decafnerd - Nerdecaf
Nerdecaf

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This Is Another Item From Our Collection Inspired By A Random Visitor Who Popped Into Our Stream (every

Serpent’s Flame
Weapon (dagger), very rare (requires attunement)

“The hilt of this dagger looks like the head of a red dragon, mouth open with the blade rising out as if it was spewing a silvered breath of fire. The blade snakes and shifts in a serpent-like shape.”

You have a +3 bonus to attack and damage rolls made with this magic weapon, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

When you score a critical hit using this weapon you can summon a fire elemental under your control. The elemental remains under your control for 1 minute, after which it turns on you.  The elemental can be dismissed with a bonus action so long as it is under your control. While the elemental is active this weapon deals an additional 2d6 fire damage.

This is another item from our collection inspired by a random visitor who popped into our Stream (every Mon\Wed\Fri!). They wanted a dagger made of fire, that could summon an Elemental and was powered up while it was out. What do you think? If your DM dangled this in front of you, would you take it?

Serpent’s Flame

Weapon (dagger), very rare (requires attunement)

“The hilt of this dagger looks like the head of a red dragon, mouth open with the blade rising out as if it was spewing a silvered breath of fire. The blade snakes and shifts in a serpent-like shape.”

You have a +3 bonus to attack and damage rolls made with this magic weapon, and it returns to the wielder’s hand immediately after it is used to make a ranged attack. When you score a critical hit using this weapon you can summon a fire elemental under your control. The elemental remains under your control for 1 minute, after which it turns on you.  The elemental can be dismissed with a bonus action so long as it is under your control. While the elemental is active this weapon deals an additional 2d6 fire damage.

Join us on Twitch every Mon\Wed\Fri to create new Homebrews and check out our Patreon for 500+ magic items, tokens, maps, and more.

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More Posts from Decafnerd

1 year ago
I Accidentally Spent 80 Hours Painting My Own Take On A Mimic. Please Take A Look.
I Accidentally Spent 80 Hours Painting My Own Take On A Mimic. Please Take A Look.
I Accidentally Spent 80 Hours Painting My Own Take On A Mimic. Please Take A Look.
I Accidentally Spent 80 Hours Painting My Own Take On A Mimic. Please Take A Look.
I Accidentally Spent 80 Hours Painting My Own Take On A Mimic. Please Take A Look.
I Accidentally Spent 80 Hours Painting My Own Take On A Mimic. Please Take A Look.
I Accidentally Spent 80 Hours Painting My Own Take On A Mimic. Please Take A Look.

I accidentally spent 80 hours painting my own take on a Mimic. Please take a look.

Can see higher res here

1 year ago

Oh gods, my players would use the Spell Burst ability for any and all concentration spells

Spellbook Bomb

Wondrous Item, legendary (requires attunement)

“A unique spellbook that absorbs spells cast into it. The arcane runes and gems on the front cover glow and pulse as more power is transferred into its pages. When at full capacity, it’s a deadly magic item regardless of the hands that hold it.”

This magic spellbook can store up to 12 levels worth of spells at a time. Any creature can cast a spell into the spellbook by touching it as the spell is cast. The spell has no effect, other than to be stored in the spellbook. If the spellbook can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

Book Bomb. As an action you can throw this spellbook into a space you can see within 30 feet and speak the command word. Any creature within 20 feet of the book must make a Dexterity saving throw or take 2d6 damage per level of spells stored in the book, or half as much on a success. You can choose the damage type from one of the spells stored in the spellbook. This does not destroy the spellbook. The spellbook is emptied of all spell levels following this action and you cannot store spells in it for 24 hours.

Spell Burst. When detonating the spellbook you can instead choose to unleash all of the spells stored inside at the same time. Any creature within range of a spell is subject to the effects. A spell with a single target is determined at random, so long as all other prerequisites of the spell are met. Touch spells affect a random creature within 20 feet of the spellbook. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. Spells that require concentration, do not, lasting their full duration. The spells cast from the book are done so in a random order, and are no longer stored in it. After using this action, roll a d20, on a result of 1-5, the book is destroyed. Otherwise you cannot store spells within it for 7 days.

LOOK! I know what you're thinking, and yes, this thing is ridiculous. Give to your players at your own RISK! But the Twitch Chat wanted a Book Bomb, so they got a Book Bomb.

Spellbook Bomb

Wondrous Item, legendary (requires attunement)

“A unique spellbook that absorbs spells cast into it. The arcane runes and gems on the front cover glow and pulse as more power is transferred into its pages. When at full capacity, it’s a deadly magic item regardless of the hands that hold it.”

This magic spellbook can store up to 12 levels worth of spells at a time. Any creature can cast a spell into the spellbook by touching it as the spell is cast. The spell has no effect, other than to be stored in the spellbook. If the spellbook can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

Book Bomb. As an action you can throw this spellbook into a space you can see within 30 feet and speak the command word. Any creature within 20 feet of the book must make a Dexterity saving throw or take 2d6 damage per level of spells stored in the book, or half as much on a success. You can choose the damage type from one of the spells stored in the spellbook. This does not destroy the spellbook. The spellbook is emptied of all spell levels following this action and you cannot store spells in it for 24 hours.

Spell Burst. When detonating the spellbook you can instead choose to unleash all of the spells stored inside at the same time. Any creature within range of a spell is subject to the effects. A spell with a single target is determined at random, so long as all other prerequisites of the spell are met. Touch spells affect a random creature within 20 feet of the spellbook. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. Spells that require concentration, do not, lasting their full duration. The spells cast from the book are done so in a random order, and are no longer stored in it. After using this action, roll a d20, on a result of 1-5, the book is destroyed. Otherwise you cannot store spells within it for 7 days.

Join us on Twitch every Mon\Wed\Fri to create new Homebrews and check out our Patreon for 500+ magic items, tokens, maps, and more.


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1 year ago
Black and white comic with simple digital drawings.
Text: First the commands
Panel 1: Close-up view of a round robot face with 2 circular reflective eyes. They reflect explosions and fire in darkness.
Panel 2: Same composition of the robot's face but the reflection is now just of the ground and sky.
Text: Then stillness.
Panel 3: Hundreds of te same robot holding maces standing perfectly in line. They stretch over hills.
The robots standing in lines holding maces. In the second line one robot is missing. In the third two more are missing.
Text: Some go
The lines of robots fade away.
Panel 1: Close-up of one of the robots holding a mace and staring straight forward.
Text: I stay.
Panel 1: One robot stands in light while the others are in shadow around it.
Panel 2: All the robots haven't moved but now there's snow on and around them.
Panel 3: The robots still haven't moved except one is missing. There is now grass growing on the ground.
Panel 1: Close-up of the robot staring ahead.
Panel 2: Same shot but there are 3 music notes drifting into the panel from the right.
Text: Until the music plays
Panel 3: A scarecrow with straw sticking out between it's neck and gloves walks next to the rows of robots, playing a hurdy gurdy. They ave no face except for a small round hole in the sack that is their head. They have black boots and a pointy hat with a feater sticking out.
Panel 1: Close-up of the robot staring ahead as the music notes start to drift away to the left.
Panel 2: The robot turns to look towards the last musical note in the panel.
Panel 3: A view of the robot's feet planted in the grass.
Panel 4: The robot lifts one foot showing a dead patch without grass underneath.
Text: and I follow
Panel 5: The scarecrow's black boots walking along
Panel 6: The robot's larger feet following behind as the black boots continue to walk.
Panel 1: The scarecrow is walking along playing his hurdy gurdy, unaware of the large robot following behind. Musical notes float around him.
Panel 2: The scarecrow notices a shadow over his face.
Panel 3: The scarecrow turns around.
Panel 4: The scarecrow is surprised by the big robot and flails slightly on the spot. A text bubble comes from him saying, "!!!"
3 panels of the sky with clouds, the sun, and 3 flying birds in the distance.
Panel 4: The robot sits on the grass propped up against a tree wit it's top chopped off. The scarecrow lays on the ground with his head on it's lap, his legs crossed and his hands folded on his stomach. His pointed hat is over his face. The scarecrow's hurdy gurdy is resting on the grass and the robot's mace is leaned up against the tree.
Text: He tells me his name is Beedle like the iridescent but he found resting on his manacle when he woke on the bed of a dried river.
Panel 1:  Close-up of the scarecrow's hands as he pulls back one sleeve just far enough to show a manacle around his wrist. There is straw leaking out of their clothes.
Text: "My good fellow, someone made ME for something."
Panel 2: The scarecrow pulls the sleeve back over his wrist, hiding the manacle.
Panel 3: The scarecrow laces his hands over his stomach again.
Text: He laughs: "Now, I sing."
Panel 1: The robot lifts the pointy hat off te scarecrow's face. A small speech bubble comes from off the panel in the direction of the scarecrow below. It as small radiating lines in it, representing laughter.
Panel 2: Beedle's shoulders shake as they keep laughing with small speech bubbles with radiating lines.
Text: I learn that sound is happy
Panel 3: The robot looks down in the direction of Beedle. It doesn't have a mouth and does not emote with it's eyes. Beedle continues to laugh.
Text: that it shakes in your chest and lifts your head
Panel 1: Beedle and the robot help a cat down from a tree. The robot bends a tree so that the cat is closer to the ground and Beedle stands with his arms outstretched towards it.
Panel 2: Beedle and the robot running away from a barking white dog with sharp teeth. Beedle is singing with wonky musical notes coming out of him.
Panel 3: Beedle laughing with small speech bubbles as the robot sits with the pointy hat completely covering their small head.
Panel 4: The robot lifts the hat slightly, revealing it's eyes.
Panel 5: Close up of the robot's eyes.
Panel 1: The same close-up of the robot's eyes but now there are flames reflected in them.
Panel 2: The robot is on the ground with one leg snapped off. It faces towards where a smoking elemental made of fire shoots flames from their arms into Beedle, who reels backwards.
Beedle is rendered in silhouette as he's set on fire. 3 figures of him descending down the page shows as he stumbles and falls to a backdrop of black smoke. At the bottom of the page it shows Beedle collapsed on the ground, still on fire with smoke rising from him.
Panel 1: The robot crawls towards what's left of Beedle on the ground. It's a dark shape with manacles on it's wrist.
Panel 2: The robot crawls closer to Beedle.
Panel 3: Close-up of the robot's hands as it picks up dark material from Beedle.
Panel 4: The dark material disintegrates into dust and rags in the robot's hands, revealing a human thigh bone.
The robot kneels over Beedle's remains, which now are obviously a charred skeleton in wrist manacles.
Text: I still don't know why I continue
Panel 1: The round chest panel in the robot is open, showing Beedle's bones inside but is otherwise dark.
Panel 2: The robot's hand closes chest panel. Small radiating lines indicate a click.
Text: But if I ever get him back I'll ask him why he lied.
A watermark in the bottom right of the page reads, "@yeehawpim"

Beedle & Goodfellow

Goodfellow is a warforged barbarian dnd character I want to use if I ever get to play someday. Figured I'd draw his backstory even if I never do 😊


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1 year ago

Resonant Crystal - CR4 Hazard

An environmental hazard to put in a boss room in a crystal cave.

image

Artwork by Kev Walsh at Corehammer.

Traps and environmental hazards are often best-used in combat encounters.  Here’s one that only functions in a combat encounter.  Unless a powerful enemy (at least 1 CR higher than the average party level) is attuned to this crystal, the hazard is CR 0 and worth no experience.

Although it gives no XP in an encounter with multiple smaller enemies, my goal was for this to still be an interesting hazard to include in such encounters.  It can be used tactically by both the PCs and the enemies, so it doesn’t particularly make the fight easier or harder, but it makes it different.  If you plan on using some of these crystals in a boss fight, it’s a good idea to sprinkle them around the rest of the dungeon too, so players get to play with them before they reach the boss.

You can make a resonant crystal any size you want, but somewhere between Small and Large is the most obvious range.  If the enemy attuned to it is bigger than Large, then a bigger crystal might make sense.

Resonant Crystal - CR 4 or CR 0

XP 1,200 or XP 0

Resonant crystals grow out of the stone in certain underground caverns.  A creature with at least 3 Intelligence can attune to a resonant crystal by spending 1 minute touching it.  Only one creature can attune to a single crystal at a time - if another creature attunes to it, the previous creature’s attunement ends.

A resonant crystal creates dim light in a 5-foot radius, but the light appears much brighter to the attuned creature, acting as normal light in a 30-foot radius and dim light for an additional 30 feet which only that creature can see.  As long as the attuned creature is within the 60-foot emanation of dim light, it gains a +2 sacred bonus to attack rolls, spell DCs, AC, and saving throws, and gains 2 temporary hit points at the start of each of its turns; these temporary hit points do not stack.

A resonant crystal has 2 hardness and 3 hit points per inch of thickness.  If a resonant crystal takes any amount of slashing, bludgeoning or piercing damage (even if the damage is reduced to 0 by its hardness), it creates an explosion of sound and light.  All creatures within a 60-foot radius must succeed on a DC 16 Fortitude save or take 1d8 sonic damage and be dazed for 1 round.  After this explosion of light and sound, the resonant crystal goes dark for 1d6+1 rounds, providing no light or benefits to the attuned creature or anyone else, and any further damage to it does not create another explosion of light and sound until it begins to glow again.

If a powerful enemy (at least 1 CR higher than the average party level) is attuned to a resonant crystal, the hazard is CR 4 and worth 1200 experience.  Otherwise, the hazard is CR 0 and worth no experience.

1 year ago

Gratuitously evil spells for villains to learn

Mordenkainen's Highly Problematic Political Opinions

Spell that causes someone to experience the entirety of The Big Bang Theory in 6 seconds

Spell that causes a needlessly painful death. It figures out the maximum amount of pain it's ethically permissible to inflict based on context and inflicts twice that much on purpose

Fireball but it expands the area of effect to specifically hit all your teammates.

Mildly Upset Person.

Disintegrate but it bestows any object it hits with full human sapience just before the ray hits.

Locate Object but every time you cast it, it kicks a random guy in the nuts for no good reason.

Hellish Rebuke but it hits anyone who isn't attacking you.

Ray of Deforestation

Transmute Food To Food That's Produced Unsustainably And Using Unethical Labor Practices

Nullify Union