design items

swords i drew a year ago for my first selfmade tabletop rpg ACHT’S equipment chapter. haven’t really worked on it lately :/

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Random Trinket Table

Have you ever thought to yourself, “Man, I want something useless but mildly interesting that isn’t from the trinket table in the player’s handbook!” Well, you’re in luck. Because I love random, useless trinkets and I’ve created a list for all to use. Even though there are plenty of other random trinket tables out there, you can never really have too many. Am I right or…? Anyways. Table below the cut!

Keep reading

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I’ve been waiting til I got a reasonable amount of these before I posted them together :P. All the inventory items that I’ve done to go with my adopts so far, I really love designing things that are unique to the character, its a lot of fun!!

(I’m also a massive sucker for seeing other artists item design stuff so I figured it might be good to post them apart from the characters too)

Fighter Week: New Magic Items

A list of magic weapons and items specially designed with fighters in mind.


Beacon of Heroism

Wondrous Item (neck), Rare, requires attunement by a fighter

A gold amulet with an amber gem clasped by a dragon claw. When you use your Action Surge, all enemies in a 40 ft. radius that can see you must make a CON saving throw with a DC of 15 or become blinded for 1d4 rounds.

Belt of Deflection

Wondrous Item (waist), Uncommon, requires attunement

A belt of deflection comes in three different materials, each with a slightly different property.

  • Snakeskin: The wearer has resistance to piercing damage.
  • Tiger Fur: The wearer has resistance to slashing damage.
  • Rhino Leather: The wearer has resistance to bludgeoning damage.

Cape of the Oracle

Wondrous Item (back), Rare, requires attunement

A knee-length, rectangular purple cape with intricate swirling patterns converging on a large central eye motif. The cape alerts the wearer’s intuition whenever an attack comes from their rear. Flanking attackers do not gain advantage on attack rolls against the wearer, and simply being behind the wearer does not grant advantage as if the attacker was unseen.

Deadfall Hammer

Magic Weapon (warhammer or maul), Very Rare, requires attunement

A heavy hammer with a head that looks like a giant ram’s horn, with the cross-section of the base forming the front face of the hammer. The weapon is treated as a +1 magic weapon. Whenever the attuned creature hits an enemy with the hammer, the creature must make a STR saving throw with a DC of 16 or be knocked backward 5 ft. On a critical hit, the creature is automatically knocked back 15 ft. and falls prone.

Deadweight Gloves

Wondrous Item (hands), Uncommon, requires attunement

A pair of supernaturally heavy gloves that look and feel like lead, yet are malleable as leather. While wearing the gloves, the attuned creature deals 1d6 base damage when making unarmed attacks with their fists. Also while wearing the gloves, spellcasters have a 25% chance that any spell that they cast fails. This damage does not stack with other bonuses to unarmed damage such as from a monk’s Martial Arts feature or the Tavern Brawler feat.

Energy Weapon

Magic Weapon (any), Rare

This weapon is wreathed in a set energy type chosen when the item was created. Variations include fire, cold, lightning, thunder, acid, poison, necrotic, and radiant. The energy is visible but can be dismissed as a free action. When the weapon’s wielder hits with an attack, the weapon deals a bonus 1d4 damage of the energy type.

Energy Burst Weapon

Magic Weapon (any), Very Rare

This weapon acts like an Energy Weapon (see above) but on a critical hit it deals 1d4 energy damage of the same type to all enemies within 5 ft. of the enemy struck.

Energy Blast Weapon

Magic Weapon (any), Very Rare

This weapon acts like an Energy Weapon (see above) except once per short rest, the wielder can speak the command word and use an action to fire a 60 ft. line of energy of the same energy type. Creatures in the area of effect must make a DC 14 DEX saving throw to try and dodge it. Creatures that fail their save take 8d6 energy damage or half that much damage on a successful save.

Extending Weapon

Magic Weapon (any melee), Uncommon

Once per short rest, this weapon’s range increases by 5 ft. for one round.

Gauntlets of Inevitability

Wondrous Item (hands), Rare, requires attunement

A pair of metal gauntlets studded with tiny claws on the back of the hand. They seem to guide your hands towards those trying to escape you. Creatures taking the disengage action to move outside of your threatened area still provoke an attack of opportunity as if they had not used the disengage action.

Helm of Blindsight

Wondrous Item (head), Uncommon, requires attunement

This bucket helmet has a single opal in the center of the forehead. The wearer has blindsight but only with a range of 5 ft.

Mimicfriend

Magic Weapon, Uncommon

This weapon in its basal form is a glob of silvery clay. With a command word, the wielder can cause it to change its shape into any nonmagical weapon that the wielder can imagine. Regular rules for proficiency apply when wielding a weapon. The weapon still counts as magical when taking the form of a nonmagic weapon.

Pauldrons of Wailing

Wondrous Item (shoulders), Rare, requires attunement by a fighter

These shoulder guards are made of iron and depict screaming ghouls with sharp teeth. When the attuned creature uses their Second Wind ability, all creatures in a 10 ft. radius must make a DC 17 WIS saving throw or become frightened for 1 round.

Rapid Weapon

Magic Weapon (any Finesse weapon), Very Rare

This weapon is bright silver and sparkles with veins of blue light. The weapon is treated as a +1 magic weapon and when the wielder lands a critical hit, the hit becomes a regular hit and then the wielder gains another attack immediately afterward against a creature within 5 ft.

Sandals of the Surging Waves

Wondrous Item (feet), Rare, requires attunement by a fighter

This set of calf-height sandals are patterned with undulating strips of tough fish leather lined with satin. When the attuned creature uses their Action Surge, an illusory surge of water follows you in your wake. Until your next turn, your movement does not provoke attacks of opportunity and creatures you pass through must make a DC 15 STR saving throw or be knocked prone.

Trueheart Crown

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

A gold crown with a starburst motif at its front depicting rays of light emanating from a rearing lion. When the attuned creature heals themselves with their Second Wind ability, all allies within 20 ft. of the creature heal for an equal number of hit points.

Trifold Blades

Magic Weapon (shortsword, dagger, battleaxe), Legendary, requires attunement

This blade produces two spectral duplicates, one red and one blue, that float a few feet away from each other with a command word. The weapon itself is a +2 weapon. When the attuned creature makes an attack against a creature with the Trifold Blades, they may also choose to let the attack affect a creature to their immediate left and immediate right. The secondary attacks use the same roll as the original attack against the new targets’ AC. The shadowy blades can be withdrawn as a free action.

Wheel of Pain

Magic Weapon, Very Rare, requires attunement

This thin wheel has spikes emerging from its circumference. The wheel can be used as a martial melee weapon with 1d8 slashing base damage. The wheel can also be thrown up to 30 ft. away to deal similar base damage. Once thrown, the wheel spins wildly in place and obeys the attuned creature’s mental commands. The wheel can be moved up to 30 ft. as a bonus action on the attuned creature’s turn, attacking all creatures’ spaces it travels through. The wheel can only move in a straight line in this way. When the wheel attacks a creature in this way, it uses the attuned creature’s proficiency modifier plus their CHA modifier for the attack roll, and the CHA modifier for the damage roll. If not commanded in any way, the wheel spins in place and threatens the space it is in. The wheel will stop moving if the attuned creature wills it to stop, or after 5 rounds.

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“ACOS is coming out with an awesome fashion collaboration line with Yuri!!! On Ice, featuring Yuri, Victor, and Yurio rocking stylish jackets, t-shirts, and an “onsen inspired” backpack design! Each item will come with a bromide, with each themed jacket coming with their respective character designs as well as the backpack with the original art of all three of them!”

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.

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For inktober this year I’m designing & drawing random magic items from the d&d 5E DM Guide! I’m posting them on twitter and instagram every day as I finish them, and I’ll announce on there when I’m selling the originals!

Still figuring out how/whether I’ll distribute these designs once they’re all complete, so for now, please don’t use them in your own homebrew campaigns- thank you!