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Cloak of Smoke & Mirrors
Wondrous Item, rare
“This cloak is spun from a fine, silvered thread that absorbs light, rather than reflecting it. This gives the cloak a very dull, dark gray color. When the magic of the cloak is activated, it shines and shimmers with the light it has absorbed.”
While wearing this magic cloak you can cast the mirror image spell without expending a spell slot.
If you have not cast the mirror image spell since you finished your last long rest, wearing this magic cloak gives you a +5 bonus to Dexterity (Stealth) checks. Additionally, if you are in dim light or darkness, you can use a bonus action to turn invisible. The invisibility lasts for 1 hour, until you move, take another action, or take damage.
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Common magic items are the best. Give your players a bunch of these for a few copper, and roll those 1d100's in secret as they savor these treats...until...hehe.
Honey Stick
Consumable, common
“A small tube of flavored honey that is often sold at fairs and festivals. There is nothing magical about these treats in most circumstances, but sometimes when a fey blesses a beekeeper's hive, unusual things happen.”
You can use a bonus action to eat this small treat. When you do, roll 1d100. On a roll of 2-100, you gain 1 temporary hit point. On a roll of 1, you roll on the Wild Magic Surge table.
If you enjoy our content, please support our team of four on Patreon. Get access to over 700+ Magic Items, monsters, tokens, subclasses and more.
I don't care about Dungeon Meshi otherwise but "Tallmen" is SUCH an elegant solution to placing humans in a fantasy setting that it's still blowing my mind. Just the term itself is enough to instantly recontextualize humans. They're no longer the default race. They're those big goobers with long legs, striding about all the time. I can so easily envision much more interesting relationships between humans and non-humans because of it. Like perhaps "tallmen" are stereotyped as shepherds by other races because they can watch over their flocks better, or as vagabonds because they are better suited to long travel on foot. And of course, they don't *literally* have to be taller than everybody else, they were just the tallest around whenever the label became the norm, or something like that. I just feel like it's so much better than what I've seen in settings like D&D that go "and humans are the... adaptable, generalist people :)!"
Idea: the player characters are invited to have a drink and conversation with a powerful crime lord. This is, although they don’t know it immediately, sort of a test. Though Vittoria Blade presents a coarse exterior, she has a taste for the finer things in life. To make a good impression, the PCs will have to mix drinks properly!
This works well in a fantasy setting, where the ingredients are made up and the drinks are too. But in a modern or real-world setting, I think you should still throw in some imaginary recipes. “Alright, big shot. Let’s see if they taught you how to make a Chromium Punch in that fancy school.” The challenge is mostly to come up with likely-sounding recipes and techniques, but if they really seem to be stuck you can allow a Society or History or Craft check to get a hint.
Vittoria Blade can be a very good ally, but if anyone wastes her fine liqueurs and rare fruits she’ll throw the party out and give them ten seconds to run before she starts shooting.
Idea: a series of Call of Cthulhu adventures where the PCs encounter the violent aftermath and found-footage style evidence of summoning rituals. It seems that the government tried to cover up and study the eldritch activity, but their laboratory was similarly overwhelmed by creatures beyond our comprehension, which they couldn’t contain.
One such creature - one of many - is a frighteningly intelligent shapeshifter, and it seems to understand human culture fairly well despite having a language and mindset that appears to revolve around texture. It hunts by ambush, using static electricity to grab its prey with impossible force and then absorbing fluids and nutrients through its skin. Currently, its goals include gaining access to more important places and shapes, so it can learn and feed more easily. It also wishes to eliminate anyone who might recognize its existence and similarity to the classic D&D Mimic.
What other old-school monsters could be truly frightening in the right context? Aboleths are pretty eldritch already, but I think there’s some good mileage in the Xill, which hops between dimensions and puts its terrible eggs inside of people, Alien-style. Or what about finding a lab full of headless bodies, victims and hosts of the vicious Vargouille?
We've been making Magic Items for each of the classes as we go over the main changes in the 2024 Players Handbook. Warlock Invocations are some of the coolest things among class features, we love them. So the idea of a Warlock being able to temporarily share those features, we think is just so freaking cool.
Flask of Lost Memories
Wondrous Item, rare (requires attunement by a warlock)
“This old iron flask is covered in dents and scrape marks, but remains unpunctured. It bears the image of some human-like entity, though most of its features have been worn away. When the topper is off, the face of this entity begins to glow and thrum with power.”
As a bonus action, you can uncork this flask and take a small sip of its power. When you do, you can spend a hit die, rolling it and regaining hit points equal to the result plus your Constitution modifier (minimum 1).
As an action, you can uncork this flask and allow an ally to drink deeply from the power within. When you do, they gain the benefit of one of your Warlock invocations, which you choose. The effects of the flask's power lasts for 1 hour. Once you have used this property of the flask you cannot use it again until you finish a long rest.
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An easy guide to identifying types of tabletop roleplaying games:
If it uses a single die, it's a D&D.
If it uses a pair of dice (typically added together), it's a Traveler.
If it uses a pool of dice, it's West End Games' Ghostbusters.
If it uses percentile dice, it's BRP.
Use this easy gyide which definitely contains all the times of games there have ever been 👍👍
Gloves of Relentless Pursuit
Wondrous Item, rare (requires attunement by a ranger)
“These gloves perfectly fit the hand of whoever wears them, and feels as natural as a second skin. They have rough texture on the palm and fingers so nothing slips from their grip, and makes drawing and nocking arrows smooth and effortless.”
Whenever you hit a creature marked by your Hunter’s Mark spell, you gain a +1 bonus to attack rolls and damage rolls against it, to a maximum of +5. If you miss an attack, the bonus is reduced by 2, and if you attack another creature the bonus is lost.
When you defeat a creature marked by your Hunter’s Mark spell and use a bonus action to move it to another creature, you retain the bonus to your attack and damage rolls.
If you enjoy our content, please support our team of four on Patreon. Get access to over 650+ Magic Items, monsters, tokens, subclasses and more.
Book of Inspiring Rhymes
Wondrous Item, very rare (requires attunement)
“This journal's appearance betrays its magical nature. An ordinary collection of half scrawled pages, bound and stuffed, this book of inspiring rhymes has had many authors. Every bard who has used it adds their own lines and additions to the book. Over time, the power of these tales has culminated in the birth of the magic within.”
This magic item can be used as a spellcasting focus for your spells. You gain a +2 bonus to your spell attack rolls for spells cast while holding this magic item.
When an ally succeeds on a saving throw using your Bardic Inspiration die, if an enemy creature was responsible for the spell or effect that caused the saving throw, the next attack roll made against that creature has advantage.
When an ally uses your Bardic Inspiration die on an attack roll and succeeds, they also heal themselves for the amount rolled on the die plus your bard level.
If you enjoy our content, please support our team of four on Patreon. Get access to over 650+ Magic Items, monsters, tokens, subclasses and more.
🧪 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Ankh of Anointment Potion, rare ___
The oil within this ankh-shaped vial is rich with the smell of clove and myrrh. You can use an action to pour the entirety of the vial over a Medium or smaller creature or object. For the next hour, that target is under the effects of the “protection from evil and good” spell (no concentration required), and it regains the maximum number of hit points possible from any healing. An undead that hits a target under the effects of this oil with a melee attack immediately takes 1d8 radiant damage.
The oil feels warm to the touch, and magically evaporates once the ankh is finished being poured. ___
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Looks like fresh bread and homemade honey is on the menu for tonight! 🐝🍯
List of unique and imaginative types of government that can add depth to your fantasy world:
1. Gerontocracy
A government ruled by the elderly. Wisdom and experience are highly valued, and the oldest members of society hold the most power.
2. Stratocracy
A government led by military leaders. The state and the military are closely intertwined, and military service is often a prerequisite for leadership.
3. Timocracy
A government where only property owners or those with a certain level of wealth can participate in governance. The idea is that those with a stake in the land will govern it wisely.
4. Gynarchy
A society governed by women. Leadership roles are exclusively or predominantly held by females.
5. Noocracy
A government ruled by the wise or intellectuals. Decisions are made based on knowledge, wisdom, and rational thought.
6. Kleptocracy
A corrupt government where leaders exploit national resources and steal; rule by thieves. This often leads to widespread corruption and inequality.
7. Cyberocracy
A futuristic government where information technology and artificial intelligence play a central role in governance. Decisions are made based on data and algorithms.
8. Hologarchy
A decentralized government where power is distributed equally among all members of society. There is no central authority, and decisions are made collectively.
9. Ecocracy
A government that prioritizes ecological and environmental concerns above all else. Policies are designed to protect and sustain the natural world.
10. Psionocracy
A government ruled by individuals with psychic or mental powers. Leadership is determined by one's mental abilities and control over psychic forces.
11. Syndicracy
A government run by syndicates or groups of people with common interests, such as trade unions or professional associations. Power is distributed among various syndicates.
12. Cryptocracy
A secretive government where the true rulers are hidden from the public. The real power lies with a shadowy group that operates behind the scenes.
13. Technomancy
A blend of technology and magic, where the government is ruled by technomancers who use both technological and magical means to govern.
14. Animocracy
A government where animals or animal spirits play a central role in decision-making. This could involve druids or shamans who communicate with animal spirits.
15. Necrocracy
A government where the dead or undead hold power. This could involve necromancers who use their control over the dead to maintain order.
16. Elementocracy
A government where rulers are chosen based on their mastery of elemental forces (earth, water, fire, air). Each element might have its own representative or leader.
17. Dreamocracy
A society governed by those who can control or influence dreams. Decisions might be made in a dream realm, affecting the waking world.
18. Symbiocracy
A government where humans and another species (like elves, dwarves, or even sentient plants) share power equally. Cooperation and mutual benefit are key.
19. Chronocracy
A government where time manipulation is central. Leaders might be time travelers or have the ability to foresee future events and make decisions accordingly.
20. Shadow Council
A secretive group that rules from the shadows, with their identities unknown to the public. They might use spies and covert operations to maintain control.
21. Guildocracy
A government run by various guilds, each representing different trades or professions. Power is distributed among the guild leaders.
22. Arcane Senate
A council of powerful mages who govern based on their magical prowess and knowledge. Each member might represent a different school of magic.
23. Beastocracy
A society where intelligent beasts or mythical creatures hold power. This could include dragons, griffins, or other fantastical beings.
24. Celestocracy
A government ruled by celestial beings or those who claim divine right from the stars. Astrology and celestial events might influence decisions.
25. Labyrinthine Council
A government where the ruling council resides in a vast, ever-changing labyrinth. Only those who can navigate the maze can reach the leaders.
26. Mirrorocracy
A society where decisions are made by reflections or alternate versions of the leaders from parallel dimensions. This could involve magical mirrors or portals.
27. Puppetocracy
A government where the rulers are figureheads controlled by unseen puppet masters. The true power lies with those pulling the strings.
28. Songocracy
A society where music and song are central to governance. Leaders might be chosen based on their musical abilities, and laws are sung rather than written.
29. Crystal Dominion
A government where rulers derive their power from magical crystals. These crystals might grant various abilities or influence the land.
30. Ethereocracy
A government where spirits or ethereal beings hold sway. This could involve ghosts, ancestral spirits, or other supernatural entities.
31. Mercantocracy
A government ruled by merchants and traders. Economic policies are designed to maximize trade and commerce, with leaders often being the wealthiest traders.
32. Coinclave
A council of bankers and financiers who control the economy. Decisions are made to ensure financial stability and growth, with a focus on banking and investments.
33. Tradeguild Dominion
A realm where powerful trade guilds hold sway. Each guild represents a different industry, and they work together to regulate trade and industry standards.
34. Barterocracy
A society where barter and trade are the primary means of exchange. Leaders are chosen based on their ability to negotiate and manage resources effectively.
35. Resource Syndicate
A government where control is based on the management of natural resources. Leaders are experts in mining, agriculture, and resource distribution.
36. Artisan Assembly
A government led by master craftsmen and artisans. Economic policies focus on the production and trade of high-quality goods and craftsmanship.
37. Agrarian Council
A society governed by those who control agricultural production. Policies are centered around farming, food distribution, and sustainable agriculture.
38. Guilded Senate
A ruling body composed of representatives from various economic guilds. Each guild has a say in the governance based on their economic contributions.
39. Commodocracy
A government where power is based on the control of key commodities, such as gold, spices, or magical resources. Leaders are those who control these valuable goods.
40. Marketocracy
A society where the free market dictates governance. Leaders are chosen based on their success in the marketplace, and economic freedom is highly valued.
41. Tradewind Dominion
A government where trade routes and shipping lanes are the lifeblood of the economy. Leaders are often powerful ship captains or trade route managers.
42. Coincouncil
A council of wealthy individuals who use their resources to influence governance. Economic policies are designed to benefit the wealthy elite.
43. Craftocracy
A government where skilled artisans and craftsmen hold power. The economy is driven by the production and trade of artisanal goods.
44. Miner’s Syndicate
A society governed by those who control mining operations. Economic policies focus on the extraction and trade of minerals and precious metals.
45. Spice Dominion
A government where control of rare and valuable spices dictates power. Leaders are those who manage spice production and trade.
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120 ULTIMATE LIST OF CHARACTER FLAWS. Writers save this!
1. Moral Flexibility - Adapts their ethics to fit the situation, often justifying questionable actions as necessary.
2. Cognitive Dissonance - Holds two conflicting beliefs or values and struggles to reconcile them, leading to inner turmoil.
3. Overempathy - Feels others’ emotions too intensely, leading to burnout or an inability to make objective decisions.
4. Intellectual Arrogance - Dismisses others’ ideas as inferior, believing their own intellect is superior.
5. Chronic Overthinking - Analyzes situations to the point of paralysis, unable to take decisive action.
6. Restless Wanderlust - Has a constant desire for change or travel, leading to instability in relationships or careers.
7. Savior Complex - Feels compelled to “save” others, often to the detriment of their own well-being or others’ autonomy.
8. Emotional Vampirism - Drains others emotionally, needing constant validation or attention.
9. Righteous Indignation - Becomes excessively angry over perceived injustices, often alienating others.
10. Altruistic Self-Destruction - Sacrifices themselves for others to an unhealthy degree, often leading to self-neglect.
11. Pathological Modesty - Downplays their own achievements to the point of self-sabotage or invisibility.
12. Incapable of Solitude - Feels an intense fear of being alone, leading to codependent or unhealthy relationships.
13. Over-Rationalization - Justifies every action or decision, even when it’s clearly flawed, to avoid guilt or responsibility.
14. Constant Self-Sabotage - Subconsciously undermines their own success due to deep-seated fears or insecurities.
15. Misplaced Loyalty - Stays loyal to people or causes even when it’s harmful or undeserved.
16. Ethical Rigidity - Follows their moral code to the letter, unable to adapt to complex or gray situations.
17. Need for Obscurity - Prefers to stay unnoticed or in the background, avoiding recognition or responsibility.
18. Involuntary Aloofness - Appears distant or disinterested, often without meaning to, leading to misunderstandings.
19. Fear of Mediocrity - Terrified of being ordinary, they constantly strive for greatness, often leading to burnout.
20. Rejection Sensitivity - Overreacts to criticism or perceived slights, often withdrawing or lashing out.
21. Conflict Avoidance - Avoids confrontation at all costs, leading to unresolved issues and resentment.
22. Over-idealization of Others - Puts people on pedestals, only to be deeply disappointed when they don’t meet expectations.
23. Chronically Unfulfilled - No matter what they achieve, they always feel something is missing, leading to constant searching.
24. Compulsive Truth-Telling - Feels compelled to speak the truth, even when it would be kinder or wiser to remain silent.
25. Overactive Imagination - Sees threats or possibilities where there are none, leading to anxiety or missed opportunities.
26. Faux Humility - Pretends to be humble but secretly craves admiration or validation.
27. Micromanagement - Needs to control every detail, often suffocating others or hindering their own progress.
28. Anachronistic Thinking - Clings to outdated beliefs or practices, struggling to adapt to modern realities.
29. Over-Reliance on Routine - Becomes anxious or lost without their routines, struggling to adapt to change.
30. Selective Memory - Remembers events in a way that suits their narrative, often distorting the truth.
31. Paradoxical Fear of Success - Desires success but subconsciously fears the changes or responsibilities it might bring.
32. Compassion Fatigue - Once empathetic, now numbed or indifferent due to overwhelming exposure to others’ suffering.
33. Overwhelming Nostalgia - Lives in the past, unable to move forward or appreciate the present.
34. Unyielding Perfectionism - So focused on flawlessness that they struggle to complete tasks or accept anything less than perfect.
35. Epistemic Arrogance - Believes they know everything worth knowing, dismissing the possibility of learning from others.
36. Excessive Hedonism - Pursues pleasure to the point of neglecting responsibilities or moral considerations.
37. Over-Cautiousness - So afraid of making mistakes that they rarely take action, leading to missed opportunities.
38. Idealistic Naivety - Believes the world should operate according to their ideals, often clashing with reality.
39. Ambition without Direction - Desires greatness but has no clear path or plan, leading to frustration and failure.
40. Emotional Transference - Projects unresolved emotions onto others, often misinterpreting their intentions or actions.
41. Overdependence on Routine - Becomes anxious or lost without their routines, struggling to adapt to change.
42. Misplaced Guilt - Feels responsible for things outside of their control, leading to unnecessary self-blame.
43. Fear of Being Ordinary - Constantly strives to stand out, often at the expense of authenticity or well-being.
44. Chronic Indecisiveness - Struggles to make even simple decisions, constantly second-guessing themselves.
45. Faux Cynicism - Pretends to be jaded or cynical as a defense mechanism, while secretly caring deeply.
46. Romanticization of Suffering - Believes that suffering is noble or meaningful, often rejecting happiness or comfort.
47. Selective Compassion - Empathetic towards some but completely indifferent or cold to others, often based on biases.
48. Avoidant Optimism - Avoids negative thoughts or situations, clinging to an unrealistic positivity that ignores real problems.
49. Fear of Abandonment - Clings to relationships out of fear of being left alone, often leading to unhealthy dynamics.
50. Overidentification with Work - Sees their job as their entire identity, struggling with self-worth outside of work.
51. Excessive Altruism - Sacrifices their own needs to help others, often to their own detriment.
52. Self-Imposed Isolation - Withdraws from others out of fear of rejection or misunderstanding, leading to loneliness.
53. Over-Analysis Paralysis - Overthinks every situation to the point of being unable to make decisions or take action.
54. Eternal Romantic - Sees the world through a lens of idealized love, often leading to disillusionment or heartbreak.
55. Emotional Incontinence - Struggles to control their emotions, often overwhelming others with their intensity.
56. Fear of Aging - Obsessed with youth, they go to great lengths to deny or hide the aging process.
57. Intellectual Cowardice - Avoids challenging their own beliefs or ideas, sticking to what they know out of fear of change.
58. Emotional Hoarding - Holds onto past hurts or grudges, unable to let go and move on.
59. Unquenchable Curiosity - Always needs to knw more, often prying into others’ lives or crossing boundaries.
60. Romantic Escapism - Uses fantasy or daydreams as a way to avoid dealing with reality, leading to detachment.
61. Masochistic Tendencies - Deliberately seeks out situations that cause them pain or discomfort, believing they deserve it.
62. Incurable Wanderer - Can never settle down, always moving on to the next place or experience, leading to rootlessness.
63. Dependency on Validation - Needs constant approval or praise from others to feel good about themselves.
64. Constant Self-Reinvention - Continuously changes their identity or persona, never settling on who they truly are.
65. Moral Masochism - Finds satisfaction in self-punishment or guilt, often holding themselves to impossible standards.
66. Faux Bravado - Pretends to be fearless or confident to hide deep-seated insecurities or fears.
67. Over-romanticization of the Past - Idealizes past experiences, believing that things were better back then, leading to dissatisfaction with the present.
68. Chronic Hedging - Never fully commits to decisions or actions, always leaving themselves an escape route.
69. Fear of Stagnation - Constantly needs to be doing something or moving forward, fearing they’ll become irrelevant or bored.
70. Over-Attachment to Objects - Places excessive sentimental value on material possessions, struggling to let go.
71. Emotional Stoicism - Refuses to show or acknowledge emotions, leading to repression and eventual breakdowns.
72. Self-Flagellation - Constantly punishes themselves for perceived failures or mistakes, often disproportionate to the actual events.
73. Fear of the Unknown - Terrified of what they can’t predict or control, leading to anxiety or avoidance of new experiences.
74. Romantic Pessimism - Believes that love or relationships are doomed to fail, leading to self-sabotage or cynicism.
75. Intellectual Purism - Believes in the superiority of “pure” intellectual pursuits, often dismissing practical or emotional concerns.
76. Existential Dread - Obsesses over the meaning (or lack thereof) of life, leading to paralysis or despair.
77. Involuntary Nonconformity- Desires to fit in but can’t help standing out or going against the grain, often feeling alienated.
78. Self-Imposed Martyrdom - Puts themselves in a position of suffering or sacrifice, believing it’s their duty or fate.
79. Idealized Self-Image - Clings to an unrealistic self-concept, struggling to accept their flaws or limitations.
80. Compulsive Honesty - Feels compelled to always tell the truth, even when it’s hurtful or inappropriate.
81. Over-Reliance on Technology - Becomes helpless without modern conveniences, struggling to cope with real-world challenges.
82. Moral Exhibitionism - Shows off their ethics or principles to gain admiration or moral superiority, often insincerely.
83. Perpetual Student Syndrome - Always learning but never applying knowledge, avoiding real-world responsibilities.
84. Emotional Osmosis - Absorbs others’ emotions so deeply that they lose track of their own feelings or needs.
85. Pathological Frugality - So obsessed with saving money or resources that they miss out on life’s joys or opportunities.
86. Obsessive Self-Improvement - Never satisfied with themselves, constantly striving for unattainable perfection.
87. False Modesty - Pretends to be humble while fishing for compliments or validation.
88. Uncontrolled Impulsiveness - Acts on whims or impulses without considering the consequences, leading to chaos or regret.
89. Chronic Hedonism - Lives only for pleasure, often to the detriment of their long-term happiness or relationships.
90. Overly Abstract Thinking - So focused on big ideas or concepts that they lose touch with reality or practical concerns.
91. Romantic Idealism - Believes in a perfect love or relationship, often leading to disappointment or disillusionment.
92. Selective Altruism - Only helps others when it suits them, often ignoring those who don’t fit their criteria.
93. Pathological Shyness - So shy or introverted that they struggle to function in social situations, often missing out on opportunities.
94. Moral Superiority - Believes they are more ethical or righteous than others, often looking down on those who don’t share their views.
95. Over-identification with a Role - Sees themselves only as their job, family role, or social identity, losing sight of their true self.
96. Chronic Complaining - Constantly finds something to complain about, often bringing others down or creating a negative atmosphere.
97. Faux Stoicism - Pretends to be emotionally strong or unaffected, while secretly struggling with deep emotional turmoil.
98. Addiction to Drama - Thrives on conflict or chaos, often creating drama where there is none to feel alive or important.
99. Obsessive Collecting - Gathers possessions, knowledge, or experiences obsessively, often unable to let go or move on.
100. Inflexible Optimism - Refuses to acknowledge negative possibilities, often unprepared for setbacks or challenges.
101. Contrarianism - Always takes the opposite stance just to challenge others, often without genuine conviction.
102. Emotional Projection - Attributes their own feelings or issues onto others, often leading to misunderstandings.
103. Compulsive Heroism - Feels the need to be seen as heroic or brave, even in situations that don’t call for it.
104. Spiritual Narcissism - Uses spirituality as a way to feel superior to others or to avoid personal flaws.
105. Self-Defeating Humor - Constantly makes jokes at their own expense, using humor to deflect serious issues.
106. Identity Fluidity - Frequently changes their identity or beliefs to fit in with different groups, losing a sense of true self.
107. Overattachment to the Past - Can’t move on from past successes or failures, allowing them to define their present.
108. Pseudointellectualism - Pretends to know more than they do, using complex language or ideas to impress others.
109. Overidealization of Youth - Places youth on a pedestal, often dismissing the value of experience or aging.
110. Refusal to Accept Help - Rejects assistance from others, believing they must do everything on their own, even to their detriment.
111. Emotional Manipulation - Uses guilt, pity, or other emotions to control or influence others, often without realizing it.
112. Inconsistent Values - Holds contradictory beliefs or morals, leading to confusion or hypocrisy in their actions.
113. Obsession with Legacy - So focused on how they’ll be remembered that they neglect the present or make unwise choices.
114. Excessive Eagerness to Please - Goes out of their way to make others happy, often at the cost of their own needs or principles.
115. Emotionally Guarded - Builds walls around their feelings, making it difficult for others to get close or understand them.
116. Selective Memory - Chooses to remember events in a way that favors them, often distorting the truth.
117. Overattachment to Authority - Relies heavily on rules or leaders, struggling to make decisions independently or question authority.
118. Fear of Vulnerability - Avoids showing weakness or asking for help, leading to isolation or burnout.
119. Intellectual Detachment - Approaches everything with cold logic, often ignoring the emotional or human side of situations.
120. Obsession with Control - Needs to control every aspect of their life and others’, often leading to stress or strained relationships.
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Walking Pot Wondrous item, common ___
This terra cotta pot has an emerald, scale-like glaze along its base. Four legs protrude from the bottom of the vessel, as well as an unblinking, humanoid face. If at least one plant is growing within the pot, the pot will magically animate to walk to the nearest location that’s within 120 feet of where it was last placed that’s best for the plant’s needs (such as sunlight or water). The pot ceases to be animated once it reaches the location. While it’s animated, the pot has a walking speed of 10 feet. ___
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The ask from our Twitch Chat was simple, "We want a hammer that we can heal people with by smacking them." Say no more.
Hammer of Healing
Weapon (light hammer), rare
“This hammer is made of a light metal material, etched with evocation runes similar to spells such as cure wounds and healing word. It bears the golden likeness of a deity of light on the hammer’s face.”
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Healing Strike. You can target an adjacent ally with this magic weapon and spend a hit dice to heal them with an attack, instead of dealing damage. Using your action, you heal your ally by striking them, roll damage as normal and add your hit dice to the total, and they recover that amount of hit points. No attack roll is required, unless they are unwilling to be healed.
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Hello, everyone!
The group has reached the fabled mystery island! This place is said to contain lots of treasures, but beware, some say the gold found hidden here has a very nasty curse cast upon it.
Not only that, but a very strange crystal rests atop the island. Nobody knows for sure what it's for, but the adventurers are about to discover its ancient secret.
The creature tokens for this map are a Chaos Serpent, a Sea Hunter and a Venomous Naga. Emerald tier gets the Burrowing Monster while Diamond tier gets all three. In addition, Sapphire tier gets extra creature token variants.
You can see a preview of all of this week’s Patreon content here.
Thank you very much for taking a look and be sure to check out my Patreon where you can pledge for gridless version, alternate map versions as well as the tokens pertaining to this map.
a list of 100+ buildings to put in your fantasy town
academy
adventurer's guild
alchemist
apiary
apothecary
aquarium
armory
art gallery
bakery
bank
barber
barracks
bathhouse
blacksmith
boathouse
book store
bookbinder
botanical garden
brothel
butcher
carpenter
cartographer
casino
castle
cobbler
coffee shop
council chamber
court house
crypt for the noble family
dentist
distillery
docks
dovecot
dyer
embassy
farmer's market
fighting pit
fishmonger
fortune teller
gallows
gatehouse
general store
graveyard
greenhouses
guard post
guildhall
gymnasium
haberdashery
haunted house
hedge maze
herbalist
hospice
hospital
house for sale
inn
jail
jeweller
kindergarten
leatherworker
library
locksmith
mail courier
manor house
market
mayor's house
monastery
morgue
museum
music shop
observatory
orchard
orphanage
outhouse
paper maker
pawnshop
pet shop
potion shop
potter
printmaker
quest board
residence
restricted zone
sawmill
school
scribe
sewer entrance
sheriff's office
shrine
silversmith
spa
speakeasy
spice merchant
sports stadium
stables
street market
tailor
tannery
tavern
tax collector
tea house
temple
textile shop
theatre
thieves guild
thrift store
tinker's workshop
town crier post
town square
townhall
toy store
trinket shop
warehouse
watchtower
water mill
weaver
well
windmill
wishing well
wizard tower
The Cult Dungeon Map by Tobias
Community Spotlight time! An enormous, 63x52, two-level dungeon map from Tobias. This one is going to take a few sessions to explore! 🦇
→ You can grab this map here.
Character Background
You have completed your training with the Benevolent Order of Hyperion Demolitionists, one of the world's foremost alchemical martial schools. Apprentices begin at age 10, or their species' equivalent, and are instructed in punches and kicks that focus all their power on a single point, as well as engineering and mathematics. When they wish to advance in their training, they may attempt the Trial Room, a test of agility, strength, and wits.
Those who escape from the Trial Room successfully are called Flares, and their studies now include physical conditioning and alchemy. They also lead classes for the initiates. When they think they are ready to master their art, the leaders of the Order send a group of Flares on a mission involving combat, sabotage, and/or guarding a target. The Order has many secrets to protect, and just as many enemies to preemptively destroy. Any Flares who return from this mission successfully are promoted to the rank of Solar.
The Hyperion Demolitionists are inventors of many explosive mixtures and potions that enhance their power, and their tactics combine these with swift martial art attacks. They're all about the inner balance of mind and body, affecting the outer world.
Horror Creature Idea
An animal that has learned to mimic the “deus ex machina” or other random helpful encounter. It has a sixth sense for people in the depths of despair or on death’s door, and shows up to rescue them and provide a glimmer of hope.
As a mimic, this beast has many forms, but a common one is an almost-human with jaunty, colorful attire. “The Friendly Wanderer is a cheery fellow. Bright blue his carapace is, and his talons yellow!” One of them might bounce along the road in time to pull a poor hero out of quicksand and take them to get dry in its cozy hut nearby (from which nobody ever emerges).
The great thing about the Friendly Wanderer is that you can use one of them to rescue your players from a really tough fight or challenge that they can’t figure out, but then you don’t have to feel bad about being too nice because they get put in an even worse predicament!
Scholars have a hard time studying the Friendly Wanderer’s habits and abilities because of its unique hunting style. We’re not sure whether it has magic beyond its disguise capabilities, but we do think it gains sustenance from feelings of betrayal in addition to eating its victims’ bodies.