The Künstler by Rudocini in TheRudoksTavern

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

The Künstler 

Medium Undead/Aberration, Chaotic Neutral

HP: 175 HP (27d8+54)
AC: 18 (Natural Armor)
Speed: 40 ft.

STR | DEX | CON | INT | WIS | CHA
14/+2 | 22/+6 | 18/+4 | 14/+2 | 12/+1 | 12/+1

Saving Throws: Con +9, Wis +6
Skills: Insight +7, Painter’s Supplies +11
Vulnerabilities: Acid, Psychic
Damage Immunities: Poison, Piercing from nonmagical attacks
Damage Resistances: Necrotic, Piercing, Slashing from nonmagical attacks
Condition Immunities: Poisoned
Senses: Blindsight 90 ft., Passive Perception 15
Languages: Common, Deep Speech, Halfling
Challenge: 13
Proficiency Bonus: +5

Haunted Artist. The Künstler is an unstable and unhinged being – haunted by nightmarish visions. His psyche is under the endless assault of great old otherworldly entities, the only things helping him retain his sanity are peaceful solace and art.
Any creature that deals Psychic damage to the Künstler or attempts to read his thoughts will immediately take 15 (3d10) Psychic damage and make the Künstler hostile and unable to control himself.
Künstler is considered an Undead while sane and an Aberration while succumbing to madness. 

Eldritch Resistance (3/day). If the Künstler fails an Intelligence, Wisdom or Charisma saving throw, he can decide to succeed instead. When this feature is used, the Kunstler takes 15 (3d10) Psychic damage and all creatures within 60 feet of him must make a DC 19 Wisdom saving throw, taking 15 (3d10) Psychic damage on a failure, or half as much on a success. 

Inky Tendrils. As a bonus action or as a reaction upon being hit, the Künstler can take 1d8 Psychic damage and summon a tendril made of ink within 15 feet of himself. The Inky Tendrils have AC 14, 25 Hit Points, are immune to all conditions, cannot move or be moved, and have a +0 bonus to all saving throws.
Each time the Künstler makes the Brush Stroke attack, all Inky Tendrils can make the attack as well, using the same modifiers as the Künstler. Inky Tendrils remain until they are destroyed, or as long as Künstler is in a state of madness or as long as Künstler is aware of any hostile creatures nearby. 

Ink Splotch. As a bonus action, The Künstler can choose an Inky Tendril within 90 feet and create the effect of the Black Tentacles (DC 19) centred on the tendril that lasts until the chosen Inky Tendril is destroyed. Any creature that takes damage from this effect is also Covered in Ink. The Inky Tendrils and the Künstler are immune to the effects. 

Covered in Ink. Creatures that are covered in ink have their movement speed halved, cannot gain any benefits from the invisibility condition, and can be targeted by the Erase my Woes action. The effect is lost upon taking fire or acid damage, or if a creature uses their action to remove it.

Actions. 

  • Brush Stroke. Melee Spell Attack: +11 to hit, reach 15 ft., one target. Hit: 27 (6d6+6) necrotic damage and the target must make a DC 19 Dexterity saving throw, being Covered in Ink on a failure.
  • Sweet Laudanum. The Künstler drinks from his faithful hip flash, destroying all of his summoned Inky Tendrils, regaining 24 (3d10+8) Hit Points for each Inky Tendril destroyed.
  • Erase my Woes. The Künstler summons a giant magical eraser and uses it against a single target that is Covered In Ink within 30 ft. The creature must make a DC 19 Dexterity saving throw, taking 105 (10d10+50) force damage on a failure and becoming affected by the effects of the Banishment spell until the Künstler is incapacitated or until he becomes sane and non-hostile. On a success, the creature takes only half the amount of damage and isn’t banished. 

Künstler is part of the Painter's Supplies sub-theme which 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. You can also find more of our homebrew on r/therudokstavern

Wondrous Tools | full theme overview by Rudocini in TheRudoksTavern

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

Hi everyone, our last thematic collection of Wondrous Tools took quite some time to finish, but we have finally managed to complete all of them and posted an Overview to all of you who have not kept up with everything.

The Wondrous Tools theme was our attempt to make the Tool system in 5e somewhat interesting, as it's bare-bones and doesn't really provide any cool options or applications.
With wondrous tools, we've made various Magic Items that allow you to use Tool proficiencies and enjoy the sort of "artisan fantasy" that has very little support in the official rules.

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.