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Showing posts from January 7, 2020

The General (REVAMPED villain idea)

REVAMPED Version: Here's one for you DM's that want your big bad to have an army behind them. Calculating, logistical, & commanding, this big bad has it all. The general uses their experience in the field of combat for their own ambitions & gains. You will usually find them with an army of loyal minions behind their back, at the beck & call of the generals whims. One things for sure about this villain, you won't be able to beat them easily, even if the general themselves are quite a pushover in a fight. -------------------------------------------------------------------------------------------------------------- The General Archetypes The Strategist: This master of war, has a plan & a back-up plan for that plan & a back-up back-up plan for that plan. The strategist knows exactly who, what & where things need to be done. They usually have the largest army of all general archetypes, due to their vast knowledge of logistics, troop moral, & ...

Nuertrality Stone ( Item Idea)

Here's one for you DM's that want to force some neutral alignments on your players Appearance: A smooth grey stone that is neither hot nor cold, but the same temperature as the holders hands. Description: This stone, made by a god of neutral alignment, makes it's holder more neutral. Once the holder holds onto the stone, they cannot get it of their body, without some sort of force outside of their own (ie another person, a mechanism,or magic). Attribute: Character Allignment get's closer to true neutral. -Effects only applied when stone is on person. -Stone can't be removed from person without outside help.

Whip of Disarming (Weapon Idea)

Here’s one for you DM’s that want a useful weapon that doesn't deal damage. Appearance: A whip that has the last 3 inches of it’s rope glowing with a weird sky blue glow. Description: This whip, made by a warlock with patron who had mastery over the wind, disarms all enemies that it hits. This whip uses “the power of wind” to snatch/disarm any enemy it that it hits. If it hits an enemy, there's a 50% chance that the whip will carry the disarmed weapon back to the whip user to use. Attribute: When this whip hits an enemy, said enemy becomes disarmed of any weapons or shields. -Only applies to one object on user per hit -- 50% chance of said weapon being carried back via the whip, to the whip users hands -Deals 0 damage