Some homebrew weapons I made for my campaign. Before anyone says anything, I KNOW the die aren't possible. We play online and the bot we use doesn't care what type of dice it is. I do NOT wanna hear anyone criticize my die usage
Kythri’s Iron
Uncommon, weapons - pistol
A gun that shoots regular bullets. Can fire up to 1d5 bullets during an action with an additional 1d5 as a bonus action
Trigger: Attunement to the user
Rare, weapon - pistol
A gun that shoots elemental bullets. The magazine has been magically enhanced to never run out of bullets as well as infuse the bullets with magic energy. This gun can shoot poison, acid, and lightning bullets with a roll of 1d3. The gun can shoot up to 1d10 bullets at one time.
Trigger: Creating a large scale fire, with either of those bullets, makes the gun upgrade to it's tier 2 form
Very rare, weapon - pistol
A gun that shoots elemental bullets. The magazine has been magically enhanced to never run out of bullets as well as infuse the bullets with magic energy. This gun can shoot fire, ice, poison, acid, thunder and lightning bullets with a roll of 1d6. The gun can shoot up to 1d15 bullets at one time.
Trigger: Killing an undead or divine creature upgrades the gun to it's tier 3 form
Legendary, weapon - pistol
A gun that shoots elemental bullets. The magazine has been magically enhanced to never run out of bullets as well as infuse the bullets with magic energy. This gun can shoot fire, ice, poison, acid, thunder, lightning, necrotic and radiant bullets with a roll of 1d8. The gun can shoot up to 1d25 bullets at one time.
Xoriat’s Evasivity
Common, wondrous item
A ring that grants a +1 to stealth checks.
Trigger: Attunement to the user
Uncommon, wondrous item
A ring that grants a +3 to all dexterity checks.
Trigger: Successfully evading detection for 3 turns
Rare, wondrous item
A ring that not only grants a +3 to all dexterity checks, but also allows the user to spend 1d3 slots of greater invisibility. Charges reset at dawn each day.
Trigger: Successful perform an action while invisible without being detected
Very rare, wondrous item
A ring that not only grants a +3 to all dexterity checks, but also allows the user to spend 1d3 slots of Greater Invisibility, 1d3 slots of Pass without Trace, or 1d3 slots of Fortune’s Favor. Charges reset at dawn each day.
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Coming up with homebrew items can get exhausting. Trying to fill a niche in your world and making sure it makes sense.
Turn to ancient history and observe the uncovered relics of the past. A good portion of them are cool for the sake of being cool. For example:
You collect some water, put it to a boil, say some magic words, and awaken the living crab pot! The purpose? You can ride it, make it carry soup, and get emotionally attached when it dies in Session 12.
Hey there, I happened upon your co-host blog while searching for homebrew FU accessories, and I saw you posted some MonHun themed ones over there, but the archive didn't seem to actually save the images. Just wondering if you have (or could?) posted them elsewhere? Searching this blog doesn't seem to have them as far as I see.
Thanks for your time!
Oh, yeah nah I think I only posted the MonHun FabUlt decos over at Co-Host (which I uh sorta keep forgetting to use lmao)
To go with my previous post of Velociprey/drome statblocks, have a rare item set:
Velociprey Armor: 850 zenit
Def.: DEX size + 1, M.Def.: INS size + 1
Quality: Velociprey Set (1)
Velociprey Shield: 800 zenit
Def.: +2
Quality: Velociprey Set (1)
Velociprey Charm: 700 zenit
Quality: Velociprey Set (1)
Velociprey Weapon (applicable to any weapon belonging to the sword, heavy, and crossbow categories): base price +700 zenit
Stats: Same as base weapon
Quality: Velociprey Set (1)
You add up the numbers in parentheses to get the effects below. You get the effects granted by each stage equal to or lower than the sum you got from adding up the numbers in the parentheses. If you get all the effects, you also get the Full Set Bonus.
Velociprey Set Effects:
1 - "If you suffer dazed or slow in conflict, you recover from those status effects at the start of your next turn."
2 - "You gain a +4 bonus to your initiative modifier"; or if you're using the new initiative rules, "You have a +2 bonus to Checks made giving chase or hunting down a target."
3 - You gain a +1 bonus to your Accuracy Checks.
Full Set Bonus (Pack Tactics): In a conflict, your attacks deal an additional 2 damage for every ally in the same scene.
Editing to say that I know these seem like pretty steep prices, but I estimated their value under the assumption that some or most of it will be offset by materials gathered from the monsters themselves.
A potentially story driven item that has lost most of it's power. However, twice per day when you fail a check or saving throw you can automatically pass as though you rolled a nat20. The catch is that every other time you fail a check or save, you critically fail as though rolling a 1.
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Since there’s not really a Badge point system in D&D, and I didn’t want them to take up attunement slots, there can only be 3 badges equipped at a time. DM discretion is obviously at play here, go nuts.
Part 1
Part 2
Part 3
Refund Badge - Badge, rare
While equipped, you gain an amount of GP equal to 75% of the selling price for using a consumable item, such as a potion or scroll. You can only have three badges equipped at one time.
Return Postage Badge - Badge, very rare
While equipped, you reflect physical damage. When hit with a melee weapon attack that deals bludgeoning, slashing, or piercing damage, the attacking creature takes half of the damage inflicted upon you (rounded up). You can only have three badges equipped at one time.
Runaway Pay Badge - Badge, rare
While equipped, if you take the Dodge or Disengage action, you gain 10 gp. Additionally, if you cast one of the following spells, you gain 10 gp per level of the spell casted: expeditious retreat, zephyr strike, kinetic jaunt, misty step, vortex warp, Ashardalon's stride, and far step. You can only have three badges equipped at one time.
S. Charge Smash Badge - Badge, very rare
While equipped, you have 3 charges, which replenish on a long rest. As an action, you can spend a charge to build up power in your weapon. You have advantage on the next melee attack made with a hammer before the end of your next turn, and on a hit you add +3 to the damage roll.
S. Charge Strike Badge - Badge, very rare
While equipped, you have 3 charges, which replenish on a long rest. As an action, you can spend a charge to build up power for your next strike. You have advantage on the next unarmed melee attack made before the end of your next turn, and on a hit you add +3 to the damage roll.
Shrink Stomp Badge - Badge, uncommon
While equipped, you have 3 charges, which replenish on a long rest. When making an unarmed strike, on a hit you can spend a charge to cast Reduce on the target, per Enlarge/Reduce, with a DC of 13 or your spell save DC, whichever is higher. You can only have three badges equipped at one time.
Sleep Stomp Badge - Badge, uncommon
While equipped, you have 3 charges, which replenish on a long rest. When making an unarmed strike, on a hit you can spend a charge to force the target to make a Constitution saving throw with a DC of 13 or your spell save DC, whichever is higher. On a failure, the target becomes unconscious and prone as if under the effects of a Sleep spell. All expended charges are regained daily at dawn. You can only have three badges equipped at one time.
Slow Go Badge - Badge, common
While equipped, you are unable to use the Dash or Disengage action. However, you have advantage on Stealth checks. You can only have three badges equipped at one time.
Smash Charge Badge - Badge, rare
While equipped, you have 3 charges, which replenish on a long rest. As an action, you can spend a charge to build up power for your next strike. You have advantage on the next unarmed melee attack made before the end of your next turn, and on a hit you add +2 to the damage roll. You can only have three badges equipped at one time.
Soft Stomp Badge - Badge, uncommon
While equipped, you have 3 charges, which replenish on a long rest. When making an unarmed strike, on a hit you can spend a charge to force the target to make a Constitution saving throw with a DC of 13 or your spell save DC, whichever is higher. On a failure, the target's AC is reduced by 3. The target can make the saving throw again at the beginning of its next turn, ending the effect on a successful save. You can only have three badges equipped at one time.
Speedy Spin Badge - Badge, uncommon
While equipped, you have 3 charges, which replenish on a long rest. You can spend one charge to Dash, Dodge, or Disengage as a bonus action. You can only have three badges equipped at one time.
Spike Shield Badge - Badge, uncommon
While equipped, you have resistance to piercing damage and advantage on saving throws made to avoid effects that deal piercing damage. You can only have three badges equipped at one time.
Spin Attack Badge - Badge, rare
While equipped, you have 3 charges, which replenish on a long rest. If you land the first unarmed attack on an enemy that has otherwise not been damaged, the hit is considered critical. If the attack roll is a natural 20 and meets or exceeds the target's AC, you can roll one extra damage dice in addition to the critical hit. Additionally, you can spend a charge to force the target to make a DC 15 Constitution saving throw. On a failure, the target becomes stunned for 1 minute. You can only have three badges equipped at one time.
Spin Smash Badge - Badge, uncommon
While equipped, you have 3 charges, which replenish on a long rest. When making a melee attack with a hammer, on a hit you can spend a charge to force the target to make a DC 13 Strength saving throw. On a failure, the target is knocked back 5 feet; if the space behind the target is occupied by another creature, both creatures take 1d6 bludgeoning damage and the target is shunted to the nearest empty space. You can only have three badges equipped at one time.
Tornado Strike Badge - Badge, uncommon
While equipped, you have 3 charges, which replenish on a long rest. When making an unarmed strike, on a hit you can spend a charge to cast Gust of Wind, with the spell directed at the target with a DC of 13 or your spell save DC, whichever is higher. You can only have three badges equipped at one time.
Triple Dip Badge - Badge, very rare
While equipped, you can take two extra actions in combat. This ability recharges on a long rest. You can only have three badges equipped at one time.
Zap Tap Badge - Badge, rare
While equipped, enemies that grapple or restrain you take 1d4 lightning damage for every round that you remain grappled or restrained. Additionally, any creature that hits you with an unarmed strike takes 1d4 lightning damage in return. You can only have three badges equipped at one time.
Since there's not really a Badge point system in D&D, and I didn't want them to take up attunement slots, there can only be 3 badges equipped at a time. DM discretion is obviously at play here, go nuts.
Part 1
Part 2
Part 4
Mega Quake Badge - Badge, very rare
While equipped, you cause the earth to shake with a strike of your hammer. When making a melee attack with a hammer, on a hit you can cast Gravity Fissure originating from the target's position, including the space the target occupies, with a DC of 17 or your spell save DC, whichever is higher. This ability recharges daily at dawn. You can only have three badges equipped at one time.
Mega Rush Badge - Badge, rare
While equipped, when your HP is at 25% of your maximum or lower, you double your damage dice for melee weapon attacks. You can only have three badges equipped at one time.
Mega Strike Badge - Badge, rare
While equipped, you have 3 charges, which replenish on a long rest. When making an unarmed strike, on a hit you can spend a charge to deal an extra 1d6 magical bludgeoning damage to the target. All expended charges are regained daily at dawn. You can only have three badges equipped at one time.
Money Money Badge - Badge, uncommon
While equipped, when you defeat an enemy in combat, you gain an amount of GP equal to the CR rating of the creature (minimum 1 GP). You can only have three badges equipped at one time.
Multibounce Badge - Badge, uncommon
While equipped, you have 3 charges, which replenish on a long rest. When you hit a target with a melee weapon attack you can choose another target within 5 feet of the first to make a melee attack against it. On a hit, you can choose another target within 5 feet to make another melee attack. You can chain up to four targets with one charge, but only if they are within 5 feet of each other. You do not provoke opportunity attacks when moving for these attacks. You can only have three badges equipped at one time.
P-Down, D-Up Badge - Badge, common
While equipped, you take a -1 penalty to all melee attacks, but gain a +1 bonus to AC. You can only have three badges equipped at one time.
P-Up, D-Down Badge - Badge, common
While equipped, you take a -1 penalty to AC, but gain a +1 bonus to all melee attacks. You can only have three badges equipped at one time.
Pay Off Badge - Badge, rare
While equipped, you gain an amount of GP equal to the collective damage taken during combat. You can only have three badges equipped at one time.
Peek-a-boo Badge - Badge, rare
While equipped, you can choose a creature within 30 feet and automatically learn one of the following: the creature's resistances, vulnerabilities, immunities, Armor Class, lowest Ability Score, or one special ability (if any). This ability recharges on a short rest. You can only have three badges equipped at one time.
Piercing Blow Badge - Badge, very rare
While equipped, your melee and ranged weapon attacks treat resistances as having no resistance, and immunities as having resistance. You can only have three badges equipped at one time.
Pity Flower Badge - Badge, uncommon
While equipped, you have a 25% chance of regaining a spell slot when taking damage. When you are hit with an attack, roll a d20. On a 15 or higher, you regain a spell slot of 5th level or lower. You can only have three badges equipped at one time.
Power Bounce Badge* - Badge, uncommon
While equipped, you have 3 charges, which replenish on a long rest. When you hit a target with a melee weapon attack, you can spend a charge to roll an extra 1d4 damage. If you roll a 4, you can keep rolling the damage dice until you've rolled a 4 four consecutive times, or until you do not roll a 4. You can only have three badges equipped at one time.
*I stole the exploding dice mechanic from Savage Worlds for this.
Power Plus Badge - Badge, uncommon
While equipped, you deal +1 to damage rolls on melee and ranged weapon attacks. You can only have three badges equipped at one time.
Power Quake Badge - Badge, rare
While equipped, you cause the earth to shake with a strike of your hammer. When making a melee attack with a hammer, on a hit you can cast Erupting Earth originating from the target's position, including the space the target occupies, with a DC of 15 or your spell save DC, whichever is higher. This ability recharges daily at dawn. You can only have three badges equipped at one time.
Power Rush Badge - Badge, rare
While equipped, when your HP is at 25% of your maximum or lower, you gain a +2 bonus to all attack rolls and damage rolls.
Power Strike Badge - Badge, uncommon
While equipped, you have 3 charges, which replenish on a long rest. When making an unarmed strike, on a hit you can spend a charge to deal an extra 1d4 magical bludgeoning damage to the target. All expended charges are regained daily at dawn. You can only have three badges equipped at one time.
Pretty Lucky Badge - Badge, common
While equipped, you have good luck. When you are attacked by another creature, roll a d20. On a 19 or higher, the creature has disadvantage on the attack. You can only have three badges equipped at one time.
Quake Hammer Badge - Badge, uncommon
While equipped, you have 3 charges, which replenish on a long rest You cause the earth to shake with a strike of your hammer. When making a melee attack with a hammer, on a hit you can cast Earth Tremor originating from the target's position, including the space the target occupies, with a DC of 13 or your spell save DC, whichever is higher. You can only have three badges equipped at one time.
Quick Change Badge - Badge, very rare
While equipped, you can choose one ally within 30 feet. As an action, you can swap places with the ally if the ally is willing. This ability can be used once per short rest. You can only have three badges equipped at one time.
Since there's not really a Badge point system in D&D, and I didn't want them to take up attunement slots, there can only be 3 badges equipped at a time. DM discretion is obviously at play here, go nuts.
Part 1
Part 3
Part 4
Flower Plus Badge - Badge, uncommon
While equipped, you have an additional 1st level spell slot. You can only have three badges equipped and one time.
Flower Saver Badge - Badge, very rare
While equipped, you can cast one spell of 5th level or lower without expending a spell slot. The spell must be on your class spell list, and it must be known or prepared by you. This ability recharges on a long rest. You can only have three badges equipped at one time.
Focus Badge* - Badge, rare
While equipped, you can use an action to pull arcane energy towards yourself, allowing you to regain a number of expended spell slots with a combined level of up to 3rd. This ability recharges daily at dawn. You can only have three badges equipped at one time.
*Not a real badge in Paper Mario or TTYD - this is the Focus/Appeal ability that replenishes your Star Power so you can use more Star Spirit/Crystal Star abilities - not a real thing in D&D, so spell slots
Group Focus Badge - Badge, very rare
While equipped, you can use an action to pull arcane energy towards yourself. Choose a number of creatures that you can see within 30 feet up to your spellcasting modifier. Each creature (including you) within the radius can regain a number of expended spell slots with a combined level of up to 3rd. This ability recharges daily at dawn. You can only have three badges equipped at one time.
HP Drain Badge - Badge, uncommon
While equipped, you have a -1 penalty to damage rolls (to a minimum of 1 damage) made with weapon attacks, but on a hit you regain 1d4 hit points. You can only have three badges equipped at one time.
HP Plus Badge - Badge, rare
While equipped, your hit point maximum increases by 5. You can only have three badges equipped at one time.
Hammer Throw Badge - Badge, uncommon
While equipped, your warhammer gains the thrown property, with a range of 20/60. You can only have three badges equipped at one time.
Hammerman Badge - Badge, uncommon
While equipped, you have a +1 bonus to attack rolls and damage rolls with a hammer, but you have disadvantage while attacking with any other weapon. You can only have three badges equipped at one time.
Happy Flower Badge - Badge, very rare
While equipped, you automatically gain one used spell slot of 1st level at the start of your turn in combat. This badge has no effect if you have not used any 1st level spell slots. You can only have three badges equipped at one time.
Happy Heart Badge - Badge, rare
While equipped, you automatically gain 1 HP at the start of your turn in combat. This badge has no effect if you are at 0 HP and not stabilized. You can only have three badges equipped at one time.
Head Rattle Badge - Badge, uncommon
While equipped, you have 3 charges, which replenish on a long rest. When making a melee attack with a hammer, you can spend a charge to force the target to make a DC 13 Constitution saving throw. On a failure, the target becomes stunned for 1 minute. The target can repeat the saving throw at the beginning of its turn, ending the effect on a successful save. You can only have three badges equipped at one time.
Heart Finder Badge - Badge, uncommon
While equipped, when you defeat an enemy in combat, you have a 10% chance of regaining hit points. Roll a d20. On a 19 or 20, you regain 1d4 hit points. You can only have three badges equipped at one time.
I Spy Badge - Badge, rare
While equipped, you have +5 to Perception and Investigation checks. You can only have three badges equipped at one time.
Ice Power Badge - Badge, rare
While equipped, you have resistance to cold and fire damage, and advantage on saving throws made to avoid effects that deal cold or fire damage. Additionally, you deal an extra 1d6 cold damage on a hit with a melee attack. You can only have three badges equipped at one time.
Ice Smash Badge - Badge, rare
While equipped, you have 3 charges, which replenish on a long rest. When making a melee attack with a hammer, you can spend a charge to deal an extra 1d8 cold damage and force the target to make a DC 15 Constitution saving throw. On a failure, the target's speed becomes 0, and they are unable to take actions, bonus actions, or reactions for 1 minute as they are flash-frozen. The target can repeat the saving throw at the beginning of its turn, ending the effect on a successful save. You can only have three badges equipped at one time.
Jumpman Badge - Badge, uncommon
While equipped, you have a +1 bonus to attack rolls and damage rolls with unarmed melee attacks, but you have disadvantage while attacking with a weapon. You can only have three badges equipped at one time.
Last Stand Badge - Badge, rare
While equipped, when your HP is at 25% of your maximum or lower, you have resistance to all damage. You can only have three badges equipped at one time.
Lucky Day Badge - Badge, uncommon
While equipped, you have incredible luck. When you are attacked by another creature, roll a d20. On a 15 or higher, the creature has disadvantage on the attack. You can only have three badges equipped at one time.
Lucky Start Badge - Badge, very rare
While equipped, you are granted a measure of good luck. When you roll initiative at the start of combat, roll a d4. You are granted one of the following effects, which persist for 1 minute:
Lucky Start
| d4 | Effect |
| 1 | You gain +2 AC for the duration. |
| 2 | When you are hit with a melee attack, the creature making the attack takes 1d6 lightning damage for the duration. |
| 3 | At the start of each of your turns, you regain 2 HP. This effect does not apply if you are at 0 HP and are not stabilized. |
| 4 | You roll saving throws with advantage for the duration. |
You can only have three badges equipped at one time.