Loot

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)

Keep reading

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

Canned Laughter

Rare Magical Item

By appearance, an unassuming cylinder of thin, gnome-pressed tin, sealed at both ends. It’s quite light and feels empty. However, when pierced with the point of a dagger, the cannister releases the sound of a gale of laughter from the studio audience- Sorry, the Gods I should say.

Usable only once, the laughter lasts for 1d4 turns. Causes disadvantage on stealth checks while active and draws the attention of creatures within earshot.

Cleric Week: New Magic Items

image: Sarira Reliquary, Daegu National Museum, Korea

Here is a collection of D&D 5e homebrew magic items designed with clerics in mind. Many can be used by non-clerics, especially the ones simply inspired by the core pantheon of Dungeons & Dragons deities. Hope you enjoy them!

+1 Holy Symbol

Wondrous Item, Rare, Requires attunement by a cleric

A cleric attuned to this holy symbol that uses it as their spellcasting focus has +1 to their spell attacks and deals +1 damage with their damaging spells.

Goblet of Purity

Wondrous Item, Rare, Requires attunement by a cleric

A cleric attuned to the goblet can bless water poured into it. Water blessed in this way becomes free of disease and becomes crystal clear. Creatures drinking from the goblet are cured of all diseases ailing them.

Blessed Tidestar

Morningstar, Rare, Requires attunement by a cleric

This morningstar is coated in holy water, which flows constantly and magically from coral-like patterns in the head of the weapon down to the spiraling conical spikes adorning it. The holy water does not drip unless swung, and holy water spilled from it disappears where it lands. The weapon deals an additional 1d4 acid damage to undead and fiends, even ones that might be normally immune or resistant to acid damage.

Censor of Divinity

Wondrous Item, Uncommon, Requires attunement by a cleric

Once per day, when incense is burned in the censor and waved about, the cleric can increase the DC of one of their Channel Divinity abilities by 1.

Incense of Peaceful Rest

Wondrous Item, Common

Creatures resting within 60 ft. while this incense burns may heal one hit die in addition to any hit dice spent to heal themselves.

Prayer Beads of Recall

Wondrous Item, Uncommon, Requires attunement by a cleric

As you pray to your deity and run these beads through your fingers, you can teleport yourself and up to 9 allies to the nearest temple of your deity over the course of 1 minute. This ability works once before the beads disappear in a silent flicker of light. A creature must attune to this item by praying in a temple of their deity over a long rest.

Reliquary

Wondrous Item, Varied Rarity, Requires attunement by a cleric

The forms of reliquaries vary greatly. They can be bones or clothes of saints or notable religious figures or pieces of history from your religion, and can be completely unadorned or within an intricate vessel or chest ranging in size but usually able to be carried on your person. A reliquary can have one or more abilities based on its rarity:

  • Rare: The reliquary can cast Lesser Restoration on a creature that touches it once per day. The object passively emits daylight out to 30 ft. and dim light for another 30 ft.
  • Very Rare: The reliquary has the abilities of a rare reliquary. In addition, the reliquary can grant a creature that touches it an effect similar to a Bless spell for 1 hour once per day. This ability does not stack with other Bless spells. Creatures within 30 ft. of the reliquary also cannot become frightened.
  • Legendary: The reliquary has the abilities of a rare and very rare reliquary. In addition, the reliquary can cast Heal on a creature that touches it once per day and creatures slain within 60 ft. of the reliquary cannot be turned into undead.

Book of Boccob

Wondrous Item, Rare, Requires attunement 

Poring over this book grants the attuned user a +1 bonus on arcana and religion checks. The book can also be used once a week to cast a Commune spell.

Exquisite Mantle of Corellon Larethian

Wondrous Item, Rare, Requires attunement

This item cannot be attuned to a Drow, Orc, or Half-Orc; races despised by Corellon Larethian. The cloak can be used once per day to shroud the attuned creature in unearthly beauty. All creatures within 60 ft. that can see the creature must make a CHA saving throw with a DC of 13. Evil creatures that fail become frightened and blinded for 1d4+1 rounds. Nonevil, nongood creatures that fail become frightened and blinded for 1 round. Good creatures that fail suffer no ill effects.

Burrowing Arrow of Gruumsh

Any arrow or bolt, Uncommon, Requires attunement

Elves cannot attune to this item; a race despised by Gruumsh. This arrow is tipped with a red stone arrowhead with an eye carved into it. The shaft has a texture like that of a rat. When the arrow hits a creature with a discernible anatomy, it transforms into a rabid rat that gnaws deeper into the hit creature. The rat deals 1d6 damage on the start of each of the creature’s turns until they rip it out with a DC 11 STR check or by dealing 5 damage to it.

Claw of Nerull

Rod, Uncommon, Requires attunement

This disembodied skeletal forearm is tipped with a pointing finger and is covered with dried blood. When the command word is spoken and the rod is pointed at a living creature of Large size or smaller up to 30 ft. away, skeletal hands emerge from the ground and grasp at the creature, holding them in place for up to 1 minute. The creature must make a DC 15 DEX saving throw to evade the emerging hands or a DC 16 STR saving throw to break free of them. The rod can be used in this way once per day.

Hextor’s Gauntlet of Dominion

Wondrous Item, Rare, Requires attunement

A black iron spiked gauntlet that oils itself with blood and sweat. Once per day you may clench the gauntlet into a fist before you. You may cast Command as a bonus action targeting a creature that can hear and see you within 60 ft. Each round that you maintain concentration and keep your fist clenched for up to 1 minute, you can cast Command again as a bonus action, but you must target the same creature with it each round. While your fist is clenched in this way you cannot use it for other actions such as attacking or holding things.

Briarknot Armor of Obad-Hai

Armor, Rare, Requires attunement

A brooch that looks like a fetish of leaves, twigs, and flowers that can be affixed to your clothing. When the command word is spoken, it rapidly grows to cover your body in a form-fitting armor of thorny vines. The armor changes your base AC to 17 (no benefit from DEX bonus). Creatures that touch you or hit you with a natural or unarmed melee attack take 1d6 piercing damage. The armor wilts and dies when the command word is spoken once more, but the brooch remains intact to be called upon again.

Ruby Dagger of Wee Jas

Dagger, Very Rare, Requires attunement by a cleric

This +1 dagger is made from a shard of a large magical ruby and has an intricate golden hilt. When a creature is slain by this dagger their soul exits their body, ignites, and surges towards the nearest enemy within 30 ft., dealing 7d6 fire damage before leaving for the afterlife. A creature that makes a DC 15 DEX saving throw takes only half of this damage.

Vessel of Vecna

Wondrous Item, Uncommon

A skull of a humanoid that was missing their left eye. When a secret, thought, or memory is whispered to the skull’s face, it causes its good eye socket to glow with a tiny point of green light. The creature that whispered to the vessel completely forgets their thought, memory, or secret and cannot recall it even through magical means. It is as if they never knew it in the first place and are forbidden from thinking about it further. A creature that whispers a command word to a vessel with such a glow within it learns the secret held within, emptying the vessel once more. Destroying a Vessel of Vecna with a secret stored within it does not restore the memories of the initial creature.

Yondalla’s Blessed Seeds

Wondrous Item, Uncommon

These simple-looking seeds come in a pouch featuring Yondalla’s holy symbol on the side. A pouch typically contains 2d4+1 seeds when found. When one of the seeds is thrown onto a patch of dirt at least 5 ft. in diameter, it rapidly grows into a full-grown tree over the course of one round. The tree is about 4 feet in diameter and is 60 feet in height. Climbing such a tree requires a DC 12 Athletics or Acrobatics check.

Hammer of Moradin

Wondrous Item, Rare, Requires attunement

This item can be used as a warhammer. If attuned to a dwarf, it is instead treated as a +1 warhammer. Once per day, the hammer can be used to repair any item made of metal or stone up to a 10-ft. cube. Alternatively, it can be used to cast Fabricate but only on stone or metal material.

Dowsing Rod of Garl Glittergold

Rod, Uncommon, Requires attunement

This golden rod can be used once per day to point its wielder in the direction of the largest collection of wealth (in gems and/or minerals) within 500 ft.

Ehlonna’s Horn

Wondrous Item, Very Rare, Requires attunement by a non-evil cleric, druid, paladin, or ranger

This spiraling white horn can be blown to summon a Unicorn mount. The unicorn serves faithfully and will fight for the creature it is attuned to but if it is asked to perform an evil act then it will vanish and the horn will crumble into pieces. The unicorn cannot cast its Teleport spell and cannot use its Legendary Actions while summoned in this way. When the unicorn is slain it instead vanishes, returning to the place it was summoned from. The horn can only be used during a new moon (once a month) and only one unicorn can be summoned at a time.

Barbarian Week: Barbaric Magic Items!

These are some new homebrew magic items that work especially well for the barbarians in your D&D group! Happy barbarian week, everyone! (I tried to stay away from straight-up weapons, opting for things that either work off of a barbarian’s rage ability, play to a barbarian’s strengths, or give more HP rather than AC)


Cleaving Weapon

Rare, any slashing weapon

Such weapons have a thick blade, almost like a guillotine. They are outfitted with heavy duty iron chains grafted to the blade and hooked onto the haft or hilt. After killing an enemy with a Cleaving Weapon, you can make an additional free melee attack with it against an adjacent enemy at a -5 penalty to attack.

Greater Cleaving Weapon

Very Rare, any slashing weapon

After killing an enemy with a Greater Cleaving Weapon, you can make an additional free melee attack with it against an adjacent enemy at a -2 penalty to attack.

Karmic Weapon

Very Rare, any melee weapon, requires attunement

This weapon usually has a hand guard with wicked bone spines jutting out of it. Its hilt or haft is wrapped with stingray skin leather. Whenever a creature successfully lands a melee attack against you, if that creature is in your threatened area, you may use your reaction to make a melee attack against that creature with your Karmic Weapon.

Mask of Focused Fury

Uncommon, head, requires attunement by a barbarian

This mask is a magically treated elk skull. It does not have antlers but streams of fire jet out of the two spots where antlers would normally go, and only while the wearer is raging. While enraged, if you are attuned to this mask and are subjected to a WIS saving throw, you may end your rage early using your reaction to gain a bonus on the saving throw equal to your proficiency modifier. Once you use this item, it cannot be used again until you finish a long rest.

Helm of the Mad Gods

Very Rare, head, requires attunement by a barbarian

This spangenhelm looks to be magically shaped several strips of metal twisted together. The rivets seem to shift like metallic eyes. While raging, roll an additional damage die whenever you roll for damage. The target of each of your attacks is determined randomly. Only creatures within a radius equal to your movement speed centered on you are eligible to be attacked, and you will move if necessary to attempt to attack such creatures. If there is only one creature within this range you have a 25% chance to attack at imaginary enemies, completely ignoring other creatures for that round. This does not end your rage prematurely.

Torc of Restoration

Rare, arm, requires attunement by a barbarian

This armband of woven gold can be used once a day as a bonus action to remove a condition currently afflicting you or else heal you for 4d4+4 HP. Using this ability expends one daily use of your rage.

Sash of Ceaseless Furor

Uncommon, waist, requires attunement

This woolen cloth belt is red with an orange pattern that looks like dragon scales. You may use this sash to enter a barbarian rage for one minute once per day as a free action. If you are a barbarian, this rage lasts for two minutes instead and expends a use of your rage as normal.

Maul of Havoc

Rare, any martial bludgeoning weapon, requires attunement by a barbarian

Most Mauls of Havoc are blessed by Kord and are made of a heavy metal with his holy symbol somewhere prominent on the business end. The weapon always proves to be a lot heavier than it looks. It is actually testing its potential wielders, becoming lighter for those that can successfully lift it. This weapon is treated as a +1 magic weapon. You can expend a daily use of your rage ability to deal a bonus 6d10 force damage when attacking an unattended, nonmagical object.

Oil of Blunting Blows

Rare, oil

This thick paste is an ocher color with green flecks in it. It smells strongly of troll sweat. When you apply this oil to your skin, a process taking about one minute, you gain 30 temporary hit points that fade after two hours or after you have taken over 30 damage.

Harness of the Boar

Very Rare, torso, requires attunement by a barbarian

These mystic leather straps and belts are inscribed with pictographs from some lost civilization. While wearing the harness, if you are reduced to zero HP during a rage, you continue to fight. However, you must attack the nearest creature each round, even if it is an ally. If there is more than one possible target, you must roll randomly. You continue to roll a Death saving throw each round as you normally would while at 0 HP. If you stabilize, you gain one level of exhaustion and fall unconscious.

Rings of Shared Temper

Rare, finger, requires attunement by two creatures.

This pair of rings come clasped together. They each look like two pieces of Arborean wood woven together, either grown that way or through magical means. While two creatures are each wearing one of these two rings and are attuned to them, they empathically share their strongest emotions. One wearer can make an Insight check against the other’s CHA check to determine how the other is feeling at any given moment. Strong emotions may not require a check at the discretion of the DM. Most notably, when a barbarian attuned to one ring enters a rage while another creature is wearing and attuned to the other ring, that creature also enters a rage. The creature may attempt a DC 16 WIS saving throw to resist the effect.

Vest of the Owlbear

Very Rare, torso, requires attunement

This thick vest has large feathers on the openings for the arms and head and is fitted with bone clasps. A creature wearing this owlbear leather vest has their maximum hit point total increased by 15. Once per day, the wearer can cast Enhance Ability on themselves, choosing Bear’s Endurance.

Blade of the Falling Star

Legendary, requires attunement

This sword is a wide, rectangular blade with a thick barbed point facing the enemy. Upon it is engraved the epic tale of a celestial that fell from the heavens to the material plane to offer their guidance in times of dire need. When you speak the celestial’s name, it shimmers a baby blue. This weapon is treated as a +2 greatsword. A creature attuned to this weapon deals +2d4 Radiant damage on attacks with the weapon while they have less than half of their maximum hit point total.

Emblem of Fire

Very Rare, chest, requires attunement by a barbarian

This golden brooch is emblazoned with rubies cut to look like fire. When you enter a rage, the rubies glow hot and red. You may use a bonus action to cast Fire Shield on yourself.

Gauntlets of Titangrip

Rare, hands, requires attunement

These hefty mitts are made of a secret gray dwarven iron and are carved with runes on the backhand and palms. The knuckles are embellished with stout talons. When you grapple a creature that is at least one size category larger than you, they cannot choose to automatically escape your grapple. When grappling a creature that is equal to your size category, you gain +2 to the roll.

Bard Week: Magically Musical Equipment

I decided to come up with a bunch of bard-friendly or bard-specific magic items since bards don’t get much love in terms of treasure other than generic weapons or that short list of magic instruments that just cast spells. These are at least unique or interesting, but some are a bit “out there.” If you are a loose DM and your players like having a laugh, these items are perfect for you.


Accelerating Wardrum

Uncommon, requires attunement by a bard

This Behir skin stretched over a black wooden drum can be beaten as a bonus action once per round. Doing so moves a creature the bard chooses to be moved one step ahead in the initiative order.

Rapier of Harmony

Very Rare, requires attunement by a bard

A thin silver +1 rapier that hums when swung. The wielder can use a bonus action to make a Performance check. On a result of 16 or higher, the rapier vibrates and creates a tone that harmonizes with the wielder’s voice. The next attack deals bonus damage equal to the bard’s CHA modifier.

Resounding Scimitar

Rare, requires attunement by a bard

Whenever a creature fails an attack roll against a bard wielding this gleaming white scimitar with a wavy hilt and pattern, the bard can use their reaction to whack the creature’s weapon with the scimitar and cause a loud, grating noise to deal 1d6 thunder damage to the attacker if they fail a DC 14 CON saving throw.

Song of Activation

Special (Song)

A specific song that when played, will activate known magical items or runes in the world. [Use this song as treasure that can progress the plot, almost like finding a key to the next room of a dungeon. Think of learning a new song in The Legend of Zelda: Ocarina of Time]

Song of Prestidigitation/Thaumaturgy/Druidcraft

Special (Song)

A specific song that when played, can mimic the effects of a Prestidigitation, Thaumaturgy, or Druidcraft spell, respectively. [A song that can be learned by a bard that is relatively harmless to the integrity of your campaign’s storyline]

Biting Words

Special (Words)

Powerful words that the bard can speak with their magic to deal 1d6 cold damage at a range of 60 ft. This damage increases by one die at 5th, 11th, and 17th levels. [basically a new cantrip for bards that deals more damage than Vicious Mockery but doesn’t impose disadvantage]

Orb of Radiant Song

Common, requires attunement by a bard

Much like a Driftglobe, but only produces light while the bard is singing. [It has slightly less uses than a Driftglobe thanks to negating attempts to move silently with it lit, and its attunement restriction, so it’s meant for the very early game.]

Backup Golem

Rare, requires attunement by a bard

A tiny golem or animated object that comes to life only when the attuned bard is performing. The golem gives the bard advantage on its Performance checks as it embellishes or harmonizes with whatever the bard does for their performance.

Sassy Friend

Uncommon

A tiny totem or charm that is shaped like a mask. When the wielder attempts to make an Insight check to determine if a creature is lying, the Sassy Friend charm animates temporarily with a backhanded comment, which it says aloud (whether or not the creature was lying). This decreases the DC to determine any lie by 1. This bonus does not stack with itself or other Sassy Friends.

Sassy Friend (Greater)

Rare

 A Sassy Friend charm that can also cast Zone of Truth once per day, centered on itself.

Nolzur’s Marvellous Pigments

Very Rare

This is an item that many bards would love to use but people always forget it exists. Whatever you paint becomes real! As long as it isn’t magical.

Cloak of Dancing

Rare, requires attunement by a bard

A bard who dances while wearing this audacious red cloak can fascinate nearby creatures, affecting them in a manner similar to an Enthrall spell, once per day. The bard need not concentrate on this effect, and in fact may make a Performance check against the onlookers’ Insight checks any time during the cloak’s Enthrall effect to animate the cloak and sneak out of it as it continues to dances and enthrall its audience.

Horn of Calling

Uncommon

An iron-bound animal horn acts as a magic megaphone that amplifies the volume of noises that pass through it. The Horn of Calling can also cast Whispering Wind once per day.

Cursed Collar of Tongues

Rare

A golden lace choker that allows the wearer to speak any language, but never quite what they intend to say. Whenever the player wishes to speak, the player says what they intend to say and then the DM blurts out what they inevitably say instead. A DC 20 Insight check will determine what exactly is wrong with the victim and a DC 18 Insight check will allow the player to get their true message across to a character. The player must overcome a CHA save to avoid having their next sentence bastardized by the DM. Each successful saving throw deals 1 psychic damage to the wearer as it the collar fights back against their efforts. The collar cannot be removed except by repressing its magic long enough to remove it, or by casting a Tongues or Comprehend Languages spell upon it along with a DC 15 Arcana check.

Death Whistle

Very Rare

A small bone whistle carved with symbols and imagery of death. The whistle, when blown, casts Circle of Death centered on the whistle. The DC for the spell is equal to the blower’s spell save DC. Once used, the whistle crumbles to dust as its shrill, eerie note echoes into the distance.

Ribbon of Hyucks

Rare, requires attunement by a bard

When this purple ribbon with white polka dots is worn by a bard, whenever the bard makes a pun, all creatures within earshot that understand the wordplay must make a DC 11 CHA save or take 1 psychic damage. This ability can only occur once per round and does not discriminate friend or foe.

Crossbow of the Fartongue

Rare, requires attunement by a bard

This crossbow is fitted with a cone at the end of the barrel, and a scope that is sculpted to look like a mouth’s opening. The weapon allows the wielder to bestow their ammunition with a noise or verbal message of their choosing not exceeding 10 words. This noise plays once when the imbued bolt hits, but then its magic fades. The crossbow can be used to relay information at a distance, create a distraction, or mislead other creatures. If the wielder wishes for the noise to be an explosion, the ammunition deals 1 bonus Thunder damage on hit to all creatures within 5 feet of where the bolt hit. An explosion noise can be heard up to 600 ft. away. The crossbow is dotted with holes and can actually be played as a wooden flute when not in use as a combat weapon.

Cloak of Deflection

Rare

This garment appears to ebb and sway of its own accord even without any wind. The wearer of this iridescent blue cloak may spend their reaction to deflect a single, nonmagical missile targeting them to another creature within 60 feet of the wearer. If the new target of the attack’s AC is equal to or less than the original attack roll, the attack hits the new target and the attacker rolls for damage as normal.

Book of Dreams

Uncommon, requires attunement by a bard

The cover of this book is made with soft leather and is bound with spider silk string and rare bird feathers. The tome is blank, but when a story is told by someone attuned to it, illusionary imagery appears hovering above the book, acting out what the storyteller describes. In addition, when a story puts someone to sleep, the storyteller may allow the book to display and act out the sleeper’s dreams, which usually somehow tie in to the story that was being told. It can be useful for coaxing information out of friendly people without their knowledge.