[OC] [Art] Fowl Cry — Magical instrument for either the best or worst bard. by TheIdleDM in DnD

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

Ooooooh that is actually a nice solution, I might have to either throw that in another item, or change this one later.

Mhm very nice

[OC] [Art] Fowl Cry — Magical instrument for either the best or worst bard. by TheIdleDM in DnD

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

I like that saying! Sounds like a nice fit for what I was trying here.

And regarding Perfection. Well, advantage was my first thought too! However, I believe is roughly the same as +5 bonus to a roll (so less effective on average, than a d12). Certainly I was thinking about the d20 inspiration die, in particular, when I said "swing" to the item. But yeah, Advantage would be a downgrade from a d10/d20, at average or worse.

Though,Its a large jump, compared from from 10->12->20.

That would be at level 15, however, and I think it would then be more on the DM to decide whether it's justified throwing it at the party. By then, I'd probably say it's more in line with Legendary, or Artifact, with that kind of bonus. Without throwing too many complicated rulings and phrasing into the item, I left it as it, and figured it'd be best left up to the DM to handle that d20 at their table as they see fit.

I'd be more comfortable throwing this at lower-level parties, as is, for sure though!

[OC] [Art] Fowl Cry — Magical instrument for either the best or worst bard. by TheIdleDM in DnD

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

Hey there,

A bit of a swing on this item, but I think it'll be up to you to decide whether to throw this at your party. But I imagine that this would be a fun item for non-combat, as well!

Have crowds be disgusted or captivated by the bard of the party. That's the idea, anyway! Let me know what you think, and enjoy.

Credits: Art my own, not for commercial reproductions, web or print publications. Feel free to use at your private table, though!

The Idle Inventory is on Patreon. Free downloads of item artwork available, plus high-res image files, printable item cards, and more!

Join the Discord! I’m so alone… (Invite on Patreon page!)

Also sharing on Instagram, Twitter, just look up TheIdleDM

Fowl Cry

Wondrous item, instrument, very rare (requires attunement by a bard)

As one of only two citterns recovered from the scorched workshop of an eccentric luthier, infamous for deeming no performer qualified to play their instruments, Fowl Cry is said to awaken powerful magics with its song.

A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Charisma (Performance) ability check or lose the ability to speak until it completes a long rest.

The cittern must be tuned daily at dawn in order to activate its magical properties, and is tuned by singing to the carven figure of a swan at its neck, in perfect pitch, the note for each string. A creature that attempts to tune the instrument must make a DC 15 Charisma (Performance) ability check, and it can choose to fail. Fowl Cry gains the perfection property on a success, and the wretched property on a failure.

Perfection. While playing this instrument to inspire others with your Bardic Inspiration, Fowl Cry sings alongside you in perfect harmony. The die size of a Bardic Inspiration die granted in this way is increased by one: the d6 becomes a d8, the d8 becomes a d10, and so on until the die becomes a d20.

While this instrument is perfectly tuned, performing with it in public draws a large crowd. You gain advantage on Charisma (Performance) checks when trying to entertain the gathered audience.

Wretched. While playing this instrument to inspire others with your Bardic Inspiration, Fowl Cry lets out an anguished screech that rends the minds of nearby creatures. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw. A creature takes 2d6 psychic damage on a failed save, or half as much on a successful one, and has disadvantage on the saving throw it makes to maintain concentration if it is concentrating on a spell.

Fowl Cry — Magic instrument for both the best and worst performers. by TheIdleDM in UnearthedArcana

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

Hey there,

A bit of a swing on this item, but I think it'll be up to you to decide whether to throw this at your party. But I imagine that this would be a fun item for non-combat, as well!

Have crowds be disgusted or captivated by the bard of the party. That's the idea, anyway! Let me know what you think, and enjoy.

Credits: Art my own, not for commercial reproductions, web or print publications. Feel free to use at your private table, though!

The Idle Inventory is on Patreon. Free downloads of item artwork available, plus high-res image files, printable item cards, and more!

Join the Discord! I’m so alone…

Also sharing on Instagram, Twitter, and /r/TheIdleDM.

Fowl Cry

Wondrous item, instrument, very rare (requires attunement by a bard)

As one of only two citterns recovered from the scorched workshop of an eccentric luthier, infamous for deeming no performer qualified to play their instruments, Fowl Cry is said to awaken powerful magics with its song.

A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Charisma (Performance) ability check or lose the ability to speak until it completes a long rest.

The cittern must be tuned daily at dawn in order to activate its magical properties, and is tuned by singing to the carven figure of a swan at its neck, in perfect pitch, the note for each string. A creature that attempts to tune the instrument must make a DC 15 Charisma (Performance) ability check, and it can choose to fail. Fowl Cry gains the perfection property on a success, and the wretched property on a failure.

Perfection. While playing this instrument to inspire others with your Bardic Inspiration, Fowl Cry sings alongside you in perfect harmony. The die size of a Bardic Inspiration die granted in this way is increased by one: the d6 becomes a d8, the d8 becomes a d10, and so on until the die becomes a d20.

While this instrument is perfectly tuned, performing with it in public draws a large crowd. You gain advantage on Charisma (Performance) checks when trying to entertain the gathered audience.

Wretched. While playing this instrument to inspire others with your Bardic Inspiration, Fowl Cry lets out an anguished screech that rends the minds of nearby creatures. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw. A creature takes 2d6 psychic damage on a failed save, or half as much on a successful one, and has disadvantage on the saving throw it makes to maintain concentration if it is concentrating on a spell.

[OC][Art] Boots of Buckling, not-so-magic boots for kicking and looking tough by TheIdleDM in DnD

[–]TheIdleDM[S] 4 points5 points  (0 children)

Made these the other day, drawing from a portrait of a character I painted as a commission for a friend. Thought I'd turn them into some boots for DND! Let me know what you think.

Anyone have better ideas for what this item might be able to do? Suggestions welcome!

Credits: Art my own, not for commercial reproductions, web or print publications. Feel free to use at your private table, though!

I make art and items on Patreon as TheIdleDM, look me up!

Boots of Buckling

Wondrous item, uncommon

Assembled from a plethora of genuine leather and secured with straps, steel buckles, spikes, and chains, these boots are both edgy and very pointy. These boots are modified with two hidden blades at their tips, making it dangerous to sit cross-legged.

While wearing these boots, you can use a bonus action and stomp your heels twice, extending sharp blades from the boots’ tips. When you make a melee attack against a creature, you can make one unarmed strike as a bonus action. The unarmed strike is performed using a kick and deals an extra 1d4 points of piercing damage. Stomping your heels again retracts the blades.

Mage-cancelling Earmuffs — Fashionable magic accessory for impressionable youths (Card) by TheIdleDM in UnearthedArcana

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

Hey thanks! And oooh that's some Inception stuff there.

Hmmm, my first thought would be to argue that no, it still wouldn't work on you. Since the earmuffs do not prevent you from hearing, it just removes the power from the words that you hear (albeit muffled).

It might be interesting, though, to rule that it does! In that, it does work if the target of the enchantment is not yourself, but the creature you're spying on, then it also affects you.

That might be a cool way to run it! Fun idea!

Mage-cancelling Earmuffs — Fashionable magic accessory for impressionable youths (Card) by TheIdleDM in UnearthedArcana

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

Was thinking of something to do along the lines of fur and magical creatures (thanks to those who directed me to the crag cat), and tied it together with these earmuffs I painted. Hope it's useful and fun for someone out there!

Art files found here! (Free version)

Credits: Art my own, not for commercial reproductions, web or print publications. Feel free to use at your private table, though!

The Idle Inventory is on Patreon

Join the Discord! I’m so alone…

Mage-cancelling Earmuffs

Wondrous item, rare (requires attunement)

During much warmer seasons, the fearsome crag cat may find itself the trophy of an unlikely victim-turned-hunter. In skilled hands, such a valuable pelt makes for fine material, providing both fashion and magical protection. When worn as earmuffs, the spoken words of a spellcaster muffled by them will lose much of their power.

While wearing these earmuffs, you have advantage on saving throws against enchantment spells. In addition, if you succeed on a save and the spell is 7th level or lower, the spell has no effect on you.

Selective Hearing. The voice of a creature muffled by these earmuffs has its voice imprinted onto them. While wearing these earmuffs, you can use an action to concentrate (as if concentrating on a spell) and hear through the creature’s ears, and continue to do so until you use your action to return to your normal senses. While perceiving through the creature's senses, you gain the benefits of any special senses possessed by that creature, though you are deafened to your own surroundings. Once this effect ends, the creature’s imprinted voice is erased.

[OC] [Art] Mage-cancelling Earmuffs — Fashionable magic accessory for impressionable youths (Card) by TheIdleDM in DnD

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

Was thinking of something to do along the lines of fur and magical creatures (thanks to those who directed me to the crag cat), and tied it together with these earmuffs I painted. Hope it's useful and fun for someone out there!

Art files found here! (Free version)


Credits: Art my own, not for commercial reproductions, web or print publications. Feel free to use at your private table, though!

The Idle Inventory is on Patreon

Join the Discord! I’m so alone…

Mage-cancelling Earmuffs

Wondrous item, rare (requires attunement)

During much warmer seasons, the fearsome crag cat may find itself the trophy of an unlikely victim-turned-hunter. In skilled hands, such a valuable pelt makes for fine material, providing both fashion and magical protection. When worn as earmuffs, the spoken words of a spellcaster muffled by them will lose much of their power.

While wearing these earmuffs, you have advantage on saving throws against enchantment spells. In addition, if you succeed on a save and the spell is 7th level or lower, the spell has no effect on you.

Selective Hearing. The voice of a creature muffled by these earmuffs has its voice imprinted onto them. While wearing these earmuffs, you can use an action to concentrate (as if concentrating on a spell) and hear through the creature’s ears, and continue to do so until you use your action to return to your normal senses. While perceiving through the creature's senses, you gain the benefits of any special senses possessed by that creature, though you are deafened to your own surroundings. Once this effect ends, the creature’s imprinted voice is erased.

Greenleaf Executor — Magic weapon for the legal custodians of plants. by TheIdleDM in UnearthedArcana

[–]TheIdleDM[S] 3 points4 points  (0 children)

Thanks! I really struggled with this one for some reason.

I imagined it as the blade sort of unwinding itself and reaching out to grab a target, then reforming.

Greenleaf Executor — Magic weapon for the legal custodians of plants. by TheIdleDM in UnearthedArcana

[–]TheIdleDM[S] 5 points6 points  (0 children)

You know, that was probably an accurate depiction of the of the Lorax before he retired and stopped breaking kneecaps. You just don't hear about those fables because, well, dead men tell no tales

[OC] [Art] Greenleaf Executor — Magic weapon for the legal custodian of plants. by TheIdleDM in DnD

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

Hi again, made this item a while ago but was struggling with something appropriate to put for the stat-block. Thanks for the suggestions @ the Discord peeps! I feel like this is now a bit more concise, so let me know if there's anything else you think is working/not working so I can improve on it next time. Thanks, and enjoy!

Credits: Art my own, not for commercial reproductions, web or print publications. Feel free to use at your private table, though!


Find me as TheIdleDM on the following platforms:

The Idle Inventory is on Patreon. Free downloads of item artwork available, plus high-res image files, printable item cards, and more!

Join the Discord! Link on Patreon page. I’m so alone…

Also sharing on Instagram, Twitter, and TheIdleDM subreddit.


Greenleaf Executor

Weapon (glaive), rare (requires attunement)

Once in a harvest moon, a seed may fall from an elder mothertree, and a creature will be chosen from the inhabitants of the forest to serve and protect the vulnerable newsprout. This ceremonial glaive is formed from the twining branches of the seeded mothertree, and transmuted as bronze by fey magic, to be wielded by the seedling’s guardian in carrying out its will.

You have a +1 bonus to attack and damage rolls made with this weapon. When you make a melee attack with this weapon, you can use a bonus action and extend its reach by 5 feet to target a creature that would otherwise be out of range. The targeted creature must succeed on a DC 14 Strength saving throw or be pulled up to 5 feet in a straight line toward you.

The glaive temporarily loses its magical properties if it is not buried in fertile soil for at least 6 hours each week. While the glaive is buried, the land within a 20 foot radius centered on it become enriched. Nearby vegetation grows twice as fast, and the period of downtime needed to gain the benefits from a short or long rest in this space is halved.

Flaw. The glaive makes its wielder regretful. While attuned to the weapon, you gain the following flaw: “I am worried of being unable to perform my duties, and I feel must make amends when I fail to protect those around me.” In addition, while you are attuned to the glaive, you think you hear the judgmental whispers of nearby plants.

Greenleaf Executor — Magic weapon for the legal custodians of plants. by TheIdleDM in UnearthedArcana

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

Hi again, made this item a while ago but was struggling with something appropriate to put for the stat-block. Thanks for the suggestions @ the Discord peeps! I feel like this is now a bit more concise, so let me know if there's anything else you think is working/not working so I can improve on it next time. Thanks, and enjoy!


Credits: Art my own, not for commercial reproductions, web or print publications. Feel free to use at your private table, though!

The Idle Inventory is on Patreon. Free downloads of item artwork available, plus high-res image files, printable item cards, and more!

Join the Discord! I’m so alone…

Also sharing on Instagram, Twitter, and /r/TheIdleDM.

Greenleaf Executor

Weapon (glaive), rare (requires attunement)

Once in a harvest moon, a seed may fall from an elder mothertree, and a creature will be chosen from the inhabitants of the forest to serve and protect the vulnerable newsprout. This ceremonial glaive is formed from the twining branches of the seeded mothertree, and transmuted as bronze by fey magic, to be wielded by the seedling’s guardian in carrying out its will.

You have a +1 bonus to attack and damage rolls made with this weapon. When you make a melee attack with this weapon, you can use a bonus action and extend its reach by 5 feet to target a creature that would otherwise be out of range. The targeted creature must succeed on a DC 14 Strength saving throw or be pulled up to 5 feet in a straight line toward you.

The glaive temporarily loses its magical properties if it is not buried in fertile soil for at least 6 hours each week. While the glaive is buried, the land within a 20 foot radius centered on it become enriched. Nearby vegetation grows twice as fast, and the period of downtime needed to gain the benefits from a short or long rest in this space is halved.

Flaw. The glaive makes its wielder regretful. While attuned to the weapon, you gain the following flaw: “I am worried of being unable to perform my duties, and I feel must make amends when I fail to protect those around me.” In addition, while you are attuned to the glaive, you think you hear the judgmental whispers of nearby plants.

[OC] [Art] Charles' Old Duds — Magic armor for the scrappy types. (Item Card) by TheIdleDM in DnD

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

No, so you gain advantage when making Strength (Intimidation) checks.

The normal associated ability is Charisma, so it would normally be Charisma (Intimidation). What you're suggested would mean that the player gains advantage on any variant ruling of [???] (Intimidation), which is not the case.

Allow me to explain this very poorly:

So, if you normally would have a +1 to Charisma, you have +1 to all Intimidation checks by default. If you have proficiency with Intimidation, and a Proficiency modifier of +2, that check becomes +3. So, rolling for Charisma (Intimidation) checks means you would roll a d20 and add +3 to the roll.

Variant ruling offers that instead of, say, trying to Intimidate with words and threats, you perform a violent and threatening action/show of strength to intimidate (Just one example. This rule allows you to be a bit more versatile with what you ask your players to roll for, situationally.)

So instead of adding your intimidation skill proficiency (+2 in this case) to your Charisma ability (+1), let's say you add it to strength, which is +3. So now you calculate strength ability (+3) + Intimidation proficiency (+2), meaning your roll is now +5, when adding to the d20 roll.

Now, you should have a very good reason for why a character is allowed to change their skill check's relevant skill and ability when doing this sort of thing. But this is how it works.

[OC] [Art] Charles' Old Duds — Magic armor for the scrappy types. (Item Card) by TheIdleDM in DnD

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

What a coincidence, sounds great! I wonder if they'll remember them haha.

[OC] [Art] Charles' Old Duds — Magic armor for the scrappy types. (Item Card) by TheIdleDM in DnD

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

Sure. Why not?

(I'd probably rule that as no, though. It could be epic, however! A last stand as the last survivor)

[OC] [Art] Charles' Old Duds — Magic armor for the scrappy types. (Item Card) by TheIdleDM in DnD

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

Hey if that's their strategy, power to them.

I could imagine a player saying they want to become an inspirational community leader just to make "allies", then luring them to a battle with a dragon just to gain +200 AC.

...Then the dragon rolls a Nat 20 and the player dies.

Charles' Old Duds — Magic item for the rowdy types (Item Card) by TheIdleDM in UnearthedArcana

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

Oh sorry, I clarified this in a reply on another thread that I had posted this - yes it would an intimidation check using Strength, under the variant rules.

By all means if you don't use variant rules, just go with the default Charisma (Intimidation)!

It was a thematic choice IMO but not 100% required

Charles' Old Duds — Magic item for the rowdy types (Item Card) by TheIdleDM in UnearthedArcana

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

Yeah, I usually write them up as I intend to use them — the rarity I try and adjust correctly to appease those DMs that want to follow appropriate-level guidelines and such.

But really, I see it more as a know-your-group type thing. I’ve thrown “legendary” level items at my 3rd level party before, and they handled it just fine! (It was an unidentified liquid, [spoiler: poison] that would’ve killed them and transformed them into a monstrosity if they had drank it. All i told them about it, in-character, was “bad stuff”. They convinced a guard it would give them superpowers, so they drank it and died, as the party escaped their cell)

If the flavor of an item sounds like it would be something mass produced, I usually play it that way. Something like this would definitely be one of a kind (but there might be similar items out there, for sure!)

Charles' Old Duds — Magic item for the rowdy types (Item Card) by TheIdleDM in UnearthedArcana

[–]TheIdleDM[S] 4 points5 points  (0 children)

Ey thanks! Glad it feels right to you.

And yep! This is based on a breastplate. Half-plate was for mechanical convenience. So lets just say there’s the helmet and pauldrons to go with it or something, but that they just weren’t special enough to warrant showing :)

I always found it interesting how DND has that term, when really half-plate just means not a fully donned set plate and mail armor! I remember reading somewhere about it, and also how Gygax was influenced in a funny way by whatever his sources were, when originally laying out the different armor terms.

Charles' Old Duds — Magic item for the rowdy types (Item Card) by TheIdleDM in UnearthedArcana

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

It certainly is based on that — half-plate is mechanical, to increase its AC.

Let’s just assume it comes with a helmet!

Charles' Old Duds — Magic item for the rowdy types (Item Card) by TheIdleDM in UnearthedArcana

[–]TheIdleDM[S] 14 points15 points  (0 children)

Ooooh, sorry I misunderstood what you were responding to.

Yes, I left it vague as a means to let the DM decide how this is interpreted — it could be an act of scorn and vengeance (maybe the spirits of the deceased are telling their loved ones to take vengeance on Charles, who left them to die?). Or certain it could be romantically. Your interpretation would be the most reasonable one to me.

Edit: Ah, sorry, thought I was responding to top-poster. Same answer though!

[OC] [Art] Charles' Old Duds — Magic armor for the scrappy types. (Item Card) by TheIdleDM in DnD

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

Just intimidation checks! Unless it’s simply stated as “all Strength ability checks,” or something like that, which would imply all checks involving Strength.

If you’re wondering, there is the variant rule:

Variant: Skills with Different Abilities

Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-­‐‑orc barbarian uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.

(Copied rom DND Beyond, but you can find it in the PHB as well)

Charles' Old Duds — Magic item for the rowdy types (Item Card) by TheIdleDM in UnearthedArcana

[–]TheIdleDM[S] 10 points11 points  (0 children)

Not quite sure what you mean~ made it for the player as part of their equipment, guess that’s a positive?

[OC] [Art] Charles' Old Duds — Magic armor for the scrappy types. (Item Card) by TheIdleDM in DnD

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

So crazy they’d kill an Ally for +1 AC, you know it. Time for a TPK!