DND Rewarding Homebrew Items


Player specific items:
·        Rapier of Severance:
o   Once every 3 turns you can use this Rapier’s special ability as an action and summon 1dX spectral rapiers behind you, each dealing 1d6. (Where X is your Mystic Level)
o   Throw an attack roll for each of these.
o   (Rolling a 1 for any of these just causes them to disappear)
o   (Rolling a 20 summons another one, and you must do another attack roll for it)
o   You can hit different enemies within range.
o   This weapon deals 1d6 + STR / DEX modifier + 2 spectral + 1 piercing
o   Using this ability costs 2 PSI points.
o   This ability can be used 3 times before requiring a long rest.

·        Shield of Prospectia:
o   Throwing this shield returns it back to you in an arc. Hitting with this shield deals a 1d8 + STR modifier, your shield can hit multiple enemies if thrown the right way. Special ability: Once every 5 turns, you can ram this shield into the ground, granting you and your Party-members +3 AC for 2 turns by unleashing a wall of light around you.
o   + 3 to hit.

·        Bow of the Blessed Daewa:
o   This weapon deals 1d8 + DEX + 2. (+2 to hit)
o   Arrows are created magically but can be dispelled.
o   Once, before rolling initiative, you may choose an elemental type. Your attacks deal that damage type and ignore resistance.
o   Special ability (once in a long rest): You may shoot at the floor beneath a creature. This magically causes 1dX arrows to shoot up from the ground in a 10m radius towards any creatures you decide within that circle.
o   (Where X is: (INT/WIS + DEX + Level) * 3) Do an attack roll for half of those.
o   Each of these Arrows deal 1 damage upon hit of that same elemental type.
o   This attack fails if the floor is indestructible

·        Artificer’s Die:
o   A large blue glowing cube hovers above your hand, granting you the ability to cast a second spell during your turn. For this, roll a d20. This ability fails should you roll a 1. You cannot equip any other weapons while using this.
o   This Artifact levels with you, granting a spell for your turn for every Level your character has, divided by 4.

·        Dagger of Multitude:
o   1d6 damage die. +2 additionally to hit.
Special ability: Throwing this dagger results in (2 + 1dX) clones appearing and launching into the same direction. (Where X is your INT/WIS modifier + Level)
Roll attack rolls for all. Each dagger deals 1d6 piercing with no additional modifiers. This ability can only be used once per combat. The Dagger must be picked up again. The clones disappear immediately upon dropping.

You may spend a turn to retrieve this dagger by calling to it. It will fly back into your hands.

The initial dagger ALWAYS hits its mark in a combat scenario if it was thrown.



Good Merchant’s Items/Divine Intervention:

Ring of Pelor:
Should you fail a saving throw of any kind (including a death save) you can choose to succeed instead once per long-rest. Special ability: Should the wearer die completely, he may instead be teleported to the closest friendly town. Using this ability destroys the ring and you lose 20 health permanently.

Ring of the Fighter:
Once, after a long rest, you can use Action Surge. This stacks on top of any additional Action Surge skill you might have.


Ring of the Mage:
Your spells deal +2 on top of their final damage calculation


Scroll of Duplication:
Roll a d20. Upon success, you may duplicate an object no larger than a 5 feet cube.

Ring of Luck:
Pay 2 Gold. Re-Roll any one die (once per Long-Rest)

Staff of Wind:
You slam this Staff into the floor and roll a d20. Roll a 10 or below and you create a gust of wind, able to push medium-sized creatures around. Roll above a 10 and you create a minor-tornado, capable of transporting even larger creatures around. This ability has a range of 40 feet and counts as an action.
This spell deals either (2d6 + 5) or (3d20) respectively. This staff breaks should you roll a 1.

Staff of Light:
Deals critical damage to shadow-based Creatures. Create a cone of light to banish those of sin near you. Deals 3d6 + 2 divine damage. This action is considered a spell.

Scimitar of Lunge:
When you attack with this weapon you may choose to add additional movement to your attack, lunging forward to a maximum of 5 meters. Deals 1d8 + 1d(for each meter travelled).

Stunning Ring:
While stunned or otherwise incapacitated, heal 3 per round.

Ring of Greatness:
Before you roll initiative, choose one damage type. You now take 2 damage less from this source for this combat scenario.

Ring of the Stone:
You take 1 less damage from all sources. If you wear more than one, you instead gain X less damage from all sources, where X is your CON modifier.

Whip of Inferno:
Deals 1d8 + DEX/STR. Range of 8 meters. +2 to hit.
Special ability (once per combat): Burn the target, adding + INT/WIS modifier on top of the damage you would deal on a damage throw. You create a line of fire towards the hit creature which builds into a ring around its feet in a 2m radius, burning anything on it for 1d4 + INT. This ability has no effect on a creature with fire immunity.

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