Behemoth Sledge- Weapon (warhammer), artifact (requires attunement by a creature with a Strength score of 20 or higher)
Though it looks as if it was pulled straight from the ground, a closer look shows that this enormous hammer was clearly crafted with incredible attention to detail. The moss covering its wooden handle helps make the weight comfortable in your hands, and the crude angles of the hammer’s stone head work perfectly to smash through armor and bone alike.
The top of the sledge’s handle flares into a decorative haft of a deep copper color, whose texture looks like stone but which feels like polished bronze to the touch. On its surface is carved a tree, with a large elephantine beast tangled in its roots, all surrounded by dozens of runes in the Druidic language. If translated, these runes spell out a prayer to beings known as the Gargantua, asking for their blessings of strength.
Magic Weapon. The behemoth sledge is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
Random Properties. The behemoth sledge has the following random properties:
1 major beneficial property
1 minor beneficial property
Life from Vigor. Whenever you hit a creature with an attack using the hammer, you gain a number of temporary hit points equal to the damage dealt.
Massive Weapon. Attacks made with the hammer deal 1d10 damage when wielded with one hand, or 1d12 damage when wielded with two hands.
Siege Breaker. While wielding the sledge, attacks you make with it deal double damage to objects and structures.
Strength of the Behemoth. While attuned to the behemoth sledge, your Strength score becomes 25. If your Strength is already equal to or greater than 25, the hammer has no effect on you.
Worship the Gargantuan. When you attune to the hammer, your size automatically increases by one size, as if affected by the enlarge/reduce spell. If you are targeted by dispel magic or a similar spell, your size is reduced to your original size for the duration of the dispelling effect. In addition, you have advantage on Intelligence (Religion) checks related to the worship of the Great Gargantuans.
If you’d like to help support me to keep doing what I’m doing, as well as request your own card conversions, check my page or the notes for the links to my Patreon.
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Etherwrought Spellbook- Wondrous item, Rare (requires attunement by a wizard)
Created by the artificers of Esper, these spellbooks are expensive to make and highly sought after, as every page is foiled with a thin layer of etherium. This spellbook function just like a normal spellbook, except that it has 4 charges. To recharge the spell book, you must perform a ritual which takes 1 hour to complete, at the end of which you must expend a spell slot of 4th-level or lower. The spellbook then regains a number of charges equal to the level of the spell slot expended. When you cast a spell that was prepared with the use of this spellbook, as long as the spellbook is on your person, you can automatically choose to expend a charge from the book as part of the casting. When you do, you choose one of three additional effects for the spell from those listed below. You can only choose a single effect for a spell, regardless of how many charges are expended. By expending a charge from the spellbook, you can cause the spell to deal an additional die of damage, cause a single creature affected by the spell to make any saving throw related to the spell with disadvantage, or cause yourself to regain 2d8 hit points after the spell is cast.
If you’d like to help support me to keep doing what I’m doing, as well as request your own card conversions, check my page or the notes for the links to my Patreon.
An unexpected entry for February commissions- as it turns out, I wasn’t as finished as I’d thought! I had somehow missed one commission by not writing it down, which was my mistake, and especially upsetting because this was a commission that led me to a very cool idea.
Component: V, M (a hyacinth flower, a pearl worth 500 gp, ruby dust worth 1000 gp, and an emerald worth 2000 gp, all consumed in the casting)
Duration: Concentration, up to 1 min.
Classes: Bard, Cleric, Druid, Sorcerer
When you cast this spell, you begin a song written ages ago, when the world was still a primal place. Choose a creature that you can see within range and that can hear you. At the beginning of each of your turns for the duration of the spell, the target gets a cumulative +1 bonus to its attack rolls, and all of its melee attacks deal an additional cumulative 1d6 damage. At the beginning of each of your turns, you must use your action to continue the song. At the start of each of your turns, if the creature can not hear you for any reason, or if you do not use your action to continue the song, the spell ends, and any bonuses the creature received from the song fade away. If the song continues for 1 full minute, at the end of your turn, the target transforms into a solar, and its statistics, including its mental ability scores, are replaced with those of its new form. It retains its personality and alignment, and any equipment it is wearing or carrying grows to match its new form. This transformation lasts for 10 minutes or until the target uses a bonus action to end it, after which the target suffers one level of exhaustion.
If you’d like to help support me to keep doing what I’m doing, as well as get some great benefits, check my page or the notes for the links to my Patreon and kofi pages.
Another December request, and probably the last one for today, this is from another of my $1 Patrons, Deanna Bushman. They asked for Mayael’s Aria, and I was more than happy to deliver. As some of you might know, I am an avid EDH player. But what none of you probably know is that my favorite cards in the game are alt-win cards, and I try to build all of my EDH decks around them whenever I can. I’ve been eager to do a conversion of an alt-win card for some time now, and I’m happy that I’ve finally been given the chance.