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✨New item!✨ Dawncarver Weapon (greatsword), rare (requires attunement by a paladin)
You have a +1 bonus to attack and damage rolls made with this sword. The bonus increases to +3 when you use the sword to attack a Celestial. A creature of good alignment has Disadvantage on attack rolls with this sword.
Lay on Hurt. When you hit with this sword, you can expend hit points from your Lay on Hands pool to deal extra Necrotic damage to the target. The maximum number of hit points you can spend on a single hit is equal to twice your Charisma modifier (minimum of 2).
Pain Engine. When you roll a 20 on an attack roll against a creature with this sword, your Lay on Hands pool regains 1d10 expended hit points.
Forged from the metal of a fallen star, a piece of the heavens, lost in the hells. Its divinity, forsaken, embittered, and twisted. A dark and oil-slick surface, pockmarked and ruinous. With one purpose; to shatter the heavens, and cleave the dawn.
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Bad dnd character idea:
A fae Paladin who realized that the oath they made is itself a type of contract, the tenants of which may hold slightly different meaning or allow for loopholes when translated into different languages. Because of this, the fae has a thesaurus, translator book, and dictionary in every language on hand at all times. This leads to nonsense. Example:
“I thought you took an oath to protect the well being of the people?!”
“I did, just that, in Abyssal, well being doesn’t refer to the physical health of someone, but rather the intactness of their soul, and I can assure you their souls are still intact in the gem on this magic sword I killed them with.”
Ok I got inspired by @baddywronglegs post about a proposed change to D&D's initiative system using a clock style to illustrate turn order and moving around based on action time. Had to make a new post because it wouldn't let me add a video to a reblog (hope you don't mind the tag!)
This is the Initiative Clock I made real fast out of a paper plate and some hypothetical players. I only divided into 12 sections instead of 24, but you still get the idea. The inner ring is the active round, and the outer ring is for people who get lapped and have to wait an extra round for their turn
So we have Player 1 with an initiative of +1, Player 2 with an initiative of -2, and the Big Bad with an initiative of +4. They each roll and get 10, 4, and 17 respectively
Player 1 moves 10 spaces backward on the clock, +1 for their initiative modifier, landing on 2
Player 2 moves forward 4 spaces, then backward 2 landing on 11
Big Bad moves forward 17, then 4, landing on 4 and laps Players 1 and 2 in the process, moving them to the outer ring to show they have to wait an extra round before taking their turn
And the round begins!
I used a d20 in the trench of the plate to mark which slice is active and moved clockwise. Big Bad on the inner ring of slice 4 goes first. They take their action and move clockwise the number of spaces/amount of time their action takes. Because they're inner ring and the players are outer, the time marker reaches Big Bad again and they get to take another action.
Big Bad moves forward past the start and when the time marker reaches the beginning again, and Players 1 and 2 have completed their lap of waiting so now move to the inner circle. The time marker moves around to Player 1 who moves forward their number of spaces and things continue on with whoever the time marker reaches next getting to take an action and moving forward, etc, etc...
Longer actions of course take longer to prepare and move farther forward before the player can act again, players taking shorter actions go again faster but may not be able to do as much damage. If someone takes an action that needs more than 12 slices to prepare, they do a full lap and are placed in the outer ring to show they need to wait longer before unleashing their action
baddywronglegs post has some other proposed rules that I didn't cover here cause I just wanted to quickly illustrate the concept for myself, so go read the original for more guidelines on this method. It sounds really cool and honestly I might propose trying this out for my group the next time we play!
A book club made up of tough, scar-covered veteran warriors whose resting faces say “I’ll kill you” but who are warm-hearted softies on the inside.
They call themselves the Hardcovers.
They welcome each new member with open arms, because they rarely get new members and they love sharing books 💖
Every single campaign I run always has some sort of discounted bargain bin full of unmarked potions in every alchemy shop or merchant cart. I make the players roll a percentile die when they drink a potion or get one splashed onto them.
The potion can do anything from healing you to making a tiny rain cloud follow you around for an hour.
The party I’m currently dming had an idea where they would throw one of these at a goblin or whatever they were fighting, and the goblin gained a magical aura around him that made him immune to the next bit of damage they took and it made the encounter so much harder but also more fun (for me). Please include something like this in your next game it is so fun.
evil wizard/witch/warlock/whatever concept: they run a magic items shop with seemingly nothing wrong with it. none of the items are cursed, they're all fairly priced, it's all up to code.
however, when you leave the shop, a piece of your soul is taken away, leaving you feeling empty and drained. when you return to the shop, the piece of your soul is returned, making you feel rejuvenated and happy again. of course, the piece is taken again once you leave again.
this quickly conditions any and all customers to return time and time again, spending more money. partially because the shop is the only place they feel happy anymore, and partially because they subconsciously feel drawn to it because their soul is drawn to its missing piece.