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Showing posts from July 5, 2019

Faze Door (special Item idea)

Here's one for you DM's that want the players to have a couple of room skips, in your campaign. The faze door is a door that allows a person to enter into a small pocket dimension. In this pocket dimension are three doors, each of which belong to the rooms just ahead of the faze door the players have entered. The faze door is used so that people can skip past parts of a dungeon. Once you exit the pocket dimension though on of the three door ahead of them they cannot enter back. A person cannot stay more than two minutes in the pocket, if they do they will start to suffer oxygen depravation. How the faze door work is that a little door nob is in the players inventory.  For them to be able to use the nob to get to the faze door effects, they must remove the door nob of a regular door & then attach this one. After use the door nob will be unmovable & as such makes this a one time use item.

The Gems Of The Indigo Crown (Side quest idea)

Here's one for you Dm's that want's a good old fashion collectathon side quest that will span across a portion of your campaign. The players are in a museum type area when one of the workers from the museum comes up to the party. Apparently they were ordered the 'Indigo Crown', which is just a regular old gold crown that was studied with gem stones & was apparently owned by someone important, & on it's journey to the museum some birds had managed to get into it & have wedged out all the gem stones that studded it. The museum offer the players x amount of gold (dm decides) per gen stone & they are offering the ancient magical axe of (insert royal sounding NPC name here) if they can get all of them back. If the players agree they can find them all around the world near where birds are

Nap Enhancing (spell idea)

Here's one for you Dm's that have a particular grudge against short rests. Lvl: 2 Casting time: 1 turn Range: Self Components: Something that makes a person sleepy Duration: 1 hours Spell Description: This spell allows a person to use a sleep enchantment to allow their short rest to become a long rest. Of course for this to work properly they must spend at least one hour sleeping which cannot be interrupted. During a long rest a spell caster will usually get back their spell slots, using nap enhancing will do the same, except they will not gain the lvl 2 spell slot they used on this spell. This spell only affects the caster. Backstory:  This spell was made by a very dedicated spell crafter, who wanted to spend more time working on spells & decided that making a spell that cuts sleep down on to an hour would be the best.