allows for variations on the 'unarmed strike' hit, which will still take a action, & still can only be preformed when one lacks a weapon. I will now list all the new variations on unarmed hits the players/enemies can preforms. 1: Precision Strike: User uses their precisions to hit the opponent in a partic...
Skeleton Stalker (enemy idea)
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Here's one for you DM's that want an enemy that can ambush players, when looting the long since deceased. This monster, is a natural ambush predictor, that likes to stay under the bones/bodies, of the dead. These creatures are a type of mimics, that actually turn themselves into the shadow that is under the dead body, & just so happens to be one of the generally smarter types of mimics, behing able to keep it's form relatively well, even when the body is disturbed. Stats CR: 3 Hp: 48 AC: 13 Str: 8 Dex: 16 Con: 15 Wis: 13 Int: 13 Cha: 4 Movement:15ft Abilities: Stealth Adept (has +8 in stealth) -Grappler: The mimic has advantage on attack rolls against any creature grappled by it. -Shape Changer: The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying...
Necro-Exsplosive Arrow (Trap idea)
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Here's one for you DM's who want a very deadly trap. The players are going through a higher level lair, when they encounter a good old fashion, arrow dispenser from wall trap. However, when one of those arrow's hits any target, it ignites & gives off an explosion's (players that are within 5ft of the expulsion must a dex save or take 1d10+4 damage), if. Not only that, but if it actually hit's something organic, it will rot away ( 2d10+8 necrotic damage) but no explosion's happens afterword. Of course if the arrow doesn't hit any target it can be re-used for later, so if you want a reward for your players, just make it so they can crack open a dispenser & steal the necro-explosives arrows.
Pictuomicon (Magic Item Idea)
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Here's one for you DM's who want to use illusions in battles. Appearance: A small pink coloring book, that has no pre-made outlines in it... it's pages glow ever so slightly with a yellowish hue Description: This book, made by a powerful wizard for their child, allows it to bring it's drawings to life. Of Couse these drawing being can be used for multiple means, & basically act like minions. However the book only has 25 pages (uses) so be careful not to use it to quickly. Also, how well the minions do, stat wise, is based on a performance roll done by the drawer Attribute: Creates one 'drawn minion' when someone draws something in this book. -Stats for drawn minion is based off how well the performance roll the person who is drawing is doing [General stats synopsis] Average Roll (ie 12 on performance) HP: 12 Ac: 14 (10+dex) Str: 6 Dex: 18 Con:4 Wis:10 Int:10 Cha: 14 Weakness: Slashing, fire, acid, water Attributes: Flat B...
Spray On Health (Item Idea)
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Here's one for you DM's who want to make your health potions have range. Appearance: A regular looking health potion that has a spray bottle top on the tip off it a spray bottle straw in it. Description: This mechanism, which can be added to health potions, allows for the user to spray the health potions effect over a longer range. This mechanism has two modes, short range & long range. using long range allows for the user to hit people who are 10+ feet away, but halves the effectiveness of the health potion. Attribute: Can use health potion at range, with this mechanism having two modes based on range. -Short Range Mode: Effective for 0-5 feet away from the user, provides the health potions full benefits -Long Range Mode: Effective for 0 - 40 feet away from the user, provide half the health potion's beneifts -Mechanism can be removed from bottle (Cost bonus action) -Mechanism can be added to health potion bottle (Cost bonus action) --Mechanism doesn...
Stir-fry Fortify (food idea)
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Here's one for you DM's who want a food that temporary increases AC. Appearance: A smallish boll of stir-fry (with rich, broccoli, beef, & egg), however each ingredients in it, resinates a magical energy. Description: This stir-fry, made by growing it's ingredients in magical soil, increase one's fortitude. This increase only lasts for 30 minutes after consumption & despite it being a small bowl, it does take awhile to eat. Doctors have warned people to not eat more than 3 servings in under 24, or face health risks due to magical exsposure. Attribute: Increases Ac by 1 -Last for 30 minutes (eating another one will only reset the timer & not add to it) -Takes 2 actions / 4 bonus action to eat. -eatting more than 3 servings of this food in under 24 hours, will cause the eater to make a con save of 16, on fail the eater will take 1d10 +2 damage.
Ape Auditorium (Event idea)
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Here’s one for you DM’s who want a strange event about weird happenings. The players are going about a fancy/rich area of a place, when they see a lot of theater goers outside of a theater. When they get closer they will notice that the theater goers are intently watching something that is going on in the theater. If the players ask around about what is happening, they find out that apparently the play that was going on involved a live ape at some point & the ape has escaped & is now just loafing about in the auditorium. The audience left, due to the fact that if the ape decided to go repent it could probably harm a good portion of them & are now just watching it while animal control (Or a druid equivalent) comes to safety take it back into captivity.