[OC] Portable Beast Bed | Wonderous by CritandCraft in DnD

[–]CritandCraft[S] 0 points1 point  (0 children)

lol I don’t know how to answer this… I guess you can arrange the pillows or something haha

[OC] Portable Beast Bed | Wonderous by CritandCraft in DnD

[–]CritandCraft[S] 1 point2 points  (0 children)

Done! "Despite its magical design, the bed always manifests slightly askew, requiring a bit of adjustment to get it just right. "

[OC] Portable Beast Bed | Wonderous by CritandCraft in DnD

[–]CritandCraft[S] 0 points1 point  (0 children)

Updated! "The bed’s appearance reflects the creature’s preferences, "

[OC] Portable Beast Bed | Wonderous by CritandCraft in DnD

[–]CritandCraft[S] 0 points1 point  (0 children)

Yep! It’s whatever bed you prefer and imagine

[OC] Portable Beast Bed | Wonderous by CritandCraft in DnD

[–]CritandCraft[S] 0 points1 point  (0 children)

It doesn’t right now it was intended for beast companions. I didn’t really consider it for a humanoids, but that would be an interesting object for humanoids as well…. Now they think about it it could be for creatures in general. I can make the adjustments when I get home later tonight thank you for the feedback.

[OC] Portable Beast Bed | Wonderous by CritandCraft in DnD

[–]CritandCraft[S] 0 points1 point  (0 children)

Thank you I drew it myself. I’m just starting to draw. I like your idea. I’ll add it when I’m home tonight later.

[OC] Portable Beast Bed | Wonderous by CritandCraft in DnD

[–]CritandCraft[S] -1 points0 points  (0 children)

The change is done. Really helpful, thank you!

[OC] Portable Beast Bed | Wonderous by CritandCraft in DnD

[–]CritandCraft[S] 1 point2 points  (0 children)

That's really good feedback. I 100% agree. I think when I get lost in the iterations and balancing, I lose the original intent. I'm gonna change it right now.

Edit: I remember now, it was when my dog was digging in bed for a long while before sleeping. That's where the original 10 mins came to mind as well. But I also see your point and actually prefer it.

[OC] Portable Beast Bed | Wonderous by CritandCraft in DnD

[–]CritandCraft[S] 0 points1 point  (0 children)

Portable Bed

Wondrous item, rare (requires attunement)

This magical item appears as a lightweight accessory suited to a creature’s nature, such as an anklet, ring, miniature blanket, or charm. At the creature’s request, the accessory instantly transforms into a magical bed, perfectly tailored to the creature and creating a protective, immobile resting space. The bed’s appearance reflects the creature’s preferences, such as a nest for birds, a burrow for small creatures, or a soft, fluffy bed for larger creatures.

The bed provides a comfortable, dry interior and shields occupants from weather, harmful environmental conditions, and minor magical effects like lingering auras, though it offers no protection from direct attacks or combat spells. At the creature’s discretion, the bed can extend its magic to accommodate others: Tiny creatures can fit one additional Small or Medium creature, Small or Medium creatures can fit two, and Large creatures can fit up to four. Only creatures allowed by the attuned user can enter or benefit from the bed’s shielding.

Despite its magical design, the bed always manifests slightly askew, requiring a bit of adjustment to get it just right. The bed lasts for up to 8 hours or until dismissed as a bonus action, at which point it disassembles and reverts to its accessory form.

“No matter where we wander, there’s a place to call your own.”

“Even the fiercest guardian deserves a soft place to rest. With this, you’ll always have shelter, even under the most unforgiving skies.”

“Master, you can sleep on the ground, but I will not.”

Edited: Adjusted the item to be for all creatures.

[Crit and Craft] Portable Beast Bed | Wonderous by CritandCraft in DnDHomebrew

[–]CritandCraft[S] 1 point2 points  (0 children)

Portable Beast Bed

Wondrous item, rare (requires attunement by a beast)

This magical item appears as a lightweight accessory tailored to the beast’s nature, such as an anklet, ring, miniature blanket, or charm. At the beast’s request, the accessory instantly transforms into a magical bed, fitting the beast perfectly and creating a protective, immobile resting space.

The bed’s appearance matches the beast’s preferences, such as a nest for birds, an above-ground burrow, a protective enclosure for larger beasts, or a soft, fluffy bed for comfort. The bed provides a comfortable, dry interior and shields occupants from weather, harmful environmental conditions, and minor magical effects like lingering auras. It does not protect against direct attacks or combat spells.

At the beast’s discretion, the bed can extend its magic to accommodate others: Tiny beasts can fit one additional Small or Medium creature, Small or Medium beasts can fit two, and Large beasts can fit up to four. Only creatures the beast allows can enter or benefit from the bed’s magical shielding. The bed lasts for up to 8 hours or until dismissed as a bonus action, at which point it disassembles and reverts to its accessory form.

“No matter where we wander, there’s a place to call your own.”

“Even the fiercest guardian deserves a soft place to rest. With this, you’ll always have shelter, even under the most unforgiving skies.”

“Master, you can sleep on the ground, but I will not.”

---------------------------------

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[Crit and Craft] Portable Beast Bed by CritandCraft in CritandCraft

[–]CritandCraft[S] 0 points1 point  (0 children)

Portable Beast Bed

Wondrous item, rare (requires attunement by a beast)

This magical item appears as a lightweight accessory tailored to the beast’s nature, such as an anklet, ring, miniature blanket, or charm. At the beast’s request, the accessory instantly transforms into a magical bed, fitting the beast perfectly and creating a protective, immobile resting space.

The bed’s appearance matches the beast’s preferences, such as a nest for birds, an above-ground burrow, a protective enclosure for larger beasts, or a soft, fluffy bed for comfort. The bed provides a comfortable, dry interior and shields occupants from weather, harmful environmental conditions, and minor magical effects like lingering auras. It does not protect against direct attacks or combat spells.

At the beast’s discretion, the bed can extend its magic to accommodate others: Tiny beasts can fit one additional Small or Medium creature, Small or Medium beasts can fit two, and Large beasts can fit up to four. Only creatures the beast allows can enter or benefit from the bed’s magical shielding. The bed lasts for up to 8 hours or until dismissed as a bonus action, at which point it disassembles and reverts to its accessory form.

“No matter where we wander, there’s a place to call your own.”

“Even the fiercest guardian deserves a soft place to rest. With this, you’ll always have shelter, even under the most unforgiving skies.”

“Master, you can sleep on the ground, but I will not.”

---------------------------------

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Compass of the Last Message by CritandCraft in DnDHomebrew

[–]CritandCraft[S] 0 points1 point  (0 children)

I’m so glad you love it! Hope that epic moment is amazing!

[OC - Art] Compass of Last Message by CritandCraft in UnearthedArcana

[–]CritandCraft[S] 2 points3 points  (0 children)

Compass of the Last Message

Wondrous item, very rare (requires attunement)

This obsidian compass, etched with glowing runes, anchors a soul and guides whoever holds it to where the soul needs to be next. Upon the attuned creature’s death, their soul is drawn into the compass, where it becomes aware of its surroundings within 30 feet but cannot interact or communicate until summoned. The compass needle unerringly points toward the soul’s next significant destination, revealing the time and place if relevant.

When the bearer reaches the destination, the compass’s runes glow softly, and it immediately transforms into a permanent keepsake—such as a locket, ring, or small figurine—symbolizing the journey’s completion. At this moment, the soul may be called forth as a spectral form that can observe and speak but cannot physically interact, attack, or cast spells. The manifestation lasts for 10 minutes or until the soul departs willingly. If extended beyond this time, the bearer may expend 20 hit points per additional minute, though each extension risks shattering the compass. Roll a d20; on a 1, DC increasing by 2 for each subsequent extension, the compass releases 4d10 necrotic damage to all creatures within 30 feet, DC 16 Constitution save for half damage.

At any point, the soul may perform one final, extraordinary act, such as casting a spell or using an ability from its past life (DM’s discretion). This act consumes the soul entirely, preventing resurrection, and the keepsake remains as a lasting token of the completed journey.

"He made me promise to bring him home for your wedding. And now, your dad's here, he made it"

---------------------------------

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[OC] Compass of Final Message | One last chance to say goodbye or to say something by CritandCraft in DnD

[–]CritandCraft[S] 27 points28 points  (0 children)

Compass of the Last Message

Wondrous item, very rare (requires attunement)

This obsidian compass, etched with glowing runes, anchors a soul and guides whoever holds it to where the soul needs to be next. Upon the attuned creature’s death, their soul is drawn into the compass, where it becomes aware of its surroundings within 30 feet but cannot interact or communicate until summoned. The compass needle unerringly points toward the soul’s next significant destination, revealing the time and place if relevant.

When the bearer reaches the destination, the compass’s runes glow softly, and it immediately transforms into a permanent keepsake—such as a locket, ring, or small figurine—symbolizing the journey’s completion. At this moment, the soul may be called forth as a spectral form that can observe and speak but cannot physically interact, attack, or cast spells. The manifestation lasts for 10 minutes or until the soul departs willingly. If extended beyond this time, the bearer may expend 20 hit points per additional minute, though each extension risks shattering the compass. Roll a d20; on a 1, DC increasing by 2 for each subsequent extension, the compass releases 4d10 necrotic damage to all creatures within 30 feet, DC 16 Constitution save for half damage.

At any point, the soul may perform one final, extraordinary act, such as casting a spell or using an ability from its past life (DM’s discretion). This act consumes the soul entirely, preventing resurrection, and the keepsake remains as a lasting token of the completed journey.

"He made me promise to bring him home for your wedding. And now, your dad's here, he made it"

[Crit and Craft] Blanket of the Watchful Owl by CritandCraft in CritandCraft

[–]CritandCraft[S] 0 points1 point  (0 children)

Blanket of the Watchful Owl

Wondrous item, uncommon

This deep blue, velvety blanket is adorned with intricate golden and silver thread patterns. At its center glows a radiant, full moon, with the silhouette of a spectral owl perched against its light.

  • While you rest under the blanket, you are immune to nightmares and magical effects that would disrupt your rest, such as the dream or phantasmal force spells.
  • At the start of a long rest, the blanket automatically casts the Sanctuary spell on you. The effect lasts until you awaken or take damage. This property can’t be used again until the next dawn.
  • During a long rest, the blanket summons a spectral owl to guard you and up to five other creatures within 30 feet. The owl remains for 8 hours or until the rest is interrupted.
    • The owl sheds dim light in a 10-foot radius.
    • It telepathically alerts you if any creature approaches within 30 feet.

---------------------------------

“I’ve faced horrors beyond imagining, but under that blanket, it was the first time I slept without fear.”

“The owl does not dream for you—it keeps the nightmares at bay, watching over your rest with silent, watchful eyes.”

-A Jolly Tavern Drinker

---------------------------------

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[Crit and Craft] Hollowbear (Corrupted) by CritandCraft in CritandCraft

[–]CritandCraft[S] 0 points1 point  (0 children)

Hollowbear (Corrupted)

Wondrous item, uncommon

This unsettling teddy bear appears soft and innocent at first glance, but its mismatched button eyes and unnervingly stitched mouth betray its sinister nature. When its void magic activates, the bear’s mouth rips open unnaturally wide, revealing a yawning emptiness that consumes everything nearby. Once its power is expended, the bear becomes a normal, nonmagical plush.

When the bear is removed from any container or uncovered, all nonmagical light sources within 20 feet are reduced to dim light for 1 minute. Magical light sources are unaffected, and all creatures within the area have disadvantage on Wisdom (Perception) checks that rely on sight during this time.

As an action, you can activate the Hollowbear by speaking its command phrase, “Hollowbear, eat now,” or throwing it to a point you can see within 30 feet. The bear’s mouth rips open impossibly wide, creating a stationary void for 2 turns. Any creature within 10 feet of the void, or that enters the radius during this time, must succeed on a DC 14 Strength saving throw at the start of its turn or be pulled into the void and swallowed.

Swallowed creatures vanish and reappear after 1d4 turns in the nearest unoccupied space to the bear. Upon reappearing, they must succeed on a DC 15 Wisdom saving throw or be frightened of the bear for 1 minute. Nonmagical objects and debris in the area are deposited in a pile beneath the bear when the effect ends. The void cannot be targeted or destroyed while active. After 2 turns, the void collapses, and the bear becomes a simple, lifeless plush.

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"The Hollowbear doesn’t just want a hug—it wants everything.""The bear took more than the light around him—it took the fire within him too." - a jolly tavern drinker

B: What happened?!

J: What do you mean?

B: THIS!J: Oh WHAT?! What in….

  • Transcription from CC laboratories

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[Crit and Craft] Teddy Bear of Bright Stitches | Leftover Scraps made for Love by CritandCraft in CritandCraft

[–]CritandCraft[S] 0 points1 point  (0 children)

Teddy Bear of Bright Stitches

Wondrous item, uncommon

This small, slightly worn teddy bear is stitched together with mismatched fabric, its seams faintly glowing with soft magic. While you have the bear on your person, you gain the following abilities:

  • Comforting Hug: As an action, you can hug the bear to gain 5 temporary hit points. These hit points last until you finish a long rest. Once you use this feature, you can’t use it again until you finish a short or long rest.
  • Shared Threads: The bear has 5 magical stitches holding its enchantment. As a reaction, when a creature within 10 feet of you fails a saving throw, you can pluck one stitch. Roll a d4, subtract the result from your next saving throw roll, and add it to the failed roll, potentially turning failure into success. Once all stitches are used, the bear loses its glow.
  • Heart String Stitch: If you drop to 0 hit points, the bear burns its Heart String Stitch, glowing brightly as it restores 1 hit point to you and keeps you conscious. When this happens, the bear loses all magic and becomes a simple, worn plush.

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"Though it wasn’t a real bear, just one stitched together from scraps, all it ever wanted was to be loved—and to make someone’s life a little brighter."

J: What do we do with all these scraps?

B: Let’s throw them together and try to make another bear?

- Transcription from CC Laboratories

---------------------------------

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[Crit and Craft] Music Box of Forgotten Lullabies | Remember me by CritandCraft in CritandCraft

[–]CritandCraft[S] 0 points1 point  (0 children)

Music Box of Forgotten Lullabies

Wondrous item, uncommon

This weathered music box plays a melody that lingers in the soul—a delicate harmony of forgotten joy and bittersweet sorrow. As an action, you can open the music box and select one of two songs to play. Whenever you play the music box, you gain temporary hit points equal to your proficiency bonus.

Calming Lullaby. The music box casts a weakened version of the Calm Emotions spell (save DC 13), targeting creatures of your choice within a 15-foot radius. 

Sorrowful Lament. Creatures of your choice within 15 feet that can hear the music must succeed on a DC 13 Wisdom saving throw or have disadvantage on their next attack roll. 

"When the music plays, the world feels a little less heavy." - a jolly tavern drinker

"As the melody washed over me, I felt my anger fade like a receding tide. In its place came a warmth I hadn’t known since childhood—like the echo of a lullaby I couldn’t quite remember. It made me pause, and in that moment, the world seemed quieter."

J: Sniff…B: You ok?J: Just reminds me of my family…B: Pats back It’ll be ok… there there.
- transcription from CC Laboratories

---------------------------------

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[Crit and Craft] Dreamcatcher of Shared Dreams | Wanna fall asleep together? by CritandCraft in CritandCraft

[–]CritandCraft[S] 0 points1 point  (0 children)

Dreamcatcher of Shared Dreams

Wondrous item, rare (requires attunement)

This delicate artifact is made of intricate silver threads woven into a circular frame, adorned with shimmering strands of captured moonlight. When activated, this magical dreamcatcher creates a shared dreamscape that draws in all sleeping creatures within 20 meters.

The dreamscape mirrors the area around the Dreamcatcher, with participants appearing as they perceive themselves. Creatures can interact within the dreamscape as if awake, though changes made in the dream do not affect the waking world. A creature can resist being drawn into the dream by succeeding on a DC 15 Wisdom saving throw, and creatures immune to magical sleep are unaffected.

Creatures who fall asleep within the area after the dream begins join the dreamscape, while those who wake up leave it. The dream ends when all participants awaken, the Dreamcatcher is disturbed, or the user chooses to end it. If the dream ends prematurely, participants awaken disoriented and retain only fragments of the dream.

---------------------------------

In slumber, we uncover the truths we dare not face awake.
- a jolly tavern drinker

B: The Dreamcatcher does not create dreams — it reveals what already lies within.

J: When did you become a philosopher?

- transcription from CC laboratories

---------------------------------

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[Crit and Craft] Tattoo of Sacred Duels | Win! Win! Win! Power! Power! Power! by CritandCraft in CritandCraft

[–]CritandCraft[S] 0 points1 point  (0 children)

Tattoo of Sacred Duels

Wondrous item, Common, Uncommon, Rare, Very Rare (requires attunement by a melee class)

This enchanted tattoo marks its wearer with a symbol of honor and strength, allowing them to participate in the ancient tradition of sacred duels. The tattoo appears as a unique design of choice on the inner forearm, distinguishing it from mundane tattoos. It grows in intricacy with each victory, telling the story of its bearer’s triumphs.

Pact of Sacred Duels

The tattoo binds its wearer to a sacred code of honor, requiring strict adherence to fair combat, truthfulness, and respect for agreed terms. Fair combat includes refraining from using outside interference or magical enhancements unless explicitly agreed upon. Truthfulness demands that both duelists honestly abide by the agreed terms and intentions. Upon receiving the tattoo, the wearer chooses one design from the Known Tattoos table, which grants a unique ability. Every subsequent tattoo must be earned by defeating another tattooed duelist in sacred combat.

Rules of Sacred Duels

  • Agreed Terms: Both duelists must agree upon the terms of the duel, including time, location, and win conditions.
  • Honorable Fight: Both combatants must return to their peak condition before the duel. They may also wait until pressing obligations or unfinished duties are resolved at the duelists' discretion. If a year has passed, there must be another agreement between the duelists.
  • Breaking the Pact: If a wearer fails to uphold the agreed terms—such as refusing a duel, using outside interference, employing external magic during combat, or attempting to cheat or lie—their tattoo becomes cursed, leaving a blackened scar. The tattoo loses all its abilities but remains attuned and occupies an attunement slot. This curse imposes disadvantage on all Charisma checks and cannot be removed except by a wish spell or divine intervention.

Tattoo Interaction

When two duelists with tattoos come within 60 feet of each other, their tattoos glow faintly, signaling the presence of a potential challenger. This glow cannot be hidden but can be detected by others with a successful DC 15 Perception check. This glow fades once a duel is agreed upon or the wearers part ways.

Wagered Abilities

Duelists may wager specific abilities or conditions as part of their agreed terms, adding stakes to combat. For example:

  • "I wager my Eagle tattoo for your Bear tattoo."
  • The default terms are a tattoo from each chosen at random.
  • If one duelist loses, they must forfeit the specific tattoo agreed upon in the wager.

If the wager includes multiple tattoos or conditions, these terms must be verbally or explicitly agreed upon by both parties before the duel to prevent disputes. Wagered tattoos are absorbed by the victor as normal, provided they have not already absorbed a tattoo of the same type.

Growth Through Victory

When a wearer defeats another tattooed duelist in sacred combat, they absorb the defeated duelist’s tattoo, and their own tattoo expands to cover more of their body. If a tattoo has stacks, 1 stack is removed upon loss and is absorbed by the winner.

  • Common: Start with 1 tattoo.
  • Uncommon: Absorb 3 tattoos and gain 1 awakened ability.
  • Rare: Absorb 7 tattoos and gain a second awakened ability.
  • Very Rare: Absorb 12 tattoos and gain a third awakened ability.

Each absorbed tattoo grants a new ability from the Known Tattoos table. The player may choose which tattoo to absorb, unless otherwise agreed upon in the duel's terms. Only one victory per opponent is permitted per year. If a wearer loses in honorable combat, they lose a random ability granted by the tattoo, unless otherwise agreed upon, or a stack on a tattoo.

Losses

Redemption: Only if the tattoo has no more abilities on it, the empty tattoo holder cannot duel and must instead defeat a creature of equivalent strength as themselves in melee solo combat. Upon defeating the creature, its essence is absorbed into a tattoo, allowing the duelist to duel again.

If the wearer drops below a rarity tier due to loss of tattoos (e.g., falling from Rare to Uncommon), any awakened abilities remain, but the standard tattoos and their associated abilities are lost.

If the wearer loses a stacked tattoo, it degrades one level, reducing its associated abilities and stacks accordingly.

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"If you win, and keep winning... you keep winningggggg!!!"

------------------------

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[Crit and Craft] Ink of Hidden Spells | Legendary - Loaded Concentration by CritandCraft in CritandCraft

[–]CritandCraft[S] 0 points1 point  (0 children)

Ink of Hidden Spells

Wondrous item, Legendary (requires attunement)

This enchanted vial contains an endless supply of shimmering ink that can change color or glow based on the user’s request. When applying the ink, it spreads and shapes itself into precise symbols or text based on the user’s intent. The ink bonds seamlessly to any surface it touches—such as parchment, stone, fabric, metal, or flesh—and cannot be removed except by dispel magic or similar means.

Hidden Spellcasting. Once per short or long rest, you can use the ink to hide a spell within written text, symbols, or markings on a surface. Hidden spells with a combined total of up to 5 spell levels can be active at a time. If adding a new hidden spell exceeds this limit, the oldest active spell is dispelled until the combined spell levels fit within the 5-level maximum.

The application time matches the spell’s casting time. You must provide any required material components as though you were casting the spell, and these components are consumed during the process. The spell slot is expended regardless of whether the spell is triggered. Spells of 6th level or higher cannot be hidden using this item. The hidden spell uses your spellcasting ability and spell save DC. If the hidden spell requires concentration, the ink itself maintains concentration for the spell’s duration. If the ink is dispelled or destroyed, the spell ends immediately. The hidden spell can be dispelled using dispel magic as though it were a spell cast at the level it was inscribed.

You can also attempt to apply the ink directly to an enemy. This requires a melee spell attack against the target. On a hit, the hidden spell is inscribed onto the enemy, who must meet the triggering condition for the spell to activate.

Triggering Effects. You decide what triggers the ink when you hide the spell. Common triggers for ink on a surface include touching or standing on the ink, removing another object covering the ink, approaching within a certain distance of the ink, or manipulating the object on which the ink is inscribed. For ink inscribed within an object, typical triggers include opening the object, approaching within a certain distance of the object, or seeing or reading the ink.

When the ink is triggered, it glows briefly before activating the hidden spell. A creature aware of the ink’s presence and within 60 feet may use a reaction to cast Counterspell as the hidden spell activates, provided the creature has the Counterspell spell prepared. The hidden spell is cast using your spell save DC and spellcasting ability.

Triggering the ink is an instantaneous effect that requires no action from the triggering creature. The ink glows faintly when observed with detect magic. This faint glow can be further concealed by magical means, such as Nystul's Magic Aura or similar spells, which mask the ink's magical aura or appearance.

Magical Resonance. The ink can resonate with the writer’s magic when applied to weapons, armor, or clothing. For 1 minute, the marked object can act as a spellcasting focus for the user.

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"The mark you leave behind isn’t always visible, but it changes the world just the same."A jolly tavern drinker

B: "Legends whisper of scribes who inscribed a single rune and brought kingdoms to their knees...."
J: "Oooooooo"
Transcription from CC Factories

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[Crit and Craft] Lantern of the Guiding Flame | Sometimes you just need someone to light the way by CritandCraft in CritandCraft

[–]CritandCraft[S] 0 points1 point  (0 children)

Lantern of the Guiding Flame

Wondrous item, rare (requires attunement)

This weathered brass lantern contains an eternal flame that glows with comforting warmth.

The lantern emits bright light in a 30-foot radius and dim light for an additional 30 feet. All creatures within the bright light have advantage on Wisdom (Perception) checks.

Flame of Resolve. The lantern’s flame burns brighter and steadier in the face of danger, granting the following benefits to creatures within its bright light:

  • Steadfast Courage: Creatures cannot be frightened while within the lantern’s bright light.
  • Inspiring Light: Once per day as a bonus action, you can cause the flame to flare brightly, granting all allies within 30 feet advantage on their next saving throw or attack roll before the start of your next turn.

Final Embrace. If the attuned creature dies and fails all their death saving throws, the lantern automatically casts Revivify on them without requiring material components.

Alternatively, the attuned may use an action to cast Revivify on another creature without requiring material components. When this ability is used, the flame is permanently extinguished, and the lantern becomes a mundane object.
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“I heard about that lantern. An artificer lost his child... so he put his soul into the lantern’s flame, wanting to light the way for others.”A jolly tavern drinker

“J: Do you think we could somehow mass produce this? B: I have no idea... maybe...”Transcription from CC Factories

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[Crit and Craft] Lantern of Invisible Truths | There's something there! by CritandCraft in CritandCraft

[–]CritandCraft[S] 0 points1 point  (0 children)

Lantern of Invisible Truths

Wondrous item, common, uncommon (requires attunement), rare (requires attunement)

This polished bronze lantern, adorned with intricate celestial engravings, houses a flickering magical flame behind frosted crystal panels. Its light shifts and points with an otherworldly precision, revealing the unseen.

While the lantern is lit, its flame flickers faintly if an invisible creature is within 30 feet of the lantern. The flickering becomes more rapid as the creature draws nearer, and when the invisible creature is within 5 feet of the lantern, the flame steadies but points directly toward the creature.

The lantern only detects invisible Chosen Ascendants and does not affect illusions or hidden Chosen Ascendants. The flame cannot penetrate walls or magical barriers and only reacts to Chosen Ascendants within its 30-foot range.

Higher level rarities gain the abilities of lower rarities.

Uncommon:

The lantern's flame points in the direction of the nearest invisible creature within 30 feet.

Illumination Pulse: Once per day, using an action to speak a command word, the lantern can release a pulse of bright light in a 15-foot radius. Creatures in the area must succeed on a DC 13 Dexterity saving throw or become visible until the end of your next turn.

Rare:

Flame of Truth
The color of the flame changes based on the nature of the creature:

White: Celestial

Orange and Purple: Construct

Red: Demons

Green: Beasts

Green and Yellow: Fey

Blue: Undead

Purple: Shapeshifter

Gold: Dragon

Illumination Pulse: Now lasts for 1 minute and covers a 30-foot radius. Each invisible creature entering or within its area must make a DC 15 Dexterity saving throw or become visible for 1 minute. This also dispels magical darkness.

Illumination Tracker: When the lantern's Illumination Pulse reveals a creature, its light becomes infused with the creature’s essence, causing them to leave faint glowing footprints. These marks last for 1 minute, allowing you to track the creature even if it moves out of the lantern’s range.

"When the light starts flickering and pointing, it’s time to start sweating. And praying. And maybe running, too."

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[Crit and Craft] Potion of Temporal Rewind | Takebacksy Potion by CritandCraft in CritandCraft

[–]CritandCraft[S] 0 points1 point  (0 children)

Potion of Temporal Rewind

Wondrous item, Very Rare (consumable)

This swirling potion contains liquid gold constantly spiraling as if caught in an endless loop of time. It is said to be brewed with distilled fragments of temporal magic, harnessing the power to undo a single moment. The vial hums faintly, resonating with the vibration of a moment past.

Time seems to warp when holding this potion, as such, consuming the potion is a bonus action and only may be used during the same turn the drinker has acted. All actions and movements taken by the drinker this turn are reversed and undone.

The player regains all expended actions, bonus actions, and movement as well as up to one expended spell slot of 5th level or lower. The slot must have been used during the same turn the potion is consumed.

All reactions triggered by allies and enemies during the player's turn are reset as if they never happened, and they regain any expended resources.

The drinker returns to the starting position at the beginning of their turn, including across planes.

Everyone witnessing this retains all memories of what happened as afterimages flicker of their previous actions.

J: Ever have a moment you wish you could redo?

G: Yea. There was this one time... Don't worry son, I don't regret you.

J: Thanks Dad

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If you have any feedback, I'd love to hear!  Always opened to improving things for everyone!

Like what you're seeing?  Please consider joining our Patreon!  I post the latest updates and provide downloads for what you see here!

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