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Showing posts from June 12, 2019

Sparker (trap idea)

Here's one for you DM's that want a trap the will shock your players (I'm Not Sorry For The Pun) The Player's are trying to take a short cut in a dungeon when the area they were shot cutting though has this weird black tube that flows around the room. If the players go within 5ft of this tube they will have to do a dex save or take 1d4+2 damage from getting shocked from this tube. If they have any metal on them, increase the 1d4 +2 to 1d8+4 damage. If at any point they touch the tube make them roll a con save & on a success they will take 1d8+2 damage (On a fail times that damage time two, if they have any metal on them time that damage by two as well [making it so in some situation they can take x4 damadge.).

Entrenced Enemies (encounter idea)

Here's one for you DM's that want a difficult fight. The players are hainvg a long travel from point A to point B when they come across an fortified area. The are is guarded by multiple bandits & said bandits have create defective walls & trenches. Once the bandits see the party they state that the area belongs to them & that anyone who wants to pass has to pay a small fine of half of all their things. At this point the players will either have to take a long detour (since the bandits will follow them for a few miles when they try to go around) & or they will have to go through the defensive area . If the players decided that fighting is the best option the battle will start with few bandits, but after a few turn more start to shuffle in till the whole guard of the entrenchments are there.

Magnetize (spell idea)

Here's one for you DM's that want some fun with metals. Lvl 3 Casting time: action  Range: 120ft Components: Iron, & anything that can conduct electricity Duration: 3 turns Spell Description: This spell makes a person have a magnetic field that draws in metal objects. Any metal object that is within 5ft of the person will magnetize to their body. If any attack done with a metal weapon/projectile is made against this person it will have an advantage to hit. If the person is wearing heavy armor they will have to make str saves & on fails will take 4d6 - str damage. Backstory: This spell was made because an army general specially ordered a mage to figure out a way to help new recruits to not drop there training swords, & the mage came up with this spell. It became immediately obvious that this could be used for devastating effects against opponents.