sockablock:

Back by popular demand, another round of really dumb D&D items!

The Mariner’s Skull: an old, bleached skull that long ago belonged to a sailor. Once per short rest, it will tell you a cool fact about boats.

The Helm of Verax: an ancient silver helmet from a time long past. Upon attuning to this item, the wearer immediately gains Truesight and advantage on all insight checks. However, you also cannot lie, or hide from any creatures in a 30-ft radius while the helmet is worn.

A Bottle of Mud: a small glass jar full of mud. Gives off a very faint, very strange magical aura. 

The Lover’s Ring: a thin silver band with a shining ruby rose. Upon donning this item, you instantly cause everyone within a 10-ft radius to fall in love with you, granting advantage on all charisma and persuasion checks against those individuals. Watch out, though—if jealous lovers decide to take a swipe at you, they have advantage on all attacks. Love can hurt.

Wilderness Survival for Dummies: from the writers of the famous series comes another installation in cross-class collaboration! Once per day, any non-ranger can use this book to cast the 1st level spell, Goodberry.

The Boots of Swift Descent: a pair of plain leather boots that doubles the speed of any downwards movement.

The Blacksmith’s Assistant: a little bronze automaton in the shape of a crab, five inches wide. Can be used to fetch very small things like screws, bolts, coins, etc.

The Jaded Necklace: a necklace made of precious green stone. Upon wearing this item, you instantly gain 1 point of exhaustion. However, you also now cannot be charmed, frightened, stunned, or attacked in a surprise round—nothing seems to faze you, anymore.

prokopetz:

prokopetz:

More legal shenanigans for your D&D setting:

  • The Kingdom of Zor has historically been marked by a particularly virulent strain of human supremacism. Though that era has largely passed, its legacy has proven to be so deeply entrenched in the realm’s codes of law that later reformers found it expedient simply to expand the legal definition of “human”. So it is that in the land of Zor, an elf, an animated skeleton, and a sapient protoplasmic ooze are all Human in the eyes of the law – though strangely, the legal compass of humanity continues to this day to exclude bards.
  • The Norgian Confederacy is infamous for its curiously inverted sumptuary laws. Being theoretically egalitarian, and priding themselves on principles of absolute social mobility, a Norgian’s manner of dress is in no wise restricted by their social station; rather, by dressing in the legally recognised manner of a particular station, they declare their membership in it. Strictly speaking these rules apply only to citizens; all the same, visitors whose outfits fail to match their preferred level of social obligation are advised to clearly advertise their foreign status, lest one be accused of dereliction of duty!
  • Compounded by centuries of case law and precedent, the laws of the dwarven realm of Underhome have become a muddled mess with respect to the property rights of the dead. Some rights – particularly the ownership of one’s own remains – persist after death, while others transfer to designated heirs, and still others are held in trust should the deceased later join the ranks of the undead. In the halls of royalty, the ghosts of ancient kings and queens litigate endlessly with their living descendants for dominion over the earth’s riches; these revenant monarchs – or “mineral wights”, as they’re sometimes known – stand as the greatest obstacle to Underhome’s continued prosperity.
  • The elvish principality of Greenwood keeps no prisoners, instead favouring a robust program of community service for the correction and rehabilitation of criminals. Their court system does not discriminate among species: animals as well as elves are often seen serving sentences for the bewildering variety of petty misdemeanours that characterise elvish law. If necessary, the courts will grant a convicted animal the intelligence to understand and carry out its service; not all choose to go back to being ordinary beasts when the task is done (though many do), and so the Greenwood is home to a growing population of sapient animals with criminal records.

dungeonmapster:

Download is here!

Patrons get access to hi res, gridless, and variant versions, and $2 backers get photoshop documents and lineart copies!

Mere spots of light peek through into this yawning cavern, a dim reminder of safety and warmth in this cold, forgotten place, home to creatures of the dark, yet they are nothing to what dwells below, deeper into the abyss, waiting on either side to swallow any unfortunate enough to fall.

Hey all, I want to start putting together some more actual dungeon components that can be connected in some way to form a multi-part dungeon. Plus, I’ve been playing a ton of Hollow Knight and Dark Souls, which has inspired to do some maps for you spelunkers.

Patrons also have access to dark versions, with different lighting combinations depending on where you want the entrance for your adventurers to be. I hope you like it!

crossheadstudios:

Row, row, row your boat.

Been working on expanding my list of transport battlemaps, featuring vehicles one might often use when preparing a long journey from point A to B. This month I focused on naval transport, starting with small boats like a rowboat, a canoe and a fisherman’s ship slowly building up to larger ships like Schooners and Galleons.

Having one of these at your disposal is especially great when you are playing a campaign where your players have a ship as their actual home base, going from island to island. Played a campaign like that in the past, and even though it ended up being a pretty short lived campaign, I’ve always loved the concept and thought about doing one again in the future.

These maps will all be available for my patrons in HD and as separate files with alpha layers to put on any other background, but I am also having a free giveaway for one of my Instagram followers. All you have to do is follow me on Instagram and like the giveaway post HERE!

For more of my work visit www.crossheadstudios.com

probablysupervillainrpgideas:

Amulet of Updog

Wonderous Item, Uncommon, requires attunement.

This amulet is a gold disk ingraved with the image of a sunglasses wearing humanoid holding up finger guns. While attuned to and wearing this amulet, you may, as an action, ask a creature who understands and can speak at Least one language you know, “does it smell like updog in here?” Or a similar question designed to prompt them into saying “What’s updog?”.

The creature makes an insight check contested by your deception check. On a success, they see through your shit. On a failure, they take 3d10 psychic damage and are stunned until the end of your next turn as you say “Not much dog what about you?”.

A creature who has heard this joke before and remembers it automatically succeeds on their insight check.