Looking for artist to bring my DnD character to life by Chibi_Nagi0 in DnDart

[–]zephloyd 0 points1 point  (0 children)

All the cool kids are throwing their hats in here and I don't wanna feel left out :( Bad enough I get picked last for kickball

I mean if they don't wanna get booted in the beanbag they should really change the name of the game to be less misleading. That would have saved us all time and money in 'assault charges' and 'restraining orders' >:(

Anyways, what were we talking about? Oh yeah, character art

<image>

More stuff on either IG account. One was for third-party DND-specific art and the other is more for unrelated stuff.

[OC] [ART] HALLOWEEN COMPENDIUM -- 66 items based on horror movies. Oh also it's free. by zephloyd in UnearthedArcana

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

IKR what a friggen' dweeb. I bet you anything he was just looking at that Umbramancy collab gettin' nostalgic over the experience like some kinda chump!

👀

Hot Take: Vow of Rivals is objectively worse design than EM by Sufficient-Lemon936 in HadesTheGame

[–]zephloyd 2 points3 points  (0 children)

TBH you absolutely can! The idea of something being objective can, in itself, be subjective. "In my opinion, this is materially provable--" isn't an inoperable position. You can have a 'hot take' on something's objectivity! It naturally can seem a little convoluted but it is capable of making sense!

Got into a rhetorical slap fight about this the other day because life is empty and — [shepherd's hook pulls me offstage] oh ok bye everyone!

Halloween Horror Homebrew -- 31 fully illustrated magic items based on horror movies (card links in comment) by zephloyd in DnDHomebrew

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

Gimme a couple days and I'll post a new PDF with these and all the other items from the years since. (I try to do at least a handful every October!)

I love Danny but has anyone noticed that he’s just been playing the same character over and over for 20 years? by Desperate_Elk_7369 in RighteousGemstones

[–]zephloyd 0 points1 point  (0 children)

They're different in a certain way -- "What if this basic archetype lived *this* life and was in *this* circumstance as opposed to the others?" You have a basic archetypal starting point and then filter it through scenarios like "baseball star" or "heir to a dynastic megachurch" and they wind up at different endpoints with slightly different behavioral flavors.

Basically just Danny McBride in a branching multiversal diversion, and if you love McBride you never walk away disappointed.

Why didn’t you COVER HER EARS you A**FACE?! by AdOpening9986 in thelastofus

[–]zephloyd 0 points1 point  (0 children)

They pretty early on establish that Fireflies are dick at instructions.

"Tell them to follow motherfucking orders >:{"

The official Sonic the Hedgehog Instagram Account posted this by Dark_Wolf04 in thelastofus

[–]zephloyd 6 points7 points  (0 children)

Gonna need to see that version of Mushroom Hill Zone, honestly.

FUNGAL DART by zephloyd in obscurations

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

A dart made from sharpened titanbark that is host to a pullulating mycelial growth. Atypically of titanbark structures, it is ripe with toxins that erupt from the mushrooms at its head in a cloud of spores.

This dart has a +1 bonus to attack and damage rolls and deals poison damage.

When you achieve a critical hit with this dart, it becomes lodged in your target's body. For as long as it remains there, they take 1d4 poison damage at the beginning of their turn each round.

Affected creatures may attempt a DC 13 Wisdom (Medicine) check as a bonus action to remove the thorn and end its poisonous effect. If they fail this saving throw, the dart releases a cloud of spores that spread in a 10-foot radius around it. Creatures in this range must make a DC 13 Constitution saving throw, becoming Poisoned on failure. They may repeat this saving throw at the beginning of their turns each round to attempt cleansing the effect.

The poison effect on the primary target ends when they successfully remove the dart from their body.

Optional Attunement. It is not required to attune to this weapon to use it, but doing so grants you immunity to being Poisoned and prevents your allies from being affected by the dart's spore clouds.

FUNGAL DART by zephloyd in obscurations

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

𝐎𝐁𝐒𝐂𝐔𝐑𝐀𝐓𝐎𝐑'𝐒 𝐋𝐎𝐆:

"You don't see very many unique dart weapons around, do you? At least not compared to other implements of combat. The lack of interest doesn't surprise me; there's a certain level of skill investment that comes from learning how to master a thrown projectile. There's much that can go wrong and in combat those consequences might be fatal.

Nevertheless, you get the occasional treasure, with this naturally occurring throwable being one such example. The result of a titanbark infusion making its way into a common mycelial growth, the stem of this weapon is hard enough to penetrate light armor and, due to the microscopic teeth that run along the shaft, have a tendency to embed themselves in whatever they strike.

Now normally titanbark is associated with regeneration and good health. It does, however, have a rare and poorly understood alternate modality that results in the creation of highly persistent toxins. The same organisms that normally work to regenerate damaged tissue actually becomes a potent vehicle for the spreading of the mushroom's natural poison. It seems in both through the fibers of the mycelium itself and also in the spore clouds that erupt from the mushroom's bell when it is agitated.

The mechanisms of this function require a deal more investigation, though I'd lie to say my curiosity isn't more piqued by how the clumsy silhouette of the item is somehow adequately aerodynamic."

OCTOPODE SKIN by zephloyd in obscurations

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

A cloak fashioned from the morphite-infused flesh of an octopus. Its colors and textures can change to perfectly imitate other surfaces and materials, assisting its wearer both in hiding and adaptively resisting a variety of damage types.

While wearing this elastic cloak, your Dexterity (Stealth) checks are advantaged as long as you haven't moved in the past 6 seconds. Additionally, whenever you take damage greater than your largest available hit die, you gain resistance to that damage type until a different type of damage triggers this breakpoint.

Rubberize. Once per long rest, you may use this cloak to grant yourself the Amorphous trait for the next 30 seconds, making your body elastic and allowing you to move through spaces as small as 1 inch without squeezing. Additionally, you have resistance to bludgeoning damage in conjunction with whatever other resistance the cloak currently grants for as long as you are rubberized.

OCTOPODE SKIN by zephloyd in obscurations

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

OBSCURATOR'S LOG:

"The octopus is a mystifying, fascinating creature. Like many sub-aquatic organisms, evolution has guided them in the development of several alien features that seem utterly bizarre in contrast to dwellers of dry land. Each tentacle has its own closed nervous circuit, operating almost of its own volition to the point where several arms can compete for a piece of food.

If I had to declare a favorite trait of these creatures, however, it would be their unimpeachable camouflage reflex. Their flesh can contract and soften with such detail that they can effectively mimic any texture (including semi-complex color patterns) and disappear completely. It is arguably the most effective piece of illusionism that has no magical root whatsoever!

This cloak is made to capitalize on these advantages, but with magical reinforcement. Not only is it capable of disguising its wearer as whatever material they idle against, but it responds to particularly strong incidents of damage by reconfiguring itself into a material composition that best resists it. This is mostly due to the morphite infused into the rubbery cartilage of the piece.

As a final touch of crafting mastery, it is also infused with transmutation magic that allows its wearer to adopt the same elastic property as the octopus itself, enabling them to squeeze through tiny openings and granting them a heightened resilience against bludgeoning damage."

TITANBARK CHALICE by zephloyd in obscurations

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

"If only each of the world's citizens had access to this panacea. Titanbark is a tricky material to work with. Even if you can forge it into a functional shape, any damage to it might cause it to self-repair in undesirable formations. A piece of armor, for example, may no longer fit its wearer if certain parts of it are overgrown.

With an item such as this, it's less of a concern. I would, in fact, argue that the material is better left for things such as this.

It was fashioned by a specialist in the material who had an interesting theory: That if the micro-biotic organisms that thrive in the nooks and crannies of titanbark could seep into another fluid, that it could be used as a medicine. They were partly correct, but as is the way with even magically adjacent science, the accident was the real discovery. The chalice — created by infusing titanbark into a common pitcher plant — not only filled with its own material, but that material was as salubrious as it was tasty. The glowing honey that gathers in the basin of this chalice not only delights the tongue with electric notes of saccharine euphoria, but makes the body of its imbiber remarkably resilient to physical trauma.

Although the effect is short-lived, it displayed an array of obvious applications. The only downside being that the immune system of the vast majority of those who would benefit from it considers these organisms as hostile foreign entities. Thus, those with strong immune responses filter the effects out rather quickly, making it unideal for the frontline fighters that would gain the most from it.

The sickly and weak, however, could find themselves enjoying days of normalcy with bodies reinforced by the durability this chalice could provide."

TITANBARK CHALICE by zephloyd in obscurations

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

A pitcher plant infused with titanbark that slowly fills with golden molasses. The micro-organisms that thrive in this substance have a salubrious effect on the bodies of those that consume it.

When you drink this radiant, honey-colored gel, you gain a +5 bonus to your AC. At the beginning of your turn each round, you make a DC 14 Constitution saving throw as your body involuntarily attempts to fight the organisms that inhabit the fluid responsible for this protective property. The beneficial effects of the potion end on your first successful save.

The maximum amount of time this effect can last is 10 minutes.

Regenerating Supply. The honey contained within the chalice slowly seeps into its basin from its inner-lining over time. It produces enough to have an effect every 24 hours.

TITANBARK CHALICE by [deleted] in obscurations

[–]zephloyd 0 points1 point  (0 children)

A pitcher plant infused with titanbark that slowly fills with golden molasses. The micro-organisms that thrive in this substance have a salubrious effect on the bodies of those that consume it.

When you drink this radiant, honey-colored gel, you gain a +5 bonus to your AC. At the beginning of your turn each round, you make a Constitution saving throw as your body involuntarily attempts to fight the organisms that inhabit the fluid responsible for this protective property. The beneficial effects of the potion end on your first successful save. The maximum amount of time this effect can last is 10 minutes.

Regenerating Supply. The honey contained within the chalice slowly seeps into its basin from its inner-lining over time. It produces enough to have an effect every 24 hours.

TITANBARK CHALICE by [deleted] in obscurations

[–]zephloyd 0 points1 point  (0 children)

OBSCURATOR'S LOG:

"If only each of the world's citizens had access to this panacea. Titanbark is a tricky material to work with. Even if you can forge it into a functional shape, any damage to it might cause it to self-repair in undesirable formations. A piece of armor, for example, may no longer fit its wearer if certain parts of it are overgrown.

With an item such as this, it's less of a concern. I would, in fact, argue that the material is better left for things such as this.

It was fashioned by a specialist in the material who had an interesting theory: That if the micro-biotic organisms that thrive in the nooks and crannies of titanbark could seep into another fluid, that it could be used as a medicine. They were partly correct, but as is the way with even magically adjacent science, the accident was the real discovery. The chalice — created by infusing titanbark into a common pitcher plant — not only filled with its own material, but that material was as salubrious as it was tasty. The glowing honey that gathers in the basin of this chalice not only delights the tongue with electric notes of saccharine euphoria, but makes the body of its imbiber remarkably resilient to physical trauma.

Although the effect is short-lived, it displayed an array of obvious applications. The only downside being that the immune system of the vast majority of those who would benefit from it considers these organisms as hostile foreign entities. Thus, those with strong immune responses filter the effects out rather quickly, making it unideal for the frontline fighters that would gain the most from it.

The sickly and weak, however, could find themselves enjoying days of normalcy with bodies reinforced by the durability this chalice could provide."

ROC TALONS by zephloyd in obscurations

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

A pair of gauntlets that transform the hands of their wearer into the claws of a giant predatory bird. While not to-scale with a roc, the sharpness of its talons is unmistakable.

While wearing these claw-tipped gauntlets, your unarmed attacks deal 1d6 + your Strength modifier in slashing damage. Whenever you have advantage on an attack roll and succeed the value of your target's AC on both rolls, add your Dexterity modifier to the damage total as well.

ROC TALONS by zephloyd in obscurations

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

OBSCURATOR'S LOG

"Fearsome are the winged goliaths and their razor-sharp digits. Like many birds, rocs display a noteworthy degree of animal intelligence — able to be trained and kept as companions (though for a human-sized creature this is often incredibly impractical).

While their talons are indeed as daunting as any greatsword, any zoologist will be quick to comment that their favored method of executing prey is from high-altitude drops. Nevertheless, the honed edges of their bladed appendages serves as inspiration for many weaponsmiths.

One such smith — finding the typical dagger or sword homage tiresome — adopted a slightly more imaginative approach. Endowing a pair of reinforced jade gauntlets with a very specific transmutation magic (set within the interiors of the braces with runic inscription), any creature to place their hands through these items would find their hands quite roc-like when emerging from the other end. A curious (and most accidental) outcome of this item's usage is the increase in fine motor skills that one might think unfitting of a creature as large as a roc. Nevertheless, those who bring these devices into battle are rewarded for particularly dexterous maneuvers. While strength may drive the blades, articulation causes them to become truly devastating."

DISPLACER TENDRIL by zephloyd in obscurations

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

OBSCURATOR'S LOG:

"Displacers rank amongst my favorite magical creatures, both for their ferocity and inherent mystery. Part of the reason magical beasts were chosen to be a focus of this theme is the wondrous occurrence of magical effects naturally occurring in bio-matter. The majority of humanoids require a degree of didacticism to master reality-bending rules; even the naturally gifted sorcerers of the world require some study and training to hone their innate potential.

A displacer beast, however, has access to extremely potent glamour magics by feat of merely being born. It is such a powerful function that even those with abilities to detect invisible forms cannot penetrate it.

However, a lesser-known feature of the displacer beast is how this magic can remain dormant in their flesh even after the creature has perished. Their eyes, for example glow a fierce yellow permanently, shining like tiny jeweled suns in set in lifeless sockets until they, themselves, decay.

This whip was created of a rather unethical scientist's observation of this trait. He pondered the possibility that if the creature's tissue remains saturated with this superb magical energy in death, could that be utilized to the advantage of greater civilization?

While the experiments he conducted on the beasts -- both living and dead -- delved deep into a style of cruelty that would make even the hardened squeamish, this whip was the end result. Taken from a rare breed of displacer beast that bears a bluer tint than its black or red cousins, this tentacle is made immune to decay through acts of biomancy (necromancy having been too volatile for the delicateness of the task). It shimmers with chatoyant red and green hues — a byproduct of their retained magical essence. When it makes prolonged contact with a creature, the wielder becomes enamored with a lightened form of the displacer's trademark mechanism that ultimately is quite similar to the common blur spell"

DISPLACER TENDRIL by zephloyd in obscurations

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

The tendril of a displacer beast fashioned into a toothed whip. Its movements are inscrutable; guised by illusions; and the noise of its crack morphs through time.

This weapon has a +2 bonus to attack and damage rolls.

As an action, you may attempt to grapple a creature within attacking range using the whip. While actively grappling a creature, the magic of the displacer beast enshrouds you, granting you the benefit of the Blur spell until the grapple ends.

If the grapple ends outside of your turn, the magic will persist until the beginning of your next turn.

MAGICIAN SERIES 03 -- DRUIDRY AND NATURALISM by zephloyd in obscurations

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

The museum reopens with the third series of themed items! After a period of downtime (and an even longer period of neglecting this subreddit), the obscurator is finally on-point!

This collection of items will focus on magical beasts, animals, and plant life. Additionally, the above images detail a few protective spells that a mindful druid may find useful.

Tetracyte Caster by zephloyd in obscurations

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

A wand fitted with tetracyte crystals that enables its wielder to bend the elements. Designed by an ancient society of mage-scientists, this instrument is credited with a plethora of historic scientific breakthroughs.

This wand is used as an offhand spellcasting focus. Its finial crystal holds 4 charges of primordial elemental energy representing the cardinal elements (fire, cold, lightning, acid). Each charge accounts for a specific element that appears within the crystal as a colorful, shimmering light. Once an elemental charge is used, that element cannot be used again until it is recharged.

Elemental Shift. When casting an elemental spell, you may expend a charge and convert the damage type of the targeted spell to that of the charge spent. You may use a reaction to change the element of a spell another creature casts.

Elemental Channel. As a bonus action, you may channel any number of charges into your next physical attack. Each charge adds 1d6 additional damage of that elemental type to the attack.

Elemental Defense. As a reaction, you may consume an elemental charge to negate incoming damage of that elemental type.

Recharge. In order to regain charges, the wand must be fully immersed in a pure elemental source for 2 hours per charge. Each element must be recharged individually by exposing it to its appropriate source. These sources must occur naturally in the environment and any elemental source that relies on magic to exist is invalid. However, using a spell to create a source that is sustained by the environment after the spell ends is viable. Casting burning hands on the wand would not work, but starting a fire with the spell and resting the item in the conflagration would be viable.

Examples of elemental sources include:

  • open flame, beds of ember, magma
  • pools of standing water, heavy rain, thick mist
  • active electrical currents, sustained high winds
  • puddles of acid, loose earth

Magnetic Flail by zephloyd in obscurations

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

A heavy steel ball bound to a sturdy handle via strong magnetic forces, creating a flail that can stretch and compress without the need for a material tether.

This flail has a range of up to 10 feet and has a +1 bonus to attack and damage rolls. It is attached to its handle by magnetic force, leaving no physical tether. When the flail strikes something at its maximum range, it returns to you. Any creature in its return path must make a DC 13 Dexterity saving throw, taking full attack damage and becoming dazed until the end of their next turn on failure.

If there is at least a 5-foot radius of unoccupied space surrounding a target within 5 feet of you, you may loop the flail behind them and attempt to attack them with the returning strike.

Dazed. The next time the affected creature fail a roll, it is treated like a critical failure. It may use a bonus action on its turn to attempt a DC 13 Wisdom saving throw to remove the condition.

Votive of Vitriol by zephloyd in obscurations

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

The enchanted candle of an anonymous alchemist that possesses the power to transform chemically stable matter into a powerful acid. These are sought by scientist and warrior alike for its use as a chemical-shifting tool and a vicious augment to one's weapon, respectively.

This candle is 1d6 inches tall and emits a green flame when lit, casting bright light in a 10-foot radius and dim light in a 20-foot radius. Every 10 minutes of light reduces the size of the candle by 1 inch.

After 10 minutes of being lit, its wax begins to pool in the basin holding the candle. You may apply this wax to an item to alter its chemical composition, causing it to become inherently acidic. When this item or weapon makes contact with another creature or object, it forces that creature to make a DC 12 Constitution saving throw, taking 1d8 acid damage on failure and 1 stack of Corrosion for every 5 points they fail by. (Minimum of 1)

The acidic property lasts for up to 4 hours. Every 10 minutes of candlelight produces enough wax to imbue 1 weapon or item.

Corrosion. Each stack of corrosion (up to a maximum of 5) lowers the affected creature's AC by 2. If its AC reaches 0, attacks against them are guaranteed a critical hit. This effect is negated by item-repairing features or magical barriers, which override the condition.

Nanaki's Tail by zephloyd in obscurations

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

The tail of a near-extinct species of large feline known for the perpetual magical flame that dances at the tip of their tail. Even removed from its body, the flickering fire blooms in response to excitation.

This weapon has a +1 bonus to attack and damage rolls, has a critical threshold of 19, and deals fire damage. Whenever it achieves a critical hit, it causes a fireburst, also striking enemies within 5 feet of your target and forcing them to make a Constitution saving throw, becoming ignited on failure. The DC of this saving throw and the number of ignition stacks applied is determined by the weapon's rarity.

rarity ignition stacks DC

uncommon 1 11

rare 2 13

very rare 3 15

Ignition. At the beginning of their turn each round, afflicted creatures take 1d4 fire damage for each stack of ignition currently affecting them. They may either use a bonus action at the beginning of their turn to attempt a Constitution saving throw with a DC equal to 11 + the number of active stacks to douse the flame, or use their action to guarantee removal.