wolfhuntings

Equipment of Innistrad in D&D, Part 1

Taking a little break from my Zendikar items, I decided to take a shot at the equipment of Innistrad, for players to use in their campaigns with Plane Shift: Innistrad.

Executioner’s Hood
Wondrous Item - Uncommon
When you kill a creature while wearing this blood-stained magic hood, all other enemy creatures that can see you must succeed on a DC 13 Wisdom saving throw or be frightened for one minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This ability does not affect undead or fiends.

For an ability based on rules and flavour, this item has 2 core themes - intimidation and execution. Combining them both seemed the way to go, so I went with an ability that intimidates when the wearer “executes” something. DC 13 is a value high enough to affect the majority of lower CR creatures, making this desirable for someone going into battle against humanoid or smaller enemies. To keep with the theme of it not affecting black-aligned creatures, I chose for the ability to not affect undead or fiends, which covers the characteristic and iconic creatures of black in MTG (Demons, Vampires and Zombies).


Mask of Avacyn
Wondrous Item - Very Rare (Requires Attunement)
You advantage on spell saving throws and religion checks while wearing this item.

This one took quite a while. Translating hexproof onto D&D items really needs to be based on comparative power, and making something “hexproof” in D&D is pretty damn powerful. I toyed with similar effects to the Mantle of Spell Resistance, but it was tricky doing that but not making it exactly the same, until I realised I could raise the rarity and add the thematic bonus to religion rolls. For hexproof effects on other items, taking the effect of Mantle of Spell Resistance seems to be the ideal way to translate hexproof, to combine with other effects (as I will be doing with a number of future items).


Moonsilver Spear
Magic Weapon (Spear) - Legendary (Requires attunement by a Cleric or Paladin)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon deals radiant damage instead of piercing damage. Once per long rest, when attacking with this weapon you may invoke its divine powers to summon a Deva (
Monster Manual page 16). The Deva acts immediately after you, and will follow your orders, before disappearing at the end of its turn.

The angel created by Moonsilver Spear in magic is pretty big as a 4/4 flyer, but not necessarily game-changing big (depending on circumstance). The smallest angel in the monster manual, on the other hand, is CR10. Although that’s the advised creature to use as the weakest of Innistrad’s angels, Devas are extremely powerful, so I limited the Deva’s presence to one turn per long rest. Although this is a very limited amount of time, it’s capable of having a serious effect, including high damage, healing, or returning an ally to life. To keep with the theme of it being Avacyn’s weapon, I chose to limit it to the most religion-focused classes.


Runechanter’s Pike
Magic Weapon (Pike) - Rare
Each time you spend an action to cast a spell, you gain +1 to attack and damage rolls made with this magic weapon for the next minute, up to +5.

This one can become exceedingly powerful, but the chances are that if the wielder can get it up to a +5 weapon, they’re in a pretty long and difficult combat, and could use the extra help, which won’t likely overwhelm an extremely powerful enemy. Making it action-based, it requires for the wielder to spend their turns to enhance it, limiting the amount of high-powered attacks they can make with it. Limiting it to being within one minute, although not based on any aspect of the card, keeps it from staying at an extremely high power level for very long. As such, a difficult combat where it has the potential to gain its highest power level still has the possibility of the weapon beginning to lose its potency during combat.


Wolfhunter’s Quiver
Wondrous Item - Uncommon
When attacking a human shapechanger with an arrow drawn from this magic quiver, treat all of your arrows as if they are silvered.

I focused on the ability for this item to deal bonus damage to werewolves, and with it treating arrows as silvered, it applies the same bonus to all lycanthropes. I chose to rate it as uncommon because it’s very situational, but has the potential to be very powerful for a skilled archer coming up against lycanthropes.

Little Green - Amber Eyes and Lullabies. (Jongdae, pt.3) [Chronicles of the Wolf]

[ Jongdae | Little Green ]
  \ amber eyes and lullabies

-

You couldn’t sleep well, which was very unusual. You normally slept like a rock, but this time, you rolled in your bed restlessly, slipping from one nightmare into another. Even now, you whimpered in your sleep, trying your best to ignore the lady in white staring hollowly at you from the corner of your room.

Keep reading

Climb Inside His Skin

Keep reading

Possible titles for a Solas DLC
  • Wolfhunt
  • Mask of the Betrayer
  • Tales of the Forgotten Ones
  • Prison Break: Elvhen Edition
  • Fade Boners Unleashed
  • How I met Mythal
  • ‘If I get my hands on you, I SWEAR!’
  • Where my Foci at
  • 50 Shades of Fade
  • Mirror mirror on the Wall, wish I hadn’t met you at all
  • Finding Solas 
  • Easter Egg. Yep, just that. A DLC released on Easter
Wolfhunt | Open

The night’s air was alive with excitement, electrified and weighted with intent, purpose. Had one not been able to hear the occasional screams of a search party, the woods would have been able to tell you someone was out there – its trees seemed to quiver in fear, and the branches swept with a song of impending death dripping off of their leaves, heavy and thick. The animals were likewise talkative – or, rather, expressive in their silence. All but the wolves had stopped their midnight chatter, and the great beasts only sang in memory of their fallen brethren.

Three men in the guise of wolves had already died that night, been hung and left to nature’s devices with little concern. What did the search party care if the beasts were strung up? They’d caused too much damage, killed too many humans to be allowed the gift of life.

Never mind that they themselves had caused their own strife through the greater part of their existence.

The group, mostly composed of bumbling fools pulled straight from the mines and bars, crept along quietly in search of their next victim. It had been thought by the brightest of the village’s people that this was a lost cause. According to them, wolves in any form at all didn’t exist, and it was foolish to murder entire clans on the irrational belief that humans could turn into wolves. Silas was of entirely different belief – he’d seen the beasts, watched one tear his mother to shreds when he was just a babe. The memory had fallen away with time and become splashes of red and blood curdling screams, but he knew what they were capable of and that the species had to disappear to ensure human safety.

A war call pulled from the leader of the group, who held up his torch and source of light, alerting those behind him that one had been found. And, indeed, a wolf had torn away and was scrambling through brush in an attempt to get to a safe place. Their archer happened to be a little better than the beast – the sound of an arrow whistling through the air registered, soon followed by a pained yelp. The scout went ahead, gun in hand and intending to blow the head off of the beast if it reappeared. But, strangely enough, it didn’t and the night soon grew old, taking with it most of the men and convincing them to head home.

Even after they’d gone, Silas stayed behind the rest, faithfully continuing the search well into the night. It wasn’t until he heard a slight sound of pain that he’d finally rediscovered what he’d been searching for: the injured werewolf.