Dungeons and Dragons Homebrew

Hotlinks to all Tables: A complete list of every trinket table for quicker access compared to scrolling through the entire blog or sifting through the archive. This also functions as the easiest link to reblog or save for reference purposes as it’s updated with each new table. Now with 61 full d100 tables.

-Minor Magical Items: Semi useful magical objects (If not always useful to an adventurer) that have little to no drawbacks associated with their use and are perfect for low level characters.

-Minor Magic Items, 1    /   -Minor Magic Items, 2

-Unique Weapons: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Distinctive weapons that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.

-Unique Weapons, 1   /   -Unique Weapons, 2

-Unique Weapons, 3

-Masterwork Weapon Bonuses: A variety of weapon improvements, enhancements and modifications created though superior craftsmanship. These masterpieces are more powerful than ordinary weapons but in most cases would not be considered “magic” or “+1” weapons. 

-Masterwork Weapon Bonuses, 1

-Sealed Glass Vials: Faulty potions, weak elixirs, alchemical supplies, spell components, ritual elements, enchanting materials, crafting ingredients and magically preserved biological samples.

-Sealed Glass Vials, 1   /    -Sealed Glass Vials, 2

-Sealed Glass Vials, 3   /    -Sealed Glass Vials, 4

-Sealed Glass Vials, 5   /    -Sealed Glass Vials, 6

-Sealed Glass Vials, 7 

-Books: An eclectic library of dusty tomes, fictional textbooks, pocketbooks, paperbacks, hardcovers, booklets, leaflets and magical manuals.  

-Trinkets, Books, 1   /   -Trinkets, Books, 2 

-Trinkets, Books, 3

-Book Descriptions: A short list of quirks, physical descriptions and eccentricities to add additional personal characteristics to the book trinket list.  

-Book Descriptions, 1

-Trinkets, Rings: Enough rings and bands to wear three on every finger and toe while still having dozens to spare. These small circular pieces of gems, metal, wood or bone always add more to the story than the sum of their parts. 

-Trinkets, Rings, 1

Trinkets, Necklaces: Pendants, amulets, lockets, chokers and other “Neck Slot” jewelry that grant an immediate glance into the bearer’s personality, wealth, rank or social class and often serves as an iconic part of that character’s look. While a locked metal torque can instantly mark the bearer a penniless slave and a string of lustrous pearls mark their owner a flauntingly wealthy noble, so can an adventurer’s necklace mark them as a creature to bestow quests upon.

-Trinkets, Necklaces, 1

-Trinkets, Valuable: More useful than regular trinkets, these items have either a clear purpose, a reliable ability or are made from a fairly costly material.  

-Trinkets, Valuable, 1   /   -Trinkets, Valuable, 2 

-Trinkets, Valuable, 3   /   -Trinkets, Valuable, 4

-Trinkets, Valuable, 5   /   -Trinkets, Valuable, 6

-Trinkets, Valuable, 7

-Trinkets: Interesting baubles or semi magical items that have little to no practical in game or mechanical use for an adventurer.

-Trinkets, First

-Trinkets, 1   /   -Trinkets, 2   /   -Trinkets, 3

-Trinkets, 4   /   -Trinkets, 5   /   -Trinkets, 6

-Trinkets, 7   /   -Trinkets, 8   /   -Trinkets, 9

-Trinkets, 10   /   -Trinkets, 11   /   -Trinkets, 12

-Trinkets, 13   /   -Trinkets, 14   /   -Trinkets, 15

-Trinkets, 16   /   -Trinkets, 17   /   -Trinkets, 18

-Trinkets, 19   /   -Trinkets, 20   /   -Trinkets, 21 

-Trinkets, 22   /   -Trinkets, 23   /   -Trinkets, 24

-Trinkets, 25   /   -Trinkets, 26   /   -Trinkets, 27 

-Trinkets, Worthless: Vaguely interesting garbage, vendor trash and junk loot. Not magical or mysterious like regular trinkets or worth anything more than a copper piece or two even if you could find someone to buy it in the first place.

-Trinkets, Worthless, 1   /   -Trinkets, Worthless, 2 

-Trinkets, Worthless, 3   /   -Trinkets, Worthless, 4

-Trinkets, Worthless, 5   /   -Trinkets, Worthless, 6

-Trinkets, Worthless, 7   /   -Trinkets, Worthless, 8

-Trinkets, Worthless, 9

-All Reference Tables: When a trinket calls for a Random Weapon, Random Color or Random Godly Domain and you can’t think of one offhand, just go here and either roll a die or select one of your own choosing.

—Keep reading for all reference tables.

Keep reading

Hangman Golem
Large construct, unaligned
Armor Class 16 (natural armor)
Hit Points 171 (18d10 + 72)
Speed 30 ft.
Str 22, Dex 14, Con 19, Int 3, Wis 11, Cha 5
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks not made of adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft. passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 13 (10000 XP)
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.

Multiattack. The golem uses Strangle. It then makes two slam attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 20 ft., one creature. Hit: 15 (2d8+6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). The golem can have up to four creatures grappled by it at any one time.
Strangle. The golem deals 24 (4d8+6) bludgeoning damage to each creature grappled by it.
Rope Whirlwind (Recharge 6). The golem makes one slam attack against each creature it can reach.
Unravel (1/Day). The golem unravels into a tangle of rope that fills a 10-foot by 10-foot space. While in this form, the golem cannot attack or move, is immune to psychic damage, and regains 10 hit points at the start of each of its turns. The golem can reassume its normal form as an action.

Standing almost twice the height of a normal human, hangman golems are composed almost entirely of rope. They cannot speak, but acknowledge their master’s commands with the twisting of its ropes. It rustles constantly as it moves and its ropes slide over each other. It is roughly human-shaped, with two glowing white eyes where its head would be. These disappear temporarily when it discorporates into a pile of rope. These creatures are often encountered as such: harmless, inert piles of rope, which animate when the characters are not looking. Hangman golems are often used as assassins or guardians by spellcasters; in the latter capacity they can grapple opponents to keep them from engaging a spellcaster in melee combat. 

Originally from the Monster Manual III.  If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.

Wondrous item, legendary (requires attunement)

The faerenders are a large pair of scissors that can be wielded as a weapon. As a weapon, the scissors have the heavy and two-handed property, deal 2d6 slashing damage, and you gain a +3 bonus to attack and damage rolls made with them.

As an action, the faerenders can be split into two +1 shortswords or recombined back into scissors. While being wielded as scissors, the faerenders has 20 charges for the following effects. The scissors regain 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the scissors split into sword form, retaining its +1 bonus to attack and damage rolls but losing all other properties for one week. On a 20, the scissors regain 1d8 + 2 charges.

Rend. When you hit with a melee attack with the scissors, you can expend 1 charge to deal an additional 1d6 psychic damage to the target. If the target is fey, the attack deals an additional 2d6 psychic damage.

Banish. When you hit a fey with a melee attack with the scissors, you can expend 4 charges to cast banishment on it (spell save DC 18).

Ward. While you are holding these scissors, you can use an action to expend 1 charge to cast protection from evil and good on yourself. When the spell is cast in this way, you can only be protected from fey.

Gate. While you are holding these scissors, you can use an action to expend 10 charges to cast the gate spell. When the spell is cast in this way, it can only go to a location in the Feywild or target a fey creature to pull through it. Additionally, planar rulers cannot prevent this portal from being created.

Ancient tales tell of a powerful item forged long ago by a master smith and enchanted by a powerful wizard. The Faerenders, as they are known, are a large pair of scissors composed of two magically connected blades that, when joined, create a magical force that make faerie everywhere shiver in terror.

Legends tell that the Faerenders were originally used to lay low a powerful archfey–their name now lost to the ages–that had been meddling in the affairs of mortal folk for centuries before their demise. Since that day, be it by its wielder or by other archfey fearing for their lives, the blades of the Faerenders have beem separated and hidden, their locations undocumented and yet to be discovered by even the oldest scholars and the most powerful divination magics.

While lost to history now, its existence has acted as a deterrence to the faerie folk for as long as folk alive can remember. A warning not to overstep their bounds lest the hallowed blades be reunited once more.


So after a month or so since i published my Hagspawn Player Character Race on DMGuild i want to make it freely available on my blog as well!

Edit: I accentaly posted this on my private blog - if you want to see more D&D stuff you can find my homebrew blog here!

Art by @mistercrowbar

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tfw your dm gives your paladin a distressing vision and immediately chucks him into a deadly midnight skirmish. Thanks for that.

(before you grammar nerds freak out: there were three people in this room. Hence Gallen’s “Both of you get up!”. With the panels I chose I didn’t get to show Rovallus getting jump scared. Sorry buddy.) 

Trinkets, Valuable, 7: More useful than simple baubles touched mystery, these items have either a clear purpose, a reliable ability or are made from a fairly costly material. The items could fetch fair prices to collectors of the strange, jewelers, antique or art dealers or simply to barter with if the owner is short on actual currency.
  1. An ebony calligraphy pen topped with a single, brightly polished ruby.
  2. A small, silver bell with an ebony inlay depicting a picture of Death himself. When rung, the bearer is overcome with terrible chest pains that feel like those associated with a heart attack.
  3. A large tin canister filled with dozens of yellow, ginger flavoured lozenges. A creature who eats a lozenge becomes immune to the negative effects of seasickness and any loss of balance commonly attributed to travel by boat for the next eight hours. The canister’s label proclaims in large bold font that the contents are “Landlubber’s Lozenges” and that they were originally created by a kindly ship captain who pitied his seasick passengers.
  4. A silver stake that was baptized in holy water to cool after forging and is far superior to its wooden counterpart for the purposes of slaying vampires.
  5. A marble sized cube made of carved willow. When placed by a body of fresh water, it takes root and grows over the course of a minute to become a bench large enough to comfortably sit two adult humans. Grabbing it by the rear left leg will instantly return it to its cube form.
  6. A leather wallet stamped with the symbol of a kite shield, that contains a full set of certified identification papers denoting that the bearer is an officer of the law (Peace officer, guard, sheriff, etc) in the local kingdom. The section containing the officer’s physical description (Height, weight, sex, race, eye, skin and hair colour) is completely blank and could be filled in by anyone with half decent handwriting.
  7. A tiny pocket watch of gnomish make. The entire pocket watch, gears included, are made of various types of wood. It is unclear how it is powered but the time is always accurate.
  8. A durable comb crafted from a red dragon’s scale, that quickly dries any hair it passes through.
  9. Golden Gold-Leaf Leaf: An intricate golden oak leaf cast in gold and covered in thin gold-leaf. It may be the most redundant object you’ve ever seen but you hesitate to leaf it behind.
  10. Braggart’s Sheath: A sheath made of a myriad number of adjustable metal and leather straps that can be dismantled and reassembled in order to fit any one or two handed weapon. A weapon stored in the sheath for an hour or more develops a number of patterned notches on it equal to the number of creatures the weapon has landing killing blows upon. These notches do not affect the weapon’s integrity in any way and fade one hour after the weapon is unsheathed.

—Keep reading for 90 more trinkets.

Keep reading

Vampires of Darkest Dungeon in D&D

Halloween draws near! And with it moving towards the high-time for all things horror, I felt now would be an appropriate time for some homebrew for another of my favourite games that I hadn’t yet touched: Darkest Dungeon. Specifically, the Crimson Court. It just so happens that I started running a campaign with the  Curse of Strahd module a few months before the Crimson Court DLC was released, which makes me wish I had waited! Replacing bats with mosquitoes as a base for vampires has quickly become my favourite take on the gothic, bloodsucking creatures, so I’ve designed D&D rules for a few horrors of the Crimson Court so that you can use them in your own games!


I prototyped the designs that would serve as a base for the other bloodsuckers with the Manservant, which took inspiration from the rules of lycanthropes and stirges (D&D’s classic little bloodsucker), which I worked on while comparing with the wiki for Darkest Dungeon, so that I could best mirror its stats in D&D.


With the esquire, one of the first larger vampires characters come across in the Crimson Court, I wanted to put it at an appropriate CR, and 3 seemed the one to go with. To put it at the right hit points and damage output, I created it in a way that it could use different tactical options in combat, such as the duelling weapons (rapier and pistol) in thirsty form, then a more violent close combat selection in bloodlust form.


I felt that to best represent their role in the court, and to mirror the theme of in-game abilities, I wanted the courtesan in thirsty form to have access to some bard spells. 


For the crocodilian, infamous for its sudden rise in power compared to other monsters of the Crimson Court, I naturally used the stats for the giant crocodile as a base. Apex Predator was inspired by the rogue’s sneak attack ability, which I then modified so as to better suit a lurking predator. Swarming Corruption was designed to provide an opportunity for the crocodilian to benefit from its Apex Predator ability, and took mechanical inspiration from the spell Insect Plague, from which I changed light obscuration to very short-term blindness effect to allow an opportunity for the additional damage from Apex Predator.

Although this is my first Darkest Dungeon D&D homebrew, expect more to come in the future. When I’ve posted more, you’ll be able to find it in my Darkest Dungeon tag. In the meantime, look out for more sinister stuff that I’ll be posting throughout the rest of October!


So I’ve been toying with this idea for a while and now I’ve finally gone ahead and made Taliesin Jaffe (pronounced Ta-LIE-a-sin Ja-fey) into a warlock patron.
While the backstory elements that mention The Storyteller are specific to Exandria, that can be switched out for simply making him a very old archfey with no consequence.
Have fun with him and using him as your patron.

tfw ur taking notes during what seems like a chill session of D&D and predicting what your character is gonna do next until ur DM whips out one of the big boys

Why is it that in almost every D&D group I’m in, SOMEONE wants to have a joke character. And no, I don’t mean like a choatic neutral bard or something, I mean a goddamn chicken. You wanna be a fucking chicken??? A CHICKEN???


So no, I don’t really mind bards.


Pix! A race of Small humanoids from the Feywild that exist sparingly in my campaign and could exist everywhere in yours! I love small player characters and I think that there is a lot of roleplay ability for a race of fairy like creatures. I also wanted to make a race that more adequately fit into being a Bard, because I feel that so few of them do.

Anyway, there you have it! Also, I will be making a Ko-Fi soon and anybody who wants to can send me some money for the work I put into these homebrews. The content will never be behind a pay wall, because I do this for fun and because I love it, but some extra cash never hurt anyone. 

As always feel free to use in your game and for your setting and if you do, and feel like it, let me know how you like it and how it goes!

Destroy the idea that good DMs should be trying to make the PCs lives miserable. Good DMs facilitate good stories. It’s not about control and setting up every encounter so that there’s like an 80% chance of everyone dying. It’s about making sure everyone, including yourself, is having a good time and if you can’t have a good time without ruining the fun of others, you shouldn’t be DMing (If your players consent to really high-stakes gameplay though, more power to you).


“Rats. We’re Rats. We’re the Rats. We prey at night. We stalk at night. We’re the Rats.” 

On each plane of existence, there exists one great Rat who rules over all other rats on that plane. This Rat is known as The Giant Rat That Makes All of the Rules. There is always one of these Rats on each plane at any given time and when it dies, a new one takes its place. The Rat doesn’t posses any extraordinary or supernatural abilities besides the ability to speak Common. Despite this, all other rats follow its commands. 

This Rat is known for getting into trouble. Whenever it spots an opportunity to disrupt some plan or cause mischief, it takes it.

(Based on this great video

(version 2)

I have a soft spot for orcs and elves, and that soft spot is called my vagina.
—  Tiefling paladin