Random Loot Table

I consistently have players looting conquered foes, random strangers, ruined villages, etc.. And the truth is I almost NEVER know what they’re going to find. Usually I just spout some nonsense at the top of my head and it often ends up being dull, leaving my players less likely to look for items while adventuring in the future. I created this table to help give me a guideline for random loot, and it lets players feel lucky when they roll high and find something unexpected.

(Click Keep Reading below the image for more specific information and a text version of the chart at the bottom)

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There are lots of western medieval weapons in the Player’s Handbook, but not many from eastern cultures. I’ve made some stats for a few different types of weapons, to supplement that.

Some weapons on this list- most notably the Urumi- can take an extremely long time to learn, so not all characters will have proficiency with these weapons (even if they would otherwise have proficiency with all martial weapons)

Bard Week Master Post

Forgot to make a “master post” for bard week way back.

Making the Bard Feel Important - A guide to making a support character feel like they belong in your campaign

Musical Puzzles - Some examples of music-based puzzles for the bard to solve in your dungeon

Karest, the Storymaker - An encounter with a werewolf bard that makes up their own endings

New Bard Colleges - Four new subclasses for the bard including colleges of the ringing voice, of fables, of gambol, and of the worldspeaker

Magically Musical Equipment - New magic items for the bard

MADical Items! The Strongest Items you'll never want to touch.

[Read the original thread here.]

Beautybane Blade (by ArchRain)

Legendary Item +3 Longsword. Requires Attunement by a Druid, Ranger, Oath of the Ancients Paladin or Cleric of the Nature Domain. If ever attuned a Character can never gain further levels in the aforementioned class. The character gains the ability to cast the Cantrip Druidcraft, learning another cantrip from the Druid Spell list if they already possess it and gain the ability to cast the spell Shillelagh targeting only this weapon. When the blade is drawn the DM calculates and announces a +1 for every Acre of Grass or Flowers, 100 trees and population of animals equaling either 100 Creatures or two CR within immediate unaided view of the Character with a maximum of +5 from these features to attack rolls. Whenever an attack is made with this weapon one of the aforementioned features instantly dies and the bonus is reduced by one. When this weapon critically strikes the opponent can expend two uses of the Legendary Save feature or instantly die. After killing an enemy with this weapon all party members lose inspiration or go to -1 inspiration if they had none available and the user cannot cast spells from their attuned class’s spell list for the next week. Furthermore the DM randomly determines which prominent flower across the world instantly wilts and rots away.

Why it’s fucking horrible: It visibly blights the land around you, permanently destroys a beautiful lifeform and leaves anything that survives in a horrible depressed state. There are no cheers and applause when you strike down an enemy with this blade. Only the quiet sobbing of the Universe. Why it’s worth using: It’s overpowered, edgy and cinematic.

Umbral Stone (by ignoringImpossibru)

Wondrous item, very rare. Any creature that makes contact with the crystal surface is instantly transported to Shadowfell, as if affected by the plane shift spell. Any time this effect is triggered, roll 1d20. On a 1, this location becomes a permanent gate to the plane of Shadowfell, open only under a new moon at midnight.

If the Umbral Stone is fashioned into any sort of melee weapon, treat it as a +1 weapon of that type, and trigger it’s effect on hit.

Twilight’s Cut (by Bluesamurai33)

This +3 weapon visibly distorts the air around it with waves of magical energy, similar to heat rising off a hot surface. An intricate handle made of Black Wood inlaid with Obsidian and Cold Iron meets with an axe head formed from the metal of a fallen star and granted power from a long forgotten Archmage.

In order to attune, a memory of a person, place or thing must be voluntarily surrendered to the blade each day at sunset in order for the attunement to happen. The wielder cannot offer up memories formed while attuned to this weapon. These memories can never be restored by any form of magic. While attuned, the user is shielded from any magic or effect that would effect their mind. Anyone who witnesses this blade being used must roll a WIS Save DC 18 or forget the event entirely.

The blade deals an additional 2d12 Psychic damage on a hit, and the target must make an INT saving throw equal to the psychic damage dealt or be paralyzed until the end of their next turn. Any creature killed by this blade is erased from the knowledge of the planes. No magic, not even a Wish spell can cause anyone to ever remember the creature. Paintings of the creature are unmade, any writing about it is made unreadable by any means and any memories involving them alter to not include them. Even the wielder is left staring at an unknown corpse, with only the knowledge that it was killed by his/her hand, but the who, what, and why of it are lost for all time.

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Paladin Week: New Magic Items for Paladins in D&D 5e

image credit: Yanmo Zhang

Check out these new homebrew paladin-oriented magic items for D&D 5e!

Armor of Command

Magic Armor (any medium or heavy), Rare, requires attunement by a paladin or cleric

A set of +1 armor that shines dimly with divine light when it deflects a blow. A paladin or cleric attuned to the armor can use their Channel Divinity to cause the armor to shine brightly with divinity, calling to a creature to submit to its power. You may force a creature that can see and hear you within 80 ft. to make a CHA saving throw with a DC equal to your spell save DC. On a failed save, the creature drops to their knees and bows to you in submission until your next turn. Regardless of the result of the saving throw, the creature takes 2d8 psychic damage.

Belt of the Sacred Mount

Wondrous Item (waist), Rare, requires attunement by a paladin

A leather belt with plates of steel every few inches. The belt buckle depicts a golden horse’s head. When the wearer summons a creature with the Find Steed spell, the creature gains a bonus to attacks, damage, and AC equal to the wearer’s proficiency modifier.

Boots of Enmity

Wondrous Item (feet), Uncommon, requires attunement by an Oath of Vengeance Paladin

Boots that are of patterned reddish brown leather with steel toes that look like a hellish church gargoyle. An Oath of Vengeance paladin attuned to these boots may spend a bonus action to teleport to a space adjacent to a creature currently targeted by their Vow of Enmity ability, provided the creature is on the same plane of existence and within 60 ft. of the paladin.

Compelling Weapon

Magic Weapon (any martial), Uncommon, requires attunement by a paladin

A compelling weapon is gaudy and covered in fine metals and gems and is slightly larger than an average weapon of its type. It deals a bonus 2 psychic damage with each hit. When the weapon scores a critical hit, the weapon casts Compelled Duel on the creature hit. Creatures immune to the charmed condition are immune to this effect.

Corrupted Gauntlets

Magic Item (hands), Rare, requires attunement by a paladin

A set of iron and chain gauntlets with fingerplates that look like sharp dragon scales. It gleams with sickening iridescence. A paladin attuned to the gauntlets can make a melee spell attack against a creature. If the attack hits, the paladin may spend any number of points from their hit point pool for their Lay on Hands ability to deal an equal amount of necrotic damage to the creature touched. You may spend 5 points at once to poison the creature for 1 minute in addition to any damage you dealt. The creature can attempt a CON saving throw with a DC equal to your spell save DC to negate this effect.

Crown of Radiance

Magic Item (head), Rare, requires attunement by a paladin

A simple golden band studded with glowing orange gems that rests on one’s head at about forehead height. This item’s magic adds 10 ft. to the radius of your Aura of Courage, Aura of Protection, and Aura of Hate (if Oathbreaker paladin). This item also increases the radius of auras generated by spells such as Aura of Life, Aura of Purity, and Aura of Vitality.

Divine Storm Pauldrons

Magic Item (shoulders), Rare, requires attunement by a paladin

A set of heavy metal shoulder guards that have stylized lightning bolt motifs segmented by faux rope fashioned of bronze. You may spend an action to deal 8d6 lightning damage to all creatures you designate within a 30 ft. radius centered on you. Creatures that succeed at a DC 16 DEX saving throw take only half of this damage. Once you use this ability, you cannot use it again until you complete a long rest. In addition, your Aura of Courage, Aura of Protection, and Aura of Hate (if Oathbreaker paladin) are suppressed until you finish a long rest.

Gauntlets of Divine Shielding

Magic Item (hands), Rare, requires attunement by a paladin

A set of bronze gauntlets that are warm to the touch, and surround themselves in a sphere of white light when used. When the attuned paladin uses their Lay on Hands ability on a creature, they may instead grant them a shield that absorbs an amount of damage equal to three times the points spent for the Lay on Hands ability. This shield disappears once it has absorbed all of the hit points it can handle, or at the start of the paladin’s next turn.

Glove of Cowardice

Magic Item (hands), Uncommon, requires attunement by a paladin

A single silver gauntlet that has a relief of a face wracked in pain on the backhand plate; a depiction of a suffering sinner in the afterlife. A paladin attuned to the glove may spend 5 points from their hit point pool for their Lay on Hands ability and touch an adjacent creature. That creature must make a DC 14 WIS saving throw or become frightened of the paladin for 1d4+1 rounds. The creature may make a new save at the start of each of its turns to end this effect.

Greaves of the Mounting Heavens

Wondrous Item (feet), Rare, requires attunement

A pair of steel greaves with patterns representing the layers of the plane of Celestia. You gain a +4 bonus to skill checks and saving throws against spells, abilities, and other effects that would knock you prone.

Helm of the Smiting Glare

Wondrous Item (head), Rare, requires attunement by a paladin

This shiny bucket helm has etched lines emanating from the eye slits. Use your Channel Divinity as an action to fire a ray of energy from the helmet’s eye slits, dealing energy damage to a single creature within 60 ft. of you that you can see. The creature can make a DEX saving throw to halve this damage. The save DC is equal to your spell save DC. The damage dealt is based on your alignment (see below). The damage dice stack with one another for a total of 6d10 damage.

  • Evil: 3d10 necrotic damage.
  • Good: 3d10 radiant damage
  • Chaotic: 3d10 fire damage
  • Lawful: 3d10 cold damage.
  • Neutral: 3d10 force damage.

Lance of the Blessed Beast

Magic Weapon (lance), Very Rare, requires attunement by a paladin

A +1 lance that is fashioned to look like a giant, stylized unicorn’s horn. The hand guard is adorned with white horsehair. When the wielder of this weapon travels at least 20 feet straight toward a target before attacking that target with the lance, the weapon deals a bonus 2d8 radiant damage and the creature hit must make a DC 15 STR saving throw to resist being knocked prone. In addition, critical hits with the lance heal the wielder for 2d4 hit points.

Maul of Radiant Echoes

Magic Weapon (maul), Very Rare, requires attunement by a paladin

A heavy +1 maul that emanates pulsing waves of holy energy from its head. One end of the head is flat while the other is a mass of carefully overlapped metal triangles pointing away from the flat end. A paladin attuned to the maul uses their divine smite ability against a creature, up to one creature adjacent to their foe takes an amount of damage equal to half the damage dealt by their divine smite.

Medallion of Authority

Wondrous Item (neck), uncommon, requires attunement by a paladin or cleric

A gleaming medal that takes the form of a universal symbol of your deity and purpose. As such, it looks different for each person that attunes to it. You gain advantage on intimidation checks against creatures that are diametrically opposed to your alignment (lawful-good’s opposite is chaotic-evil, neutral-good’s opposite is neutral-evil, etc.), and gain advantage on persuasion checks against creatures that have the same alignment as you. If you have a true neutral alignment this item has no effect.

Savior’s Cape

Wondrous Item (back), uncommon, requires attunement by a paladin or cleric

This royal purple brocade cape is decorated with embroidered with the written beauty of the Celestial language in gold trimmed by floral embellishments. You may use your Channel Divinity as a reaction to instantly teleport a single willing ally you can see within 60 ft. of you to a space adjacent to you.

Shield of Divine Spellwarding

Magic Armor (shield), Very Rare, requires attunement by a 14th level paladin

A +1 kite shield of mirror-like platinum emblazoned with a holy symbol. The shield is embellished with a gold rim and tassels of golden thread. You may expend one use of your Cleansing Touch ability to cast Counterspell against a spell that would affect you or at least one ally within 10 ft. of you.


Found out about a closed down wicca store so I went and stocked up on reduced witchy loot. Gonna be using some of it to create little gift sets for my etsy store, so look out. But to be honest, a good amount of it is my for my personal stash of spells and potions. 🔮

Sword of Dungeons & Dragons

A new card for Magic the Gathering’s joke set Un-Stable is appearing at Hascon called the Sword of Dungeons & Dragons. As a fan of both nerd-things, I’m pretty excited. Let’s stat this martial monstrosity:

Sword of Dungeons & Dragons

Magic Weapon, legendary, requires attunement

The weapon is a +2 weapon that deals 1d4 bludgeoning, 1d4 slashing, and 1d4 piercing damage on-hit. The attuned creature is immune to poison damage and radiant damage while wielding the weapon. The weapon has 3 charges on it that replenish at dawn. A charge can be spent to add 1d20 poison or radiant damage to their next attack that hits. Once per week, the attuned creature can call forth a Young Gold Dragon under their command for 8 hours. The dragon arrives 10 minutes after it is called.

//I feel like the weapon is crazy but it touches on everything at least a little flavor-wise and it IS legendary so it’s not for low-level characters. The dragon can’t be used mid-combat most of the time so it’s hard to abuse it, and it’s only usable once every week so it feels more like a last resort. On the downside, it will slaughter almost any boss you throw at the players so hit hard if this item lands in your game. To make it a bit less powerful, I would suggest trimming the dragon’s time to 1 hour instead of 8 so they can’t rest or they lose the dragon.