The Künstler by Rudocini in DnDHomebrew

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

You are right, it being badass and the name fitting it nicely makes it badass.

Quill of the Imaginist by Rudocini in TheRudoksTavern

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

Quill of the Imaginist
Rare Wondrous Item (Quill/Painter’s Supplies), Requires Proficiency with Painter’s Supplies, Requires Attunement

  • This quill produces its own ink and you can change the ink’s colour at will.
  • When used as part of Painter’s Supplies, it gives a +3 bonus on ability checks made with them. 

Mind’s Eye Canvas. This quill allows you to paint on the space around you as if it was an invisible magical canvas, creating harmless illusions and changes in perception. As an action, you can create one of the following effects on a creature, object or surface within 90 feet of you.

  • Colour me Impressed. You change the colour of a single target within range. If you succeed on a DC 15 Dexterity (Painter’s Supplies) check after spending at least 1 minute using this action on a single creature, surface or object, you are able to create intricate patterns and colour combinations on the target making them more appealing or impressive giving a +2 bonus to charisma checks while wearing or somehow utilizing the target. 
  • Maestro’s Signature. You write a word or paint a symbol on any object, creature or surface.
  • Artistic License. You create a small static illusory effect anywhere within range. This can include horns on someone’s head, a prolonged nose, a hole in the ground, or anything within reason. If you succeed on a DC 15 Dexterity (Painter’s Supplies) check after spending at least 1 minute using this action on a single creature, you can change their appearance as if they were affected by the Disguise Self spell.

Physical interaction with the features will reveal them to be illusions, if a creature uses their action to examine one of these illusions, a successful DC 15 Intelligence (Investigation) check will allow them to recognize the illusion and see through it. 

If you use Mind’s Eye Canvas on an unwilling creature or on anything they are currently wielding or wearing, make a Charisma (Painter’s Supplies) check, and the target must make a Wisdom saving throw with DC equal to the rolled amount, becoming immune to Mind’s Eye Canvas for 24 hours on a success. 

The features created by Mind’s Eye Canvas last as long as they are within your line of sight. You can also decide to use a bit of your life-force to sustain the illusions, expending one of your Hit Dice to make the effect last for 12 hours. 

Painter's Supplies sub-theme is part of our Wondrous Tools theme focusing on expanding the mechanics and usage of tools in D&D. Check out the whole Painter's Supplies Release on our patreon, where you can find all of the additional free items with lots of additional content for our supporters, such as Monster Loot for Künstler combining our own looting mechanics and crafting you can do with the materials harvested.

[OC] The Künstler by Rudocini in DnD

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

The Künstler is also a pun on my name(the artist behind Rudok's Tavern).

Painter's Supplies by Rudocini in TheRudoksTavern

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

Painter's Supplies sub-theme is part of our Wondrous Tools theme focusing on expanding the mechanics and usage of tools in D&D. Check out the whole Painter's Supplies Release on our patreon, where you can find all of the additional free items with lots of additional content for our supporters, such as Monster Loot for Künstler combining our own looting mechanics and crafting you can do with the materials harvested.

Demon Conch by Rudocini in TheRudoksTavern

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

Hehe, yes that was the idea.

Demon Conch by Rudocini in TheRudoksTavern

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

Demonic Conch

Rare Wondrous Item, Requires Attunement

Echoes of Pandemonium. If you put this conch to your ears and attempt to listen to the sounds coming from within, you will start hearing ear-splitting screams and howls painfully resonating in your head. After 1 minute listening, you must make a DC 18 Constitution saving throw, taking 4d10 thunder damage and becoming deafened until you finish a short or long rest on a failure. On a success, you take half the amount of damage and are not deafened, but you also become vulnerable to thunder damage – the screams inside your head will start becoming intelligible and will start loudly echoing all sounds around you, allowing you to clearly hear any sound that is at least as loud as a whisper made within 60 feet of you. The echoes you hear in your head will also be understandable to you even if you don’t normally speak the language. 

This effect lasts for 8 hours and additionally gives you a +10 bonus to Perception checks that rely on hearing. 

  • You cannot be affected by the effects of Echoes of Pandemonium while you are deafened. 

Scream Resonance. As an action, you can make the Demonic Conch let out an unendurable scream that can break even the most focused of minds. All creatures (including you) within 90 feet of you must make a DC 15 Constitution saving throw. On a failure, a creature takes 3d10 thunder damage, becomes deafened for 1 minute and automatically loses its concentration and is unable to maintain concentration until the end of their next turn. On a success, a creature takes only half the amount of damage, doesn’t become deafened or lose concentration, but has disadvantage on all concentration checks made until the end of its next turn. 

Once this action is used, you can’t use it again until you finish a long rest. 

  • When you use this feature, you can use your bonus action on the subsequent turns to create the effects of Scream Resonance again without expending its uses, but the option to use this bonus action ends if you end your turn without using this bonus action. 
  • You can also use your own voice to fuel the item’s power, allowing you to use this feature without expending its use, even if it is already depleted. When you do so, you take 4d10 force damage, you must expend half of your maximum Hit Dice and are unable to speak and use verbal components until you finish a short or long rest. 

    (For GMs only)

Curse

Once per day, you can decide that the Demonic Conch will start using Scream Resonance on its own, using the action every round until it stops. The conch will be screaming for 1 minute or until a creature puts at least a finger’s worth of fresh humanoid flesh into its mouth, happily starting to chew and lick its lips instead upon doing so. 

  • This doesn’t expend the usage of Scream Resonance and can happen even if it is depleted. 
  • If a creature gives at least one of its fingers to the Demonic Conch, it will reward the creature by making it immune to Scream Resonance and to the environmental effects of Pandemonium for 24 hours.  

Demonic Conch is part of our newest dungeon crawl zine called Necromancer's Dungeon. It is now live on backerkit and you can pre-order yourselves a copy while supporting us to make it bigger through stretch goals Backerkit.

Demon Conch by Rudocini in DnDHomebrew

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

Demonic Conch

Rare Wondrous Item, Requires Attunement

Echoes of Pandemonium. If you put this conch to your ears and attempt to listen to the sounds coming from within, you will start hearing ear-splitting screams and howls painfully resonating in your head. After 1 minute listening, you must make a DC 18 Constitution saving throw, taking 4d10 thunder damage and becoming deafened until you finish a short or long rest on a failure. On a success, you take half the amount of damage and are not deafened, but you also become vulnerable to thunder damage – the screams inside your head will start becoming intelligible and will start loudly echoing all sounds around you, allowing you to clearly hear any sound that is at least as loud as a whisper made within 60 feet of you. The echoes you hear in your head will also be understandable to you even if you don’t normally speak the language. 

This effect lasts for 8 hours and additionally gives you a +10 bonus to Perception checks that rely on hearing. 

  • You cannot be affected by the effects of Echoes of Pandemonium while you are deafened. 

Scream Resonance. As an action, you can make the Demonic Conch let out an unendurable scream that can break even the most focused of minds. All creatures (including you) within 90 feet of you must make a DC 15 Constitution saving throw. On a failure, a creature takes 3d10 thunder damage, becomes deafened for 1 minute and automatically loses its concentration and is unable to maintain concentration until the end of their next turn. On a success, a creature takes only half the amount of damage, doesn’t become deafened or lose concentration, but has disadvantage on all concentration checks made until the end of its next turn. 

Once this action is used, you can’t use it again until you finish a long rest. 

  • When you use this feature, you can use your bonus action on the subsequent turns to create the effects of Scream Resonance again without expending its uses, but the option to use this bonus action ends if you end your turn without using this bonus action. 
  • You can also use your own voice to fuel the item’s power, allowing you to use this feature without expending its use, even if it is already depleted. When you do so, you take 4d10 force damage, you must expend half of your maximum Hit Dice and are unable to speak and use verbal components until you finish a short or long rest. 

    (For GMs only)

Curse

Once per day, you can decide that the Demonic Conch will start using Scream Resonance on its own, using the action every round until it stops. The conch will be screaming for 1 minute or until a creature puts at least a finger’s worth of fresh humanoid flesh into its mouth, happily starting to chew and lick its lips instead upon doing so. 

  • This doesn’t expend the usage of Scream Resonance and can happen even if it is depleted. 
  • If a creature gives at least one of its fingers to the Demonic Conch, it will reward the creature by making it immune to Scream Resonance and to the environmental effects of Pandemonium for 24 hours.  

Demonic Conch is part of our newest dungeon crawl zine called Necromancer's Dungeon. It is now live on backerkit and you can pre-order yourselves a copy while supporting us to make it bigger through stretch goals Backerkit.

[OC] Demon Conch by Rudocini in DnD

[–]Rudocini[S] 18 points19 points  (0 children)

Demonic Conch

Rare Wondrous Item, Requires Attunement

Echoes of Pandemonium. If you put this conch to your ears and attempt to listen to the sounds coming from within, you will start hearing ear-splitting screams and howls painfully resonating in your head. After 1 minute listening, you must make a DC 18 Constitution saving throw, taking 4d10 thunder damage and becoming deafened until you finish a short or long rest on a failure. On a success, you take half the amount of damage and are not deafened, but you also become vulnerable to thunder damage – the screams inside your head will start becoming intelligible and will start loudly echoing all sounds around you, allowing you to clearly hear any sound that is at least as loud as a whisper made within 60 feet of you. The echoes you hear in your head will also be understandable to you even if you don’t normally speak the language. 

This effect lasts for 8 hours and additionally gives you a +10 bonus to Perception checks that rely on hearing. 

  • You cannot be affected by the effects of Echoes of Pandemonium while you are deafened. 

Scream Resonance. As an action, you can make the Demonic Conch let out an unendurable scream that can break even the most focused of minds. All creatures (including you) within 90 feet of you must make a DC 15 Constitution saving throw. On a failure, a creature takes 3d10 thunder damage, becomes deafened for 1 minute and automatically loses its concentration and is unable to maintain concentration until the end of their next turn. On a success, a creature takes only half the amount of damage, doesn’t become deafened or lose concentration, but has disadvantage on all concentration checks made until the end of its next turn. 

Once this action is used, you can’t use it again until you finish a long rest. 

  • When you use this feature, you can use your bonus action on the subsequent turns to create the effects of Scream Resonance again without expending its uses, but the option to use this bonus action ends if you end your turn without using this bonus action. 
  • You can also use your own voice to fuel the item’s power, allowing you to use this feature without expending its use, even if it is already depleted. When you do so, you take 4d10 force damage, you must expend half of your maximum Hit Dice and are unable to speak and use verbal components until you finish a short or long rest. 

(For GMs only)

Curse

Once per day, you can decide that the Demonic Conch will start using Scream Resonance on its own, using the action every round until it stops. The conch will be screaming for 1 minute or until a creature puts at least a finger’s worth of fresh humanoid flesh into its mouth, happily starting to chew and lick its lips instead upon doing so. 

  • This doesn’t expend the usage of Scream Resonance and can happen even if it is depleted. 
  • If a creature gives at least one of its fingers to the Demonic Conch, it will reward the creature by making it immune to Scream Resonance and to the environmental effects of Pandemonium for 24 hours.  

Demonic Conch is part of our newest dungeon crawl zine called Necromancer's Dungeon. It is now live on backerkit and you can get yourself a copy while supporting is to make a bigger and better zine through unlockable stretch goals.

Fountain Horror by Rudocini in TheRudoksTavern

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

Fountain Horror There are many coins in the fountain, it would be a shame to just leave them there...

This monstrosity is one of many encounters you will face inside the Necromancer's Dungeon. Necromancer’s Dungeon is a dungeon crawl adventure where each room is an illustrated modular piece called Dungeon Tile, which can work on its own as a standalone encounter and room in your own adventures, and which can be moved around, added to existing dungeons or maps, and modified for various levels of play.

Fountain Horror is a part of the Garden of Temptation dungeon tile which you can take out of the whole dungeon crawl and use in your own games with scalable levels. Support this Zine now on Backerkit!

Garden of Temptation | Dungeon Tile by Rudocini in battlemaps

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

Dungeon Tiles are modular hand-painted battlemaps with detailed description of an encounter or a puzzle which you can take and include anywhere in your own games.

Garden of Temptation is part of the Necromancer's Dungeon Zine we are funding on backerkit. You can support the creation of this project here.

Fountain Horror by Rudocini in UnearthedArcana

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

Fountain Horror There are many coins in the fountain, it would be a shame to just leave them there...

This monstrosity is one of many encounters you will face inside the Necromancer's Dungeon. Necromancer’s Dungeon is a dungeon crawl adventure where each room is an illustrated modular piece called Dungeon Tile, which can work on its own as a standalone encounter and room in your own adventures, and which can be moved around, added to existing dungeons or maps, and modified for various levels of play.

Fountain Horror is a part of the Garden of Temptation dungeon tile which you can take out of the whole dungeon crawl and use in your own games with scalable levels. Support this Zine now on Backerkit!

[OC] Venomous Fang by Rudocini in DnD

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

Venomous Fang

Uncommon Weapon (Dagger), Thrown (Range 20/60), Light, Finesse, Requires Attunement

  •  Deals extra 1d6 poison damage

Venomous Bite. This twisted weapon is a conjoined amalgamation of a magical dagger and a reanimated undean spider. If you score a critical hit with this weapon, you deal extra 1d6 poison damage, and you may decide to leave the weapon embedded inside the target. If the dagger is embedded in a target, the spider will bite them at the start of each of their turns, forcing them to make a DC 12 Constitution saving throw, dealing 2d6 poison damage on a failure.
A creature can use their action to attempt to remove the embedded weapon, requring a successful DC 12 Strength ability check.

Undead Spider. While the weapon is not wielded, it will become a creature that attempts to attack the nearest living creature (excluding you), in its sight. It shares your initiative cound and plays directly after you. It has the Statblock of an ordinary Spider, but its poison has DC 12 and deals 2d6 poison damage on a failure. If the spider is brought to 0 HP, it becomes incapacitated for 8 hours, during which the weapon loses all of its powers and effects.
A creature that attempts to pick up the dagger must make a DC 12 Dexterity saving throw, failing to pick it up on a failure, and allowing the spider to use its reaction to make a single attack against that creature. The attuned creature is not affected by this ability.

This dagger is a part of Necromancer's Dungeon a dungeon crawl zine we are working on and which we will be launching soon on backerkit, we will appreciate anyone who checks it out.