Alright, so for those Patron-chosen homebrews, the first was another MtG Conversion, in this case the Decimator Beetle from Amonkhet. Honestly a great choice, considering how this card works. It was definitely a challenge to bring this to life as a 5e creature, but in the end I made something that I think works very well.
A massive scarab with a shining black shell, the decimator beetle is a terrifying challenge for even seasoned veterans, let alone the unfortunate Crop Initiates who might have to face one during a trial. While their size alone makes them an intimidating foe, the beetle's true danger comes from its infectious bite, full of a powerful toxin capable of rendering otherwise healthy warriors totally unable to defend themselves.
Multiplying Infection. As with many of the insects which live in the deserts of Amonkhet, the decimator beetle is an omnivore, living on a mixed diet of meat and plant matter, showing no preference for one over the other. But in the wastes of the desert, plants are an uncommon sight, and many creatures must have a way of subduing others in the struggle to survive. The decimator beetle makes do with a powerful poison, created by an organ similar to the venom sac found in snakes and serpopards. Unlike a serpent however, the decimator beetle is capable of removing poison from other creatures as well, using its proboscis to suck the poison back into its poison sac. After it does so, before the poison has entirely left the proboscis, the beetle can bite another creature to inject them with a double-dose of the poison, making it twice as effective.
Representatives of a Lost God. The origin of the decimator beetles is unclear, given the lack of other beetles the same size. Scarabs are a common sight in the deserts of Amonkhet, but none grow even a fraction the size of the decimator beetle. Ancient stories, whispered in secret by wizened viziers and ancient sages, tell of legend in which the decimator beetles were made by one of the gods in their own image, a display of the grandeur of their power. This story seems unlikely to be true, as none of the five gods bear the head of a scarab, and none currently lay claim to the origin of the beast. But then the question remains, where did the decimator beetles come from? Why are they used in the trials as a challenge for initiates? And why are they only found near Naktamun, in the deserts just at the edge of the city, and no further? What reason could such creatures have to stick near to the city, when they are regularly hunted and captured?
So on Patreon, all patrons of $15 and up get a card of their choice from Magic converted each month. My first, and so far only, $15 patron Matthew McKinnon asked me to do Cartouche of Solidarity for a homebrew campaign set on Amonkhet. But because my idea for these relied on having the others, I went ahead and made all five of the Cartouches, which you can find below! And if you ever feel like it, you could also become my patron and get your own requested cards done.
Cartouche of Ambition (Uncommon, Wondrous item, requires attunement)
This amulet is carved from lapiz lazuli with scenes of pain and sacrifice, and seems to glow jet-black from within. While attuned to this cartouche, when you deal damage to a creature, you can use your reaction to automatically regain 1d4 hit points. You can use this ability three time per long rest. In addition, once per long rest you can use a bonus action to poison a weapon you are holding; the next creature hit by an attack from that weapon automatically takes an additional 1d4 poison damage, and must make a DC 12 Constitution saving throw or become poisoned. A poisoned creature can repeat the saving throw at the end of each of their turns, ending the effect on a success. While attuned to a cartouche, any other cartouches do not count towards the number of items you can attune to. For every other cartouche you are attuned to, the hit points restored and poison damage each increase by an additional 1d4, and the DC of the saving throw to avoid being poisoned increases by 2.
Cartouche of Knowledge (Uncommon, Wondrous item, requires attunement)
This amulet is carved from lapiz lazuli with scenes of knowledge, and seems to glow sapphire-blue from within. While attuned to the cartouche, you gain a flying speed of 25 ft. In addition, once per long rest you can use an action to cast any cantrip from the wizard spell list. If you are attuned to at least three cartouches, you can instead cast any wizard spell of 1st level or lower once per day; if you are attuned to at least five cartouches, you can instead cast any wizard spell of 2nd level or lower once per day. Your spellcasting ability for this spell is Intelligence. While attuned to a cartouche, any other cartouches do not count towards the number of items you can attune to. For every other cartouche you are attuned to, the flying speed granted by this cartouche increases by 5 ft.
Cartouche of Solidarity (Uncommon, Wondrous item, requires attunement)
This amulet is carved from lapis lazuli with scenes of cooperation, and seems to glow pearl-white from within. While attuned to the cartouche, you gain a +1 bonus to attack rolls made against creatures that have been damaged by an ally since the end of your last turn. In addition, once per long rest you can use your reaction when you become the target of an attack to summon a guardian spirit which defends you, giving you a +1 bonus to AC until the start of your next turn, including against the triggering attack. While attuned to a cartouche, any other cartouches do not count towards the number of items you can attune to. The bonuses granted by this cartouche increase by +1 for every cartouche you are attuned to.
Cartouche of Strength (Uncommon, Wondrous item, requires attunement)
This amulet is carved from lapis lazuli with scenes of powerful feats, and seems to glow emerald-green from within. While attuned to the cartouche, you gain a +1 bonus to damage on all attack rolls. Whenever you reduce a creature to 0 hit points with a melee attack, you can use your reaction to make a single melee weapon attack. In addition, once per long rest when you make a melee attack, you can choose to make the attack with disadvantage; if you do, you deal an additional die of damage if the attack hits. If you are attuned to at least three cartouches, this bonus increases to two additional dice of damage; if you are attuned to five cartouches, this bonus increases to three additional dice of damage. While attuned to a cartouche, any other cartouches do not count towards the number of items you can attune to. The damage bonus granted by this cartouche increases by +1 for every cartouche you are attuned to.
Cartouche of Zeal (Uncommon, Wondrous item, requires attunement)
This amulet is carved from lapis lazuli with scenes of fire and fury, and seems to glow ruby-red from within. While attuned to the cartouche, you can use a bonus action on your turn to make one additional weapon attack. If you are attuned to at least five cartouches, you can instead use a bonus action to make an additional two weapon attacks. In addition, once per long rest when you make a weapon attack or cast a spell that requires a saving throw, you can use your reaction to cause the attack to automatically hit or cause a creature to automatically fail the saving throw. While attuned to a cartouche, any other cartouches do not count towards the number of items you can attune to.