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TTRPG Homebrew

DnD specifically, but any TTRPG generally

After a decade of running and playing tabletop roleplaying games, I have a modest collection of homebrew mechanics, items, and monsters that I have created over the years. Feel free to use and modify any at your discretion.

Rulesets

Rulesets are world-level mechanics that apply to all players (and NPCs, if applicable). These modify fundamental properties of how your game works.

Customary Runeshifting

All magic items gain their magical properties and effects through inscribed "runes" which can be moved to other items and combined together to create even more powerful, useful, and practical items.

Dynamic Initiative

Make combat more fluid and engaging by replacing standard initiative with a back-and-forth dance of actions.

Inspirational Backgrounds

Never remember to hand out inspiration to your players? Consider passing the burden to them. By completing generic "background tasks" each session, a player character can earn inspiration with no additional work on your part.

Modules and Oneshots

Running a oneshot and need a concept? These pages offer fully-fleshed dungeons, combats, and puzzle encounters which will challange and entertain players of all stripes.

The Labyrinth of Yon Mihn

recommended for late tier 2 - early tier 3 (~levels 7-14)

A silly dungeon oneshot which is specifically designed to be extremely annoying to play. Despite this, the dungeon boasts a 100% approval rating from all those who have delved within. Expect an abundance of traps, hoards of monsters, esoteric puzzles, and at least one (1) mimic.

No Hero Survives!

recommended for late tier 4 (level 20+)

An extradimensional game show host has snatched heroes from across the multiverse to unwillingly participate in a deathmatch against the realm's most notorious monsters. Dragons, Beholders, and Wurms, oh my! The crowd is bloodthirsty, the monsters are ravenous, and a giant neon sign above you declares that NO HERO SURVIVES!!

A Stranger's Grave

recommended for any tier of play

A no-combat, puzzle-only dungeon which will test the players' wit and guile to navigate shifting rooms and reach the final chamber in a tomb that holds no bones and venerates no dead. What could possibly lie at the bottom of a Stranger’s Grave?

Classes and Subclasses

Mundane Artificer (Class)

A mundane creature in a magical world, a Mundane Artificer is an inventor on the bleeding edge of technology. They create new constructs with a little wit and a lot of grease.

Monsters

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Items

the following magic items do not link to external pages, and instead simply list their properties right here on this page.

Ankh Shield

Shield, very rare (requires attunement)

This wooden shield is emblazoned with the golden symbol of an ankh, which remains as long as the rune is applied to it. If the rune is transferred to another shield or to a set of heavy armor, the symbol moves with it.

This shield has 3 charges and regains 1 charge every minute it is kept dry and in direct sunlight.

As a bonus action while attuned to the shield, you may spend 1 charge to conjure a Sand Shroud, which is a sphere of whirling sand centered on you with a radius of 5 feet. The shroud lasts for 1 minute or until you dismiss it as a bonus action. While the sand shroud is active, ranged attacks that enter into the shroud, exit out of it, or pass through it are made with disadvantage.

In addition, while the sand shroud is active, you may command the sand to intensify for 1 round - wrapping those within with a protective shell of sand. During this time, all creatures within the sand shroud - including you - cannot move more than 5 feet per round and gain a +1 bonus to their AC for each other creature within (for example, if the shroud contains you and two other creatures, all three of you would gain a +2 bonus). An unwilling creature may make a Strength saving throw (DC 15) to resist the sand’s shielding effect.

Arm of Hephestus

Wondrous Item, uncommon (requires attunement)

This magical arm comes in two parts: a socket that binds to the stump of a lost arm - where it remains until your attunement ends or you die - and a fully-articulate arm, whose shape and size adjusts to be equal to the arm it replaced, and which clicks into the socket. While you are attuned to this item, it functions identically to the arm it replaces. You can detach or reattach the arm to the socket as a Utilize action, and it cannot be removed against your will. You can control the arm even while it is detached.

This arm is imbued with transmutation magic, and is able to change shape to duplicate the form and functions of various objects. Over the course of 1 hour - which can coincide with a short or long rest - you are able to cause the arm to absorb one object whose size is small or smaller and is not consumable. The object disappears into a harmless demiplane at the end of this process, where it remains until it is ejected. Ejecting an item from the demiplane takes a Magic action, and causes the item to land into your hand or at your feet.

The demiplane can hold any number of mundane objects, but can only hold up to 1 magic item, which cannot be a higher rarity than common. When you reach levels 5, 11, and 17, the arm grows in power and gains the ability to hold one additional magic item. Each time the arm grows in power, it also gains the ability to hold magic items one tier higher than before. At level 5, it can hold uncommon items; at level 11, it can hold rare; at level 17, it can hold very rare.

While an object is held in the arm’s demiplane, the arm is able to change shape to duplicate its form and function. As a Magic action on your turn, you can mentally command the arm to take the shape of one such item of your choice. The item’s shape can replace your arm at the wrist, elbow, or shoulder, or it can appear such that you hold it in that hand. In any case, the object cannot be taken from your hand, and you cannot willingly drop it. Your arm remains in the new form until you take a Magic action to change its form into a different object, or to revert the arm back to its natural state.

Any magic items held in the demiplane only grant their abilities and properties to you while the arm takes their form. You are considered to be attuned to a magic item that requires attunement while the arm takes its form. If a magic item has properties relating to unattunement, those properties apply to changing the arm’s form away from that item instead. For example, a cursed item that prevents unattunement instead prevents you from changing the arm's form away from that item.

Unattuning from the arm causes all items held in the demiplane to eject, falling into random unoccupied spaces adjacent to the arm.

Astral Ethereum Weapon

Generic Variant, Legendary (requires attunement)

Forged from astral ethereum - a mythic material found in the pools of shimmer at the far edges of the astral plane - this weapon is imbued with the energy of dreams and souls. This weapon has a +3 to attack and damage rolls. When you hit a creature with it, that creature takes an additional 2d8 psychic damage.

Ability Cultivation. The Astral Ethereum Weapon grows in power alongside you. When you reach character levels 5, 7, 11, and 17, the weapon gains additional features, described below. These features apply only while you are attuned to the Astral Ethereum Weapon.

At level 5, your connection to the Astral Ethereum Weapon extends across great distances and planes. As an action or bonus action on your turn, you can teleport the weapon to your hand. This teleportation can traverse any physical distance, and can travel between the inner and astral planes.

At level 7, the Astral Ethereum Weapon is no longer affected by gravity and floats aimlessly when not being worn, held or carried. Once per turn while it is floating, you can move it a number of feet up to five times your intelligence modifier (minimum of 1) (no action required). You can also replace up to one attack on your turn with an attack from the floating weapon, using your intelligence modifier for the attack and damage rolls.

At level 11, the Astral Ethereum Weapon becomes anchored to the astral plane, instead of to the physical world. While the weapon is within 60 feet of you, you can spend an action or bonus action on your turn to fix it in space (similar to an immovable rod) or to release it. In addition, while you are holding the weapon, you can fix it in space as a reaction, granting yourself immunity to forced movement until it is released. Your speed is 0 while you hold a fixed weapon.

At level 17, the Astral Ethereum Weapon’s friction coefficient approaches zero as every inch of it becomes impossibly sharp. The weapon ignores resistance to piercing and slashing, and treats immunity to piercing and slashing as resistance. In addition, whenever you deal damage with the weapon, you may choose to either deal double damage (as though you had scored a critical hit), OR you can slice through the first target and make a second attack against another target within 5 feet of the first. Once you use this feature, you cannot use it again until the start of your next turn.

Beast Fangs

Generic Variant, Common

This set of teeth from a young beast are embedded into resin dentures and enchanted with druidic magic. When you place the teeth into your mouth and bite down, you gain the effects of a druid’s Wild Shape, turning into the associated beast for 1 hour. You can end the wild shape at any time by spitting the teeth out.

Once the teeth have been used to wild shape a creature, they lose the ability to do so again until the following dusk.

Blade of Daharil

Magic Item, Very Rare (requires attunement by 1 or more creatures)

This blade initially appears as an ornately-designed longsword and has the stats of a magical +2 version of one. When you attune to the Blade of Daharil, up to 9 other creatures of your choice may also attune to it. When one creature ceases their attunement to it, all do.

While attuned to the Blade of Daharil, you may spend an action on your turn to summon it to your hand, whereupon it flies there at a speed of 30 feet per round using the most direct, unobstructed path. If the blade is being worn or carried by another creature attuned to it when you summon it, this action fails.

Over the course of a short or long rest, the creatures attuned to the Blade of Daharil may choose to alter its form to that of another melee weapon of their choice. All creatures attuned to the blade must consent to this change, upon which it transforms and takes on the stats of a +2 version of the chosen weapon, where it remains until it is unattuned.

If a creature has the Sunlight Sensitivity feature, it is suppressed while they are attuned to and hold the Blade of Daharil.

Bracer of Elemental Command

Wondrous item, artifact (requires attunement)

This item does not exist naturally in the world, and must be created by crafting together a Ring of Air Elemental Command, Ring of Earth Elemental Command, Ring of Fire Elemental Command, and Ring of Water Elemental Command. This process requires 96 hours of work with a set of Tinker's Tools, with which you must be proficient. The resulting item is a set of hoops and rings worn on the wrist and four fingers bound with magical chains, which contains the power of all four elemental command rings in a single item.

Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you.

Elemental Compulsion. While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start of your next turn, and you determine what it does with its move and action on its next turn.

Common Tidings. You know Auran, Terran, Ignan, and Aquan.

Primordial Stability. You have resistance to Lightning and Acid damage, and immunity to Fire damage.

Planar Mobility. You have a Fly Speed equal to your Speed and can hover. You have a Swim Speed of 60 feet, and you can breathe underwater. Terrain composed of rubble, rocks, or dirt isn't Difficult Terrain for you. You can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied.

Spellcasting. The bracer has 8 charges and regains 2d4 charges daily at dawn. While wearing the bracer, you can cast a spell from it. A spell cast from the ring has a save DC of 18. Choose the spell from the following list:

Burning Hands       1 charge

Chain Lightning     3 charges

Crt or Dstry Water  1 charge

Earthquake          5 charges

Feather Fall        0 charges

Fire Storm          4 charges

Fireball            2 charges

Gust of Wind        2 charges

Ice Storm           2 charges

Stone Shape         2 charges

Stoneskin           3 charges

Tsunami             5 charges

Wall of Fire        3 charges

Wall of Ice         3 charges

Wall of Stone       3 charges

Water Walk          2 charges

Wind Wall           1 charge

Inner Plane Attunement. The bracer is considered to be attuned to all four elemental planes simultaneously, and can act as the material component for the Plane Shift spell or similar magic.

Cannonball Cutlass

Martial Weapon (scimitar), uncommon

This weapon has three charges and regains all charges daily at dawn.

Before you roll for an attack with this weapon, you may choose to expend one of its charges to propel yourself forward towards a foe as though you were shot out of a cannon. If you do so, you may fly up to 30 feet in a straight line and then make the attack roll. If you move through another creature’s space during this flight, that creature must make a Dexterity saving throw (DC 15) or take 1d6 bludgeoning damage. If you are still in the air after you make an attack with this weapon, you fall unless you have another means of keeping yourself aloft.

You may choose to propel yourself with this weapon without making an attack roll, either using a bonus action or by replacing one of your attacks when you take the attack action on your turn. Propelling yourself with this weapon makes a booming sound at the point where you start flying which can be heard up to 300 feet away.

Clement’s Consistent Coffers

Wondrous Item, Uncommon

This gem-encrusted wooden box measures 14 inches by 8 inches, is 5 inches tall, and weighs 1 pound. As an action, you can open the box to place an item inside, whereupon it is instantly teleported to an extradimensional space attuned to you. Anytime thereafter, you may spend an action to open the box and reach inside, whereupon you may retrieve any item kept within your extradimensional space. There is no limit to the number of items that can be stored in an extradimensional space created with this item, but an object must be able to fit through the box’s opening, and it will not accept living matter.

Placing an item into any copy of Clement’s Consistent Coffers transfers it to the same extradimensional space attuned to you. Each creature that interacts with the coffer has their own extradimensional space, and no creature other than you can retrieve an item from yours.

The portal to the extradimensional space only exists while the box is open. As long as the box is closed, it can be placed inside of another extradimensional space such as that created by a bag of holding.

Cloak of Rot

Wondrous Item, very rare (requires attunement)

This deep black linen cloak is faded and torn, and is covered with moss and lichen which grows around your shoulders while you wear it.

While attuned to the Cloak of Rot, you gain resistance to necrotic damage, or immunity if you already have resistance. If an effect originating from you would deal necrotic damage, it deals an additional 1d8 points of damage.

In addition, when you would be subject to an effect that would deal necrotic damage, you may roll 1d10 + half your level and reduce the damage you receive by that amount. This reduction is made after resistance or immunity is calculated, and if this reduces the damage below 0, you heal a number of hit points equal to the remainder.

Collapsible Pole of Infinite Angling

Wondrous item, uncommon

This 1-foot long wooden rod is enchanted with the properties of a Pole of Collapsing, a Pole of Angling, and a Limitless Rope.

This rod has three command words which can be spoken while holding it (no action required) that cause the pole to change its size. Its first command word causes it to expand into a 10 foot pole. Its second command word changes its size to that of a quarterstaff. Its third command word causes it to shrink down to a 1-foot rod. A pole can only change size once per round. If there is not enough space for the rod to grow in size, it does not grow at all.

This rod has an additional command word which can be spoken while holding it (no action required) that causes the rod to change its shape to that of a fishing pole, sprouting hook, line, tackle, and a reel. The fishing line is made of thin woven silk and can be withdrawn endlessly from the reel, which never runs dry. The line has an AC of 10 and 1 hit point, and can hold up to 200 pounds of weight before snapping. If the line snaps or is otherwise cut, the section of line not affixed to the reel disappears after 1 minute, vanishing in a puff of white smoke. When this happens, another hook and bobber appears at the end of the line still attached to the pole. The pole reverts to its 1-foot rod configuration after 10 minutes of not being held or carried.

D∞

Wondrous item, artifact

A strange, colourful, multidimensional object with finite volume and infinite surface area. When held, it feels very non-Newtonian as it undulates and warps in one’s grasp. Great care should be taken when using this object.

A creature holding the D∞ can roll it as a Utilize action. Once it settles on a particular face, it causes a magical effect to occur. Either the player or DM must roll 7 dice (1d4, 1d6, 1d8, 1d12, 1d20, 1d1002) and consult the associated magical effect table to determine its effect.

Gargantuan Longsword

Mundane Melee Weapon

This iron longsword is 15 feet long and weighs 80 pounds. You must have a Strength score of 19 or higher to wield this weapon. If your size is Huge or larger, you may wield this as a longsword with a 15 foot reach, a one-handed damage roll of 2d6, and a 2-handed damage roll of 2d12.

When you take the attack action on your turn, you may replace an attack with one of the maneuvers below. Both maneuvers require two hands unless your size is Huge or larger.

Wind-Up. You brace yourself and begin to swing the gargantuan longsword in large sweeps around you. Your speed becomes 0 until the start of your next turn. During this time, If a creature ends its turn within 5 feet of you, that creature automatically takes 2d4 slashing damage.

Slashing Strike. You may only take this maneuver if you took the wind-up maneuver this turn. You may perform this maneuver without taking the wind-up maneuver by expending a superiority die. You swing the gargantuan longsword in a cone whose length is equal to your reach plus 15 feet. Make a single melee weapon attack roll and compare the result against the AC of each object and creature within the cone. For each successful hit, that creature takes an amount of slashing damage equal to 2d6 + your Strength modifier.

Gemini Ring

Ring, very rare (requires attunement)

These two rings - one onyx black and the other alabaster white - are twisted around one another to form a single band. The Gemini Ring has 2 charges and regains all expended charges daily at dawn.

While attuned to the Gemini Ring, if you cast a spell using a spell slot, you may expend a charge from the ring to choose a willing creature within 60 feet of you. The spell you cast must be 6th level or lower and have a casting time of one action. Upon activating the ring, the spell's magical energy is transferred to the chosen creature before it is released, causing the spell effect to originate from the chosen creature, instead of from yourself. You still decide all other aspects of the spell, such as target and/or direction.

If the spell has a target of “self”, it instead targets the chosen creature. If the spell has a range, its distance is calculated from the chosen creature’s space, instead of your own. If the spell requires you to see your target, only the chosen creature needs to see it, although you must at least be aware of its existence. If the spell has a duration other than “instantaneous,” it requires your concentration to maintain it, even if the spell would ordinarily not require concentration. Your concentration is automatically broken if you or the chosen creature move further than 60 feet from one another.

Hogarth Hogwitz Potions

The following six potions were concocted by Hogarth Hogwitz and are often found bundled together, usually in a single, unmarked wooden box and arranged by color.

Sauce That Makes You Weak

Potion, rare

This glass bottle of bright, fluorescent red liquid sheds dim light to a radius of 5 feet. Around its neck is a small length of twine and a tag made of parchment with a bit of text that reads “Sauce That Makes You Weak. brewed by Hogarth Hogwitz.” Removing or altering the tag or pouring the contents of the bottle into anything that isn’t a creature’s mouth renders the potion inert.

When you drink this potion, your Strength score is reduced by 2, to a minimum of 4. A Remove Curse spell or similar magic reverses this effect.

Juice That Makes You Explode

Potion, very rare

This glass bottle of bright, fluorescent orange liquid sheds dim light to a radius of 5 feet. Around its neck is a small length of twine and a tag made of parchment with a bit of text that reads “Juice That Makes You Explode. brewed by Hogarth Hogwitz.” Removing or altering the tag or pouring the contents of the bottle into anything that isn’t a creature’s mouth renders the potion inert.

When you drink this potion, it instantly casts an 8th-level fireball centered on you (13d6, DC 18). You automatically fail the saving throw.

Nectar That Makes You a God

Potion, legendary

This glass bottle of bright, fluorescent yellow liquid sheds dim light to a radius of 5 feet. Around its neck is a small length of twine and a tag made of parchment with a bit of text that reads “Nectar That Makes You a God. brewed by Hogarth Hogwitz.” Removing or altering the tag or pouring the contents of the bottle into anything that isn’t a creature’s mouth renders the potion inert.

When you drink this potion, you are imbued with overwhelming power until the start of your next turn. While empowered, each of your ability scores are increased to 20 except those that are already equal to or higher than 20.

Potion That Kills You

Potion, rare

This glass bottle of bright, fluorescent green liquid sheds dim light to a radius of 5 feet. Around its neck is a small length of twine and a tag made of parchment with a bit of text that reads “Potion That Kills You. brewed by Hogarth Hogwitz.” Removing or altering the tag or pouring the contents of the bottle into anything that isn’t a creature’s mouth renders the potion inert.

When you drink this potion, if your current hit point total is equal to or less than 100, you instantly die. Otherwise, it has no effect and just tastes a little bitter.

Drink That Makes You Forget

Potion, very rare

This glass bottle of bright, fluorescent blue liquid sheds dim light to a radius of 5 feet. Around its neck is a small length of twine and a tag made of parchment with a bit of text that reads “Drink That Makes You Forget. brewed by Hogarth Hogwitz.” Removing or altering the tag or pouring the contents of the bottle into anything that isn’t a creature’s mouth renders the potion inert.

When you drink this potion, your memories of the past 24 hours are completely expunged from your mind. You recall the moments leading up to exactly 24 hours ago, upon which it feels as though you had fallen asleep and only just now awoke. A Remove Curse spell or similar magic reverses this effect.

Syrup That Tastes Bad and Makes You Bad at Everything

Potion, uncommon

This glass bottle of bright, fluorescent purple liquid sheds dim light to a radius of 5 feet. Around its neck is a small length of twine and a tag made of parchment with a bit of text that reads “Syrup That Tastes Bad and Makes You Bad at Everything. brewed by Hogarth Hogwitz.” Removing or altering the tag or pouring the contents of the bottle into anything that isn’t a creature’s mouth renders the potion inert.

When you drink this potion, its bitter flavor coats your mouth for 24 hours, during which you have disadvantage on all attack rolls, ability checks, and saving throws. A Remove Curse spell or similar magic reverses this effect.

Shyla’s Shrinking Stronghold

Wondrous Item, very rare

This hollow cube of stone measures 8 inches on each side and weighs 5 pounds when empty. By placing it on the ground and speaking its first command word, a creature can cause the cube to expand in size until it is 16 feet on each side. If the cube is unable to grow to its full size - such as being in a confined space - it does not expand at all. Objects and creatures in the cube’s space as it expands are shunted harmlessly to nearby unoccupied spaces. While expanded, the cube weighs 5000 pounds.

While the cube is fully expanded, a creature may touch a side of the cube and speak its second command word to cause an opening to appear on that side, or to cause a previously-created opening to disappear. The opening can be any size up to the full size of the wall, and can be either an unblocked opening or a simple, unlocked wooden door. The inside of the cube is a room 15 feet on each side and 15 feet high. The walls, floor, and ceiling are each six inches thick. The room is unlit and is the same temperature as the air outside the cube.

While the cube is fully expanded, a creature may touch the cube and speak its third command word, causing it to shrink back down to its 8-inch size. Any creatures still inside the cube when it shrinks are shunted harmlessly outside. Any items within the cube that are not being worn, held, or carried are shrunk down and contained within the cube. When shrunk, the weight of mundane items are reduced by a factor of 1000, while the weight of magic items are unchanged. An item contained within a shrunken cube cannot be withdrawn, but can still be targeted by divination magic.

Whether shrunken or expanded, the cube has an AC of 16 and 200 hit points. It has a damage threshold of 10. If a cube is destroyed, all creatures and objects are shunted harmlessly to nearby unoccupied spaces, and any shrunken items are returned to their full size.

As long as the cube has at least 1 hit point remaining, a creature with proficiency in Mason’s Tools may use those tools over the course of an hour (which can coincide with a short or long rest) to restore the cube to its maximum hit points.

Slug Accelerator

Wondrous Item, rare

You may attach this small metal cylinder to the muzzle of a firearm, allowing its ammunition to pass through it as it is fired. Whenever you make an attack with the attached firearm, you may choose for the bullet to become accelerated, becoming a magical +1 version of whatever ammunition it was before. You must make this choice before rolling the attack.

The slug accelerator heats up significantly when it is used. You must roll 1d4 before you activate its abilities. On a result of 4 or higher, the accelerator overheats, melting down and becoming unusable until you fix it over the course of a short rest, although you are still able to fire unmodified bullets without penalty. If you successfully activate the accelerator, it gains one (1) Heat Charge, which grants a cumulative +1 bonus to subsequent meltdown rolls. All Heat Charges dissipate at the start of your turn.