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Horror Creature Idea
Horror Creature Idea
An animal that has learned to mimic the “deus ex machina” or other random helpful encounter. It has a sixth sense for people in the depths of despair or on death’s door, and shows up to rescue them and provide a glimmer of hope.
As a mimic, this beast has many forms, but a common one is an almost-human with jaunty, colorful attire. “The Friendly Wanderer is a cheery fellow. Bright blue his carapace is, and his talons yellow!” One of them might bounce along the road in time to pull a poor hero out of quicksand and take them to get dry in its cozy hut nearby (from which nobody ever emerges).
The great thing about the Friendly Wanderer is that you can use one of them to rescue your players from a really tough fight or challenge that they can’t figure out, but then you don’t have to feel bad about being too nice because they get put in an even worse predicament!
Scholars have a hard time studying the Friendly Wanderer’s habits and abilities because of its unique hunting style. We’re not sure whether it has magic beyond its disguise capabilities, but we do think it gains sustenance from feelings of betrayal in addition to eating its victims’ bodies.
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More Posts from Decafnerd

We've been making Magic Items for each of the classes as we go over the main changes in the 2024 Players Handbook. Warlock Invocations are some of the coolest things among class features, we love them. So the idea of a Warlock being able to temporarily share those features, we think is just so freaking cool.
Flask of Lost Memories
Wondrous Item, rare (requires attunement by a warlock)
“This old iron flask is covered in dents and scrape marks, but remains unpunctured. It bears the image of some human-like entity, though most of its features have been worn away. When the topper is off, the face of this entity begins to glow and thrum with power.”
As a bonus action, you can uncork this flask and take a small sip of its power. When you do, you can spend a hit die, rolling it and regaining hit points equal to the result plus your Constitution modifier (minimum 1).
As an action, you can uncork this flask and allow an ally to drink deeply from the power within. When you do, they gain the benefit of one of your Warlock invocations, which you choose. The effects of the flask's power lasts for 1 hour. Once you have used this property of the flask you cannot use it again until you finish a long rest.
If you enjoy our content, please support our team of four on Patreon. Get access to over 700+ Magic Items, monsters, tokens, subclasses and more.
Looks like fresh bread and homemade honey is on the menu for tonight! 🐝🍯

List of unique and imaginative types of government that can add depth to your fantasy world:
1. Gerontocracy
A government ruled by the elderly. Wisdom and experience are highly valued, and the oldest members of society hold the most power.
2. Stratocracy
A government led by military leaders. The state and the military are closely intertwined, and military service is often a prerequisite for leadership.
3. Timocracy
A government where only property owners or those with a certain level of wealth can participate in governance. The idea is that those with a stake in the land will govern it wisely.
4. Gynarchy
A society governed by women. Leadership roles are exclusively or predominantly held by females.
5. Noocracy
A government ruled by the wise or intellectuals. Decisions are made based on knowledge, wisdom, and rational thought.
6. Kleptocracy
A corrupt government where leaders exploit national resources and steal; rule by thieves. This often leads to widespread corruption and inequality.
7. Cyberocracy
A futuristic government where information technology and artificial intelligence play a central role in governance. Decisions are made based on data and algorithms.
8. Hologarchy
A decentralized government where power is distributed equally among all members of society. There is no central authority, and decisions are made collectively.
9. Ecocracy
A government that prioritizes ecological and environmental concerns above all else. Policies are designed to protect and sustain the natural world.
10. Psionocracy
A government ruled by individuals with psychic or mental powers. Leadership is determined by one's mental abilities and control over psychic forces.
11. Syndicracy
A government run by syndicates or groups of people with common interests, such as trade unions or professional associations. Power is distributed among various syndicates.
12. Cryptocracy
A secretive government where the true rulers are hidden from the public. The real power lies with a shadowy group that operates behind the scenes.
13. Technomancy
A blend of technology and magic, where the government is ruled by technomancers who use both technological and magical means to govern.
14. Animocracy
A government where animals or animal spirits play a central role in decision-making. This could involve druids or shamans who communicate with animal spirits.
15. Necrocracy
A government where the dead or undead hold power. This could involve necromancers who use their control over the dead to maintain order.
16. Elementocracy
A government where rulers are chosen based on their mastery of elemental forces (earth, water, fire, air). Each element might have its own representative or leader.
17. Dreamocracy
A society governed by those who can control or influence dreams. Decisions might be made in a dream realm, affecting the waking world.
18. Symbiocracy
A government where humans and another species (like elves, dwarves, or even sentient plants) share power equally. Cooperation and mutual benefit are key.
19. Chronocracy
A government where time manipulation is central. Leaders might be time travelers or have the ability to foresee future events and make decisions accordingly.
20. Shadow Council
A secretive group that rules from the shadows, with their identities unknown to the public. They might use spies and covert operations to maintain control.
21. Guildocracy
A government run by various guilds, each representing different trades or professions. Power is distributed among the guild leaders.
22. Arcane Senate
A council of powerful mages who govern based on their magical prowess and knowledge. Each member might represent a different school of magic.
23. Beastocracy
A society where intelligent beasts or mythical creatures hold power. This could include dragons, griffins, or other fantastical beings.
24. Celestocracy
A government ruled by celestial beings or those who claim divine right from the stars. Astrology and celestial events might influence decisions.
25. Labyrinthine Council
A government where the ruling council resides in a vast, ever-changing labyrinth. Only those who can navigate the maze can reach the leaders.
26. Mirrorocracy
A society where decisions are made by reflections or alternate versions of the leaders from parallel dimensions. This could involve magical mirrors or portals.
27. Puppetocracy
A government where the rulers are figureheads controlled by unseen puppet masters. The true power lies with those pulling the strings.
28. Songocracy
A society where music and song are central to governance. Leaders might be chosen based on their musical abilities, and laws are sung rather than written.
29. Crystal Dominion
A government where rulers derive their power from magical crystals. These crystals might grant various abilities or influence the land.
30. Ethereocracy
A government where spirits or ethereal beings hold sway. This could involve ghosts, ancestral spirits, or other supernatural entities.
31. Mercantocracy
A government ruled by merchants and traders. Economic policies are designed to maximize trade and commerce, with leaders often being the wealthiest traders.
32. Coinclave
A council of bankers and financiers who control the economy. Decisions are made to ensure financial stability and growth, with a focus on banking and investments.
33. Tradeguild Dominion
A realm where powerful trade guilds hold sway. Each guild represents a different industry, and they work together to regulate trade and industry standards.
34. Barterocracy
A society where barter and trade are the primary means of exchange. Leaders are chosen based on their ability to negotiate and manage resources effectively.
35. Resource Syndicate
A government where control is based on the management of natural resources. Leaders are experts in mining, agriculture, and resource distribution.
36. Artisan Assembly
A government led by master craftsmen and artisans. Economic policies focus on the production and trade of high-quality goods and craftsmanship.
37. Agrarian Council
A society governed by those who control agricultural production. Policies are centered around farming, food distribution, and sustainable agriculture.
38. Guilded Senate
A ruling body composed of representatives from various economic guilds. Each guild has a say in the governance based on their economic contributions.
39. Commodocracy
A government where power is based on the control of key commodities, such as gold, spices, or magical resources. Leaders are those who control these valuable goods.
40. Marketocracy
A society where the free market dictates governance. Leaders are chosen based on their success in the marketplace, and economic freedom is highly valued.
41. Tradewind Dominion
A government where trade routes and shipping lanes are the lifeblood of the economy. Leaders are often powerful ship captains or trade route managers.
42. Coincouncil
A council of wealthy individuals who use their resources to influence governance. Economic policies are designed to benefit the wealthy elite.
43. Craftocracy
A government where skilled artisans and craftsmen hold power. The economy is driven by the production and trade of artisanal goods.
44. Miner’s Syndicate
A society governed by those who control mining operations. Economic policies focus on the extraction and trade of minerals and precious metals.
45. Spice Dominion
A government where control of rare and valuable spices dictates power. Leaders are those who manage spice production and trade.
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The ask from our Twitch Chat was simple, "We want a hammer that we can heal people with by smacking them." Say no more.
Hammer of Healing
Weapon (light hammer), rare
“This hammer is made of a light metal material, etched with evocation runes similar to spells such as cure wounds and healing word. It bears the golden likeness of a deity of light on the hammer’s face.”
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Healing Strike. You can target an adjacent ally with this magic weapon and spend a hit dice to heal them with an attack, instead of dealing damage. Using your action, you heal your ally by striking them, roll damage as normal and add your hit dice to the total, and they recover that amount of hit points. No attack roll is required, unless they are unwilling to be healed.
Join us in Discord or on Twitch every Mon\Wed\Fri to create new D&D Homebrews like magic items, monsters, or subclasses. If you want to support Cloaks & Capes check out our Patreon for 671+ magic items, 14 monsters, 200+ tokens, maps, player options and more for just $3\month.
We add over 30 new items a month and 1+ monster a week.

Cloak of Smoke & Mirrors
Wondrous Item, rare
“This cloak is spun from a fine, silvered thread that absorbs light, rather than reflecting it. This gives the cloak a very dull, dark gray color. When the magic of the cloak is activated, it shines and shimmers with the light it has absorbed.”
While wearing this magic cloak you can cast the mirror image spell without expending a spell slot.
If you have not cast the mirror image spell since you finished your last long rest, wearing this magic cloak gives you a +5 bonus to Dexterity (Stealth) checks. Additionally, if you are in dim light or darkness, you can use a bonus action to turn invisible. The invisibility lasts for 1 hour, until you move, take another action, or take damage.
If you enjoy our content, please support our team of four on Patreon. Get access to over 700+ Magic Items, monsters, tokens, subclasses and more.