User:Jb2002
- Self made contributions (with help from others)
- Bone Read (5e Spell)
- Lone soldier (5e Background)
- Attract Object (5e Spell) thanks for the editing endermage77!
- Spell Mine (5e Spell)
New ideas (feel free to express opinions of the ideas in its own section)[edit]
- Vapour cloud (5e spell):
Level 1 conjuration spell. A cloud of cloudy vapour appears at a point within 30ft. the cloud is sized 20x20ft cube. creatures that move into it through the cloud feel a spitting rain from the cloud touch them as they go. This cloud blocks line of sight from anyone making a ranged attack. This spell lasts for up to ten minutes and can be ended with an action to dismiss it. (Think of this spell as a wet cloud that makes anything in it drizzled with harmless rain).
- Spell considerations:
- Make ritual as an option or make it Cantrip?
- Keep it harmless! Its a harmless cloud.
- Flare sphere (5e spell):
Cantrip conjuration. You point your finger at a point you can see. A finger sized ball of light shoots out to that point. The ball projects bright light for up to 60ft. Make a ranged spell attack on any creature in the point you chose. On a hit, the sphere hits the creature and deals 1d8 fire damage. The flare dissaprars after five minutes or it hits a creature.
- Circle of loyalty (5e spell)
4th level abjuration You create a barely visible 30ft sphered ward that is centred on a point you can see within 15ft of you. You then tell the Dm any number targets of this spell. Any creature that is targeted Is able to enter this warded zone with no hinderence. All creatures that are not targeted are not able to enter the warded zone. At any point, those targets can change with a bonus action. The only difference being that the same number of targets made originally must be the same amount and cannot be less or more. If this is not possible, the spell ends. This spell lasts for 5 minutes.
- Spell considerations:
- Alignment based ward (nothing of evil alignment can enter the ward for example).
- What happens when a creature that is In warded zone suddenly Is not the target?
Dragonclaw (5e equipment):[edit]
(Legendary longsword, requires attunement) Treat this longsword as doing 2d10 slashing damage two handed and 2d8 on one handed. (This needs to be balanced). This blade was forged by the blacksmiths of dragonreach, a one of a kind weapon that was given as the dragoncallers weapon of choice. The blade originated from the country sized city called Orinscar; A place where all the coloured dragons resided and were at peace with each other, no matter what their ideals was. This blade is a Longsword that Has dragon wings on the hilt, a single blood drop forming the centre point of the wings. The blade has a glowing part along the blades slanted side. The blade is sentient and while being held, it can project future actions into the users mind as well as colours that it can change at will to copy the blades colour they it can change to emphasise emotions using colours on the users edges of their eyesight. This colour is projected from the blade and glows for 15ft around the blade. The blade can see through time, but it only projects what it wants you to do rather than help you win. This blade has a high calling and refuses to share that fate with the user until it's happened.
- The blades fate:
This blade has a fate it knows but can't do it without the users cooperation. If the user is given something to do and they choose not to, the blade will punish the user for keeping the blade from getting it's destiny fulfilled. When the character takes a long or short rest, roll on the blade punishments table:
Die roll | Effect |
---|---|
1 | mind attack: this blade deals 2d12 psychic damage as the blade wracks your mind with pain, the vision red with anger. |
2 | Possession: you must make a DC 18 constitution saving throw or become possessed by the blade for 24 hours. the blade is in control of you and you are considered unconscious but the blade gets full control of the body. during this time the blade will try and undo what you did wrong in the first place. |
3 | Mind warp: You must must succeed a DC 18 constitution saving throw or be affected by a suggest spell that the blade resonates into your head. This spell will allow the blade to get what it wants next time It wants you to do something. |
4 | fatigue: until you take a long rest, you get disadvantage on attack throws and saving throws. |
5 | Envision: The creature gets a brief vision of what the blades past of it being forged in Orinscar. |
6 | effect here. |
7 | effect here. |
8 | effect here. |
Traps:[edit]
- The burning hand trap
This trap consists of a hole in the wall where a carving of a snake hangs above and stretched out a half foot in the open space. the hole extends for 2ft. where a hole is at the top at the end of the hole. A repository of acid is stored and refilled by magical means. Next to the hole is a wall with dwarfish runes on it: The snake despised unwanted visitors. The only way to allow free passe is to Trust ones fellow man to a deadly bite. only then can then can the snakes bite recede and allow you entry.
If someone puts their hand in all the way, their hand Is held by a magical ward that can't be dispelled. It can't be pulled out at all unless the trapped creature succeeds a DC 28 strength check. As soon as the hand is held, a hidden door 10ft away grinds closed, cutting the trapped person into a 10x10ft room. The others are stuck in a 10x30ft long room. Upon the door closing, the acid will begin to drip onto the trapped creatures hand, dealing a D4 acid damage at first and adds an additional D4 every 12 seconds of real time to the players. On the side that the trapped player sees has some more dwarvish runes but for his side:
How does it feel? To be trapped...like a rat?. The runes are obviously taunting this player, but to no harm.
On the other side where the other creatures are they see another set of dwarvish runes: I have no lock, key or hole, yet can be opened once but can't be closed again. One time breathing, another not. Only time determines if a first breath happens or never. The answer is an egg. If they say the answer, the acid stops and the door seperating then opens and the exit door opens as well. The damage that has been done on the hand heals fully the next day but till then, the hand is burned off to the home. assuming they answered correctly it will be healed back.
- Fire, oil and bear trap:
This trap consists of a flooded underground place that is riddled with several bear traps that once triggered, cut a attached rope that drops a torch that starts to set the oil on fire. The bear trap deals 3d10 piercing damage and they are restrained by it until it's destroyed or prayed open with a successful DC 19 strength check. The fire moves at 5ft per round and deals 3d6 fire damage if in contact with it.
Encounters:[edit]
Challenge feats:[edit]
Challenge feats are something I thought would be a good way to make a game more in depth and more challenging with the characters feats. You get as many of these feats as you wish, trading a negative for a positive effect. These feats can't be gained when you level up. They are chosen at character creation. If a player adopts a roleplaying issue like becoming a drunk because of a event that happened in the campaign, consider only giving them the negative side for a month before they can get the positive of this feat (if it gives a buff of some kind, either ignore that or wait till a fairly reasonable amount of time has passed before considering the positive buff to the player. They don't learn the good side of these bad habits after all!). Sometimes, at GM discretion, they can say that the positive effects don't exist prior to considering this new mechanic.
- Feats options
- Drunk
For those that want to be the guy passed out in the corner. Requirement: DMs discretion. Negative effect: You always get into trouble of some sort with others after having a single tankard of alcohol (roleplaying effect). Positive effect. Your strength or constitution gets increased by 1 (this cannot take you above 17).
- Weak Mentality
Requirement. Either intelligence or charisma to be below 10 (other stat can't be 14+). Negative effect. You take disadvantage on all fear based checks or saves. Also, you are frightened for double a conditions duration period. Positive effect. Add 1 to your Dexterity score (cannot exceed 17).
- hesitant
You tend to overthink the simplicity of killing anything. What about its family? Requirement. Charisma of 11 or less. Negative effect. If you would make an attack, you must pass a charisma saving throw of 10 + any negative modifier to your intelligence, wisdom and charisma ability score modifiers. On a fail, the attack is lost. Positive effect. You gain proficency on insight.
- Chatterbox
"No, just stop!!!" Requirement. Have a modifier in charisma. Negative effect. You always talk for more than 6 seconds (one round). You get disadvantage to all persuasion checks. Positive effect. If you try to intimidate someone with your long speech and the creatures charisma is less than 12, you get advantage to the roll.
- Restless
For all those nightmares that can never give your character a break. Requirement. GM discretion. Negative effect. You only take half HP recovery and for the First hour of finishing a rest, you are fatigued. Positive effect. You can once per long rest, gain advantage to a perception check. Your passive perception is modified by one.
- Deaf
"What?" Requirement. Dm discretion Negative effect. Deaf permanently. Positive effect. Advantage on vision based perception checks. Plus one to passive perception.
- Retarded
Duhhh Requirement. Negative or null modifier in intelligence. Negative effect. Minus d3 to intelligence score. Positive effect. You have advantage against being persuaded or intimidated.
- Gullible
Look up, it says gullible Requirement. Have 10 or less in charisma. Negative effect. You get disadvantage on insight checks on being told about something and wether a person is lying or not. Positive effect. Plus one to persuasion checks.
- Vegetarian
Murdering stuff still. Requirement. 10 or more constitution. Negative effect. You can't willingly eat meat. If you do, you must make a DC 15 constitution saving throw or become poisoned for 24 hours. This die roll is made after finishing a long or third subsequent short rest. This condition is not able to be removed other than a wish spell or the deck of many things or something of similar power. Positive effect. You get advantage to any survival check you make revolving around food from plants.
- Jittery
Requirement: Dm discretion. Negative effect. Minus D4 to sleight of hand checks. Positive effect. Once per short or long rest, you can gain advantage to any Dexterity related check that revolves using hands. Also, you get advantage to all tool use checks.
- Nimble
Requirement: Constitution to be 12 or less and Dexterity or strength to be 14 or more. Negative effect. Your carrying capacity is halved. Positive effect. Choose one:
- Plus your Dexterity score by one and increase your speed by 5ft.
- Add your strength by 1 and once per rest you can stand up without using your speed.
- Scared Of Heights
"I'm not jumping that" Requirement: None. Negative Effect: You are scared of heights and won't willingly jump anything heigher than 15ft high.
- Scared of death
"I'm not risking my hand getting cut off!"
Requirement: none. Negative Effect: You must succeed a DC 15 charisma saving throw or lose the ability to attack this rounds.
- Scrooge
No ghost visits me from 6pm!. Requirement: None. Negative Effect: Hate Christmas with a passion.
- Chaotic nature
"I will help only if I care". Requirement: Chaotic alignment. negative Effect: Everything you do is unpredictable and is random with almost no true motive (roleplaying effect). Positive Effect: Creatures have disadvantage on insight checks or persuasion checks made against you.
- Uninteresting
"I don't care about what you have to say!" Requirement: Negative Charisma score modifier. Negative Effect: Disadvantage on persuasion checks. Positive Effect: +D4 to stealth checks involving you in a crowded area or in a room with more than 10 people.
<Feat template>
- Feat name here
related quote here Requirement: (requirement here) Negative Effect: (effect here) Positive Effect: (effect here)
- Doer
shoot first, ask later Requirement: A negative modifier in insight Negative Effect: you always do stuff without thinking (roleplaying effect). Positive Effect: Add a D6 to your initiative rolls.
- Clumsy
"Don't drop it!" Requirement: Negative modifier in Dexterity. Negative Effect: When you try to pick up or put down an object, you must succeed a DC 10 Dex save or the object falls to the floor.
Epic blessing/feat:[edit]
- Dead doors click
Once per month, you may spend an action to use this feat. The players senses become extremely heightened and can hear things that are up to 120ft away as though they were right next to you. You can also hear the sounds of a door opening, the tweet of a bird or a single footstep easily. this feat lasts for up to three minutes. Your passive perception or perception checks automatically pass as though you rolled a crit.
- Master of war:
Once per long rest; you gain a D10 to use on any manuver you wish, even though you do not possess that manuver.
- Indomitable mind:
You cannot be frightened by anything revolving around fear inducing effects. If you are frightened somehow, even though the above applies, the effect lasts for half the duration.
Deck of many things varient magic item:[edit]
Roll a D100 and consult the below table:
1. | Sun You gain resistance to fire damage. |
2. | Star You gain enough xp to level up. |
3. | Monk Your alignment is flipped to its opposite. (Chaotic will go to neutral and evil will be good for example). |
4. | Priest Any and all magic items, weapons, illnesses or conditions on the drawers person are removed/Disenchanted. |
5. | Cleric The drawer can have anything they have on them to become infused with this cards power. The object now gives off a 20ft. of bright light and when it hits a creature that is undead, fiend or demonic it does an additional D10 of radiant damage. |
6. | Fool All the gold you have on you disappears immediately. You also can't level up till another creature would level up. (Xp rules apply). |
7. | Ear You are permanently deaf. Only a wish spell it divine intervention can undo this. |
8. | Eye You are permanently blind. Only a wish or divine intervention can undo this. |
9. | Wind You permenantly do not lose your moving distance from difficult terrain. |
10. | Wizard You gain a wonderous, rare or higher magical item chosen by the DM. |
11. | Barbarian Until this effect is undone by a wish spell, the drawer must spend its action, bonus action or reaction to make an attack on someone each turnnif able, and makes their movement contribute to the attack. |
12. | Scar You lose a random limb chosen by the DM. |
13. | Flag You gain ownership of a small keep somewhere in the drawers region. This place is in a well hidden and undiscovered area. The drawer then gains knowledge of the whereabouts of said keep. |
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