My DND Homebrew "Dark" Shop items



Dark Edition:
Ring of Harm:
Anytime you make a damage roll, you may take 10 damage which is not temporary health. Add +2 necrotic damage to your roll.
(Price: -2 ability score + 3G, or 10G)

Bow of Critical Error:
Anytime you make an attack you may choose to crit. Should you do this, you lose 1 constitution score permanently. Deals 1d8 + DEX or STR modifier + 2 piercing.
(Price: -5 collective ability score + 5G, or 35G)

Sword of Vicious Returns:
Once every combat you may do this as a bonus action: Deal crit-damage to yourself using this weapon and your STR modifier, then, deal its max normal damage to an enemy in melee range that is affected by it. You may add your STR modifier each time.
(Price: -3 collective ability score + 5G, or 50G)

Ring of Invalid Movement:
Once before a long-rest you may choose to teleport to a visible place as a bonus action. You lose 5 health for every 1 meter travelled. The max distance you can teleport is 25 meters.
(Price: -5 collective ability score + 20G, or 75G)

Ring of Blood Dashing:
While in combat, you lose 5 health every turn. Gain the bonus action of Dashing at the end of every turn and double your movement speed. This ring cannot be taken off while in combat. You cannot die from this effect, only HP = 0.
(Price: -1 ability score + 7G, or 20G)


Sceptre of the Damned:
A silvery, pointy weapon that seems to be a combination of a club and a rapier. It deals 1d6 + Xd6
(X = 1 for every soul contained) In order to contain a soul you must land a killing blow with it on a creature with an INT stat of at least 8. Using this weapon to obtain souls shifts the character’s alignment slowly towards Neutral Evil. (1 alignment downgrade for every 5 souls)
(Price: -2 ability score + 5G, or 20G)

Ring of Torture:
Every turn, take x fire damage. The amount of damage you take starts at 1 and doubles each turn. You gain every elemental resistance as well as against slashing, piercing and bludgeoning damage.
This Ring cannot be taken off while in combat. Your character cannot die from the damage and is merely knocked out once he reaches 0 due to this effect. This effect cannot be dispelled.
(Price: -10 collective ability score, -5 collective ability score + 15G, or 100G)


Ring of Resourcefulness:
You may give your up life energy to create a small army.
Cutting off your body parts while wearing this ring automatically casts “Animate Object” onto it, becoming your slave for the duration. The type of slave depends on the size of your body part. Its health is equal to half of the initial damage you took when cutting off your parts. The slaves listen to your commands and you control them during their turns. They always go last and deal 1d4 + (2 * size of body part in feet) necrotic damage on each attack. Your wounds cannot be patched up until your slaves disperse and you take bleeding damage every round, but your HP can be healed.
You can prepare this ability before a combat scenario.
The slave can be as small as a finger and as large as a leg. Using this ability shifts your alignment to chaotic.
(Price: -3 ability score + 10G, or 25G)

Contract of Irritancy:
You may gain a permanent -3 to any ability score. Add +1 to another score of your choice.
The terms of this contract are written and readable in any language. Using this contract burns it up.
(Price: -2 ability score + 3G, or 10G)


Contract of the Wealthy:
You re-roll your ability scores using the 4d6 system. You must subtract 8 altogether, permanently.
You gain 50G
The contents of this contract are identified once purchased. Using this contract burns it up.
Should this contract be used by the same person another time, they subtract 2 more from their ability scores.
(Price: -1 ability score + 5g + take 10 necrotic damage)

Contract of the Vizier:
You may carefully ask one question which will be answered truthfully. The contents of this contract are identified once purchased. Using this contract burns it up.
(Price: -5 ability score + 30G, or 200G)

Seal of the Slavekeeper:
You instantly persuade the next creature you encounter, which is level 2 or below, to become your slave, no questions asked. Upon use, the seal is used up and disappears. This shifts your alignment to chaotic.
(Price: -3 ability score + 10G, or 50G)


Contract of Devious Enchanting:
You may enchant one of your weapons on the spot, even if it already has been enchanted. (The DM will choose a fitting enchantment) You may pick either Damage or Effect.
The contents of this contract are identified once purchased. Using this contract burns it up.
(Price: -3 collective ability score + 10G, or 50G)

Contract of Reclassification:
You may give up 2 of any of your class-levels in any combination. Gain 1 level in another class, regardless of your ability scores. The contents of this contract are identified once purchased. Using this contract burns it up.
(Price: -1 ability score + 10G, or 50G)

Contract of Acceptance:
You permanently give up 15 HP. You may add +2 to any two different ability modifiers except CON. The contents of this contract are identified once purchased. Using this contract burns it up.
(Price: -2 ability score + 5G, or 10G)

Reaper’s Note:
A piece of paper with enough space for a single name. Writing the full name of a non-divine creature deals 100 necrotic damage to it. This effect cannot be repeated on the same creature no matter what.
Using it burns it to ashes.
(Price: -5 collective ability score + 20G, or 75G)

Payment for giving description of a purchased item: (Price: -1 ability score + 2G, or 5G)

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