<![CDATA[Petulant Pip - Home]]>Fri, 05 Oct 2018 06:10:42 -0700Weebly<![CDATA[Monastic Tradition (Way of the Shackled)]]>Fri, 05 Oct 2018 13:00:00 GMThttp://petulantpip.com/home/monastic-tradition-way-of-the-shackledWhether for repentance or a method to train the inner spirit, monks training under the Way of the Shackled believe in one thing: a binding of the physical body to attain a more powerful spirit.

The Body is Weak
When you choose this tradition at 3rd level, you must keep yourself locked up in chains or be under another type of restriction on your body (such as lifting a heavy rock). Your movement speed is reduced by 10 feet and you have disadvantage on Dexterity (Acrobatics) checks while chained. If you find yourself unchained, you can no longer use your ki points.


But The Mind is Willing
At 3rd level, your body may be bound but your inner will is not. Your ki manifests physically in the Material Plane, acting as an almost-telekinetic force. You no longer need to use any part of your body for your unarmed attacks. You use your Wisdom modifier instead of your Dexterity modifier as your attack and damage bonus. In addition, you have the cantrip mage hand, and you may cast it without any components.

Inner Spirit
Starting at 6th level, your focus of the spirit advances at an accelerated pace. You treat yourself as two levels higher for the purposes of determining how many ki points you have.

Abundant Step
Beginning at 10th level, your grasp on ki allows you to move through dimensions, unbothered by the restrictions of body. As a bonus action, you may spend 3 ki to cast the spell misty step on yourself.

Unshackled
Beginning at 17th level, you learn how to separate yourself from the chains of the Material Plane -- at least for a time. As an action, you may spend 4 ki to become incorporeal for 1 minute. You gain the following benefits while incorporeal:
  • You have resistance to non-magical damage.
  • You have a flying speed equal to your movement speed.
  • You are immune to the Grappled, Prone, or Restrained conditions.
  • You are unaffected by the The Body is Weak class feature.
  • You can see into the Ethereal Plane.
  • You can move through other creatures and objects as if they were difficult terrain.
  • You take 1d10 force damage if you end your turn inside an object.

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<![CDATA[5 Magical Items: Dead Edition!]]>Wed, 03 Oct 2018 13:00:00 GMThttp://petulantpip.com/home/5-magical-items-dead-editionWelcome to 5 Magical Items: Dead Edition! As you might tell, I’m continuing with my creepy-themed October list. In this one, I’m focusing on items that can be derived or otherwise found from liches, skeletons and other corpses.

If you'd like to visit some of my other works in the series, check out the creepy edition, the mysterious masks, the foolish fey, the crazy carnival, the gooey slimes, the alien great old ones, the hellish devils, the dark drow, and finally the creepy hags. Hope you enjoy!


Bonemeal
Wondrous Item, Common
This small bowl of coarsely-ground bone is rough to the touch and smells otherwise deathly. If you eat this disgusting meal, your hunger is sated and your thirst quenched for the rest of the day. This bowl refills every morning.

Skull Messenger
Wondrous Item, Uncommon
These two similar-looking skulls can be differentiated by the type of gems embedded into their eyes. One has emeralds while the other contains rubies. These gems cannot be removed without removing the magic from the items.

Putting an item into the mouth of one of the skulls and closing the bottom jaw will teleport the item to the other skull’s mouth. The receiving skull’s eyes also light up, indicating a message in its mouth. There is no distance limitation. The item must be able to fit into the mouth of the skull. If the receiving skull is full and an item is teleported into it, the item is permanently destroyed.

Skeletal Throne
Wondrous Item, Rare (Requires Attunement)
When one is a great lich, walking with legs is such a mortal thing to do. This great throne made from a horrifying amalgamation of bones defeats the problem of appearing too plebeian for many evil wizards. Style is the most evil thing, after all.

When you sit on the Skeletal Throne, you gain the following benefits:
  • You may pilot the throne as if it had a flying speed equal to 40 feet.
  • You may hover.
  • You are considered proficient in this vehicle for the purposes of piloting.
  • You may treat the Skeletal Throne as an arcane focus.
  • You do not receive a penalty of any kind such as being considered prone for sitting on this throne.

If you take more than half of your hit points in damage in one attack, you are knocked out of your throne and fall prone. The Skeletal Throne has an AC of 14 and 120 hit points. If it is destroyed, you must spend a week and 100 gp repairing the throne.

Corpse Blanket
Wondrous Item, Shoulders, Very Rare (Requires Attunement)
This sheet of corpse skin is badly stitched together, barely holding on with a cohesive strength. Despite that, a foul magic binds its shoddy craftsmanship together. If you can get over the smell, the Corpse Blanket is surprisingly useful.

When wearing the Corpse Blanket, you have a +1 bonus to AC and resistance to necrotic damage. Additionally, mindless undead ignore your presence. In battle, they instead attack your allies if they had the choice.

In addition, if damage reduces you to 0 Hit Points, you may instead drop to 1 hit point as a reaction. Once you use this ability, you may not do so again until you finish a long rest.

Flailing Mortimer
Weapon (flail), Legendary
The Flailing Mortimer is a an ancient weapon forged by combining mastery of magic and tormented souls. Its original creator, whose name has since been forgotten from history, took a skull from the Pillar of Skulls -- a tower in Avernus, full of souls who suffer the eternal punishment of speaking lies. They took this skull and crafted it to become the head of a flail -- a powerful weapon that its wielders either feel cursed or blessed using.

You gain the following benefits when wielding this weapon:
  • You have a +3 bonus to attack and damage rolls made with this weapon.
  • You cannot be surprised by any creature.
  • You may use your action to swing the flail in a circle around you. All creatures within 5 feet of you must succeed a DC 15 Dexterity save or take 3d8+3 bludgeoning damage.
  • When you hit a sentient creature with this weapon, Mortimer screeches a well-timed and burning witticism. That creature must succeed on a DC 15 Charisma save or suffer disadvantage on attack rolls until the end of their next turn.

Sentience. The Flailing Mortimer is a sentient chaotic neutral weapon with an Intelligence of 13, a Wisdom of 9, and a Charisma of 13. It has hearing, normal vision and darkvision out to a range of 60 feet. The weapon communicates through a shrieking, semi-annoying voice.

Personality. Mortimer (his titled name -- The Flailing Mortimer -- refers to his “battle form”, as he calls it) considers himself a humorous individual, who makes very obvious jokes and terrible one-liners when he can. He rarely takes matters seriously, seeing world-ending threats as a hook for another witticism. Despite this, he secretly fears never finding a true purpose for his existence. No one wants to just be a sentient, happy-go-lucky flail for the rest of their life.

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<![CDATA[5 Magical Items: Creepy Edition!]]>Tue, 02 Oct 2018 13:00:00 GMThttp://petulantpip.com/home/5-magical-items-creepy-editionTo start off the month of October, I’ve devoted a whole list of 5 Magical Items dedicated to being creepy and disgusting! It’s about par for the course, I realize, but I still love doing these super weird items. This is a general theme, instead of doing something based off of slimes, for example.

If you'd like to visit some of my other works in the series, check out the musical melodies, the mysterious masks, the foolish fey, the crazy carnival, the gooey slimes, the alien great old ones, the hellish devils, the dark drow, and finally the creepy hags. Hope you enjoy!


Ventriloquist’s Doll
Wondrous Item, Common
A hideous and practically-falling-apart dolly, perhaps cutesy a few centuries ago, but now only disgusting and old. As long as a line of twine, rope or string connects a creature to this doll, the creature may speak as if its voice comes from the doll.

Bloodstained Cleaver
Weapon (shortsword), Uncommon
This massive cleaver has a spraying of crimson, dried blood on its edge. It smells of death and its handle emits a faint aura of malevolence.

When you strike a living creature with this weapon, its blood splatters onto your cleaver, which overrides any blood on the cleaver before. As long as your knife has a creature’s blood on it, you know the general direction of the creature. In addition, you have a +1 bonus to attack and damage rolls against a creature whose blood you have on your cleaver. This ability is specific to that creature, so striking an orc does not mean you have this ability against all orcs, rather only the specific orc you struck.

Gloves of Gluttony
Wondrous Item, Glove, Rare (Requires Attunement)
A pair of leather gloves with massive, torn holes in the palms. When worn, giant lacerations tear forth from your palms as a line of teeth and a long, purplish tongue erupts around the edge of this gash.

While wearing these gloves, your main mouth is useless. You are unable to speak, breathe, eat or drink from your main mouth. Instead, you are able eat, drink, breathe and speak through the holes from your hands. You have advantage on Strength (Athletics) checks to grapple and any creature grappled by you takes 1d10 piercing damage at the start of their turns.

Toothy Mouth
Wondrous Item, Very Rare
This disembodied maw is unnervingly human-like in lips and inner structure. You are meant to hold it by where its throat should be, almost as if you have a fleshy hand-puppet. Its many teeth are eerily shiny and perfect, despite its pulsating gums being semi-rotten.

The Toothy Mouth has 10 teeth. If you are holding the Toothy Mouth, you may throw up to two of the teeth to points you choose within 120 feet as a bonus action. It explodes if it reaches the point or hits a solid surface. Each creature within 10 feet of the explosion must make a Dexterity save. The explosion deals 5d6 piercing damage on a failure, or half damage on a success.


At the beginning of the each morning, 1d6+4 new tooth erupts from the gums. If the Toothy Mouth runs out of teeth, roll a d20. On a 1, the Toothy Mouth swallows itself whole, a paradox of meaty gums and pink flesh before disappearing into nothing.

Foreign Symbiote
Wondrous Item, Legendary (Requires Attunement)
This octopus-like creature fits snugly in the palm of your hand, though its constant twitching and roaming eyeballs suggests it wants more than to stay on your palm.

You may attach the Foreign Symbiote to the back of your head as an action. When worn, your Wisdom and Intelligence is reduced to 7 if it was higher, you alignment shifts one closer to evil and you gain the following benefits:
  • You have advantage on Dexterity saves and checks.
  • You are immune to mind-affecting effects.
  • You have resistance to psychic damage. If you have resistance to psychic damage from a different source, then you have immunity to psychic damage.
  • Creatures who attempt to use mind-affecting effects on you or talk to you with telepathy take 5d6 psychic damage.
  • You have telepathy up to 60 feet. If you have telepathy from a previous source, then your range increases to 120 feet if it were lower.

To remove the Foreign Symbiote, you must succeed on a DC 15 Charisma save or you are otherwise compelled not to remove it until a week has passed. By the end of the week, you may remake the save again.

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<![CDATA[5 Magical Items: Book of Vile Darkness Edition [PART 1]]]>Tue, 02 Oct 2018 13:00:00 GMThttp://petulantpip.com/home/5-magical-items-book-of-vile-darkness-edition-part-1To fit with the month of October, I have started work to convert the many vile items of the Book of Vile Darkness into Fifth Edition Dungeons and Dragons -- while adding some of my own unique items into the mix too. These magical items are both creepy and foul, befitting that of any villain in your game or perhaps if your players are playing villains themselves!

If you are interested in more magical items, click here to find themed items from the month prior! I hope you enjoy these as much as I have converting/creating them!
Nipple Clamp of Exquisite Pleasure
Wondrous Item, Common
A single half of a pair, metal in material and sleek in shape. This clamp is meant to snap onto one’s… chest protrusions, providing an almost perverse feeling throughout their entire body.

When worn, all pain you suffer is transformed into wonderful pleasure. Damage is still treated the same, but you may react to it differently.

Symbol of Demogorgon
Wondrous Item, Uncommon
Bronze and sharp, this dark icon hangs from a thread of sharp wire. As long as its wearer is evil, you may use this as a divine or arcane spellcasting focus. Whenever you deal necrotic damage, you deal an extra 1d6 necrotic damage once per round.

Tongue Studs of Hell Breath
Wondrous Item, Uncommon
A series of bronze studs with various symbols of archdevils stamped on their heads.

When pierced into your tongue, you may cast burning hands as an action, disregarding components. Once used, you may not use this ability until you complete a short rest.

Quiver of Lies
Wondrous Item, Rare (Requires Attunement)
Meant to strap onto one’s wrists, these quivers are just slender enough to not inhibit weapon usage.

When you speak a lie and hold an unloaded bow or crossbow, an arrow or crossbow (whichever is most appropriate) appears in your ranged weapon, ready for use.

Maggot Harvester
Wondrous Item, Rare
A stone-sized orb made from bones and teeth. When held above a maggot-infested corpse as an action, the orb gravitates the maggots into itself. You then can speak and understand the Dark Speech for 1 minute. While you are able to speak the Dark Speech, you can use an action to recite foul words from your forbidden knowledge. Each time you do so, you take 1d8 psychic damage, and each non-evil creature within 15 feet of you that can hear you takes 4d6 psychic damage.

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<![CDATA[Artificer Specialization (Mechanist)]]>Fri, 28 Sep 2018 15:00:00 GMThttp://petulantpip.com/home/artificer-specialization-mechanistCustom built for one of my players who expressed the desire for an archetype that upgrades itself with tech as the adventure went on. So came the modular archetype, the Mechanist. With this subclass, it is highly recommended to slap on the customizable property (which is detailed below) on most firearms. Just don’t do it on high-damage, one-shot things like flare guns or autograpnels.

For a list of technological items I designed to work with the Mechanist, look here!

And before I forget, the chassis of this subclass was shamelessly stolen from The Middle Finger of Vecna’s Magitech Hero! Please go visit them to see a whole bunch more cool shit. I know I do.

Artificer Specialization (Mechanist)
Artificers, whose expertise extends beyond enchantment into technological marvels and mechanical tinkering, are known as Mechanists.

Inventor
You are proficient with weapons with the prototype tag and gain advantage when identifying alien weaponry. You also learn the mending cantrip.

Prototype
At 1st level, you forge the foundation and workings of a highly customizable and deadly firearm that only you know how to truly use. The Prototype, as it is called -- you may have a different pet name for it -- is designed to be added on to, though perhaps you are still working on those kinks. You also begin play with 5 batteries.

The starting Prototype may either be two-handed or one-handed, dealing 2d6 piercing or 1d8 piercing damage respectively. It's normal range is 40/120. Each shot takes 1 charge. Once the battery is depleted (10 charges), you must take a standard action to reload. It has the prototype and the customizable weapon tags.

The Prototype, unlike other guns, doesn't require manual tracking of bullets -- it is simple to create bullets for it. Instead, as a technological weapon, the Prototype requires batteries, each one giving the weapon 10 charges.

If you lose your Prototype, you may rebuild it in over the course of 3 days (8 hours each), expending 500 gp in resources.

Customization
At 1st level, you may customize your invention. Unlike that of a Thunder Cannon, the Prototype is highly customizable. So customizable, in fact, you may replace the whole foundation of the Prototype with parts from a different technological firearm.

You may switch the foundation of any weapon with the prototype tag with another technological firearm that has the customizable tag. When you do so, you destroy both the weapon with the prototype tag and the technological firearm with the customizable tag to gain a new weapon with the stats of the technological firearm, removing customizable but gaining the prototype tag.

For example, if you had a laser pistol (1d8 damage, prototype tag) and you wanted to switch the foundation with a plasma pistol (2d8 damage, customizable tag), you would create a new weapon (2d8 damage, prototype tag) and destroy the former two.

Tech Upgrade
At 3rd level, you use the scraps you gain from scavenging technological ruins and from dissecting apart tech to further customize your Prototype. You may select any two Tech Upgrades for which you meet the prerequisites. You may not use one of the Upgrades selected at 3rd level as a prerequisite for the other. You may select an additional upgrade at 7th, 9th, 14th, and 17th level.

Tech Upgrades apply only on weapons you wield with the prototype tag. Upgrades that cast a spell require no verbal or somatic components. If an Upgrade calls for a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence modifier. Your tech level is equal to your artificer level. You may select the following upgrades:

Automatic Firearm
You have developed an auto-reloading mechanism into the Prototype itself. When you run out of charge, you may reload as a free action.

Big Woman, Big Gun
You no longer take disadvantage when firing your Prototype while in the reach of threatening enemies. In addition, you may take Opportunity Attacks with your Prototype.

Explosive Energy
Prerequisite: Frost Missile, Laser Attachment
As an action and 5 charge, you can channel the energy of your firearm into an explosive electrical attack. Each creature within a 30 feet cone of you must make a Dexterity save. On a failed save a creature takes 3d6 points of lightning damage for each point of your proficiency bonus, or half as much on a successful one. After you use this ability you must spend the next turn cooling down your Prototype. You must complete a long rest before using this feature again.

Flamethrower
You can fire a stream of flame at your foes as an action. You may cast Burning Hands as an action for 2 charge. For every 2 extra charges you spend, you increase the spell's level by 1 (to a maximum of 5). You must complete a short or long rest before using this feature again.

Flurry of a Thousand Sprays
Prerequisite: Spray and Pray
When you make multiple attack actions against one target, as a reaction, you may bypass the target's resistances for all of your attacks.

Frost Missile
As an action and at the cost of 2 charge, you may fire a Frost Missile. The missile has a range of 5 feet times your tech level. Make a ranged attack. If it hits, the missile deals 2d8 points of Cold damage, and the target is can move only half its maximum speed until the beginning of your next turn. For each 2 extra charge you spend, you may increase the damage by 1d8 (to a maximum of 4d8 extra).

Net Gun
You can cast web as an action, as long as you are wielding your Prototype. You cannot use this feature again until you take a short or long rest.

Laser Attachment
As a bonus action and 2 charge, you may fire burning hot beams of energy at your target. The energy beams have a range of 5 times your tech level (max 60 feet). Make a ranged attack. If it hits, it deals 2d4 points of Fire damage. After you use this ability you may not use it again for 1d4+1 rounds.

Spray and Pray
As a bonus action and 4 charge, you may make another Attack action against the enemy with your Prototype. At the cost of 8 charge and a bonus action instead, you may make two Attack actions against the enemy.

Sonic Wave
Your Prototype has a special feature built-in to blow enemies away. As an action, you may make a special attack that spreads in a 15 ft cone. Each creature in the area must make a Strength saving throw. On a failed saving throw, the target takes 2d6 thunder damage and is pushed back 10 feet.

Stunner
Prerequisite: Taser
When you deal damage with the Prototype, at the cost of 5 charge, you may force the target to make a Strength saving throw or become stunned until the end of its next turn. Constructs make this save at a disadvantage.

Taser
You have developed a special canister that adds a bit of electrical oomph. You add 1d6 electrical damage when you hit a target with the Prototype.

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<![CDATA[5 Magical Items: Music Edition!]]>Thu, 27 Sep 2018 13:00:00 GMThttp://petulantpip.com/home/5-magical-items-music-editionEveryone loves music! Medieval fantasy settings should love music just as much as modern society. Perhaps even more so, considering there is a vast lack of hobbies in feudal worlds compared to ours. For bards or for anyone with an interest in music, these items would be fun additions to many campaigns!

If you'd like to visit some of my other works in the series, check out the mysterious masks, the foolish fey, the crazy carnival, the gooey slimes, the alien great old ones, the hellish devils, the dark drow, and finally the creepy hags. Hope you enjoy!


Bongo of Distant Noises
Wondrous Item, Common
This cylindrical instrument has arrows engraved around its sides, always pointing away from the drum instead of towards.

When you play on this bongo, you may choose an area within 60 feet that you can see. Instead of the percussion coming from the bongo, the noise instead erupts in the chosen area.

Energetic Marching Drum
Wondrous Item, Uncommon (Requires Attunement)
This drum has an awkward, smiling face on one side with a thumbs up on the other. Annoyingly positive phrases are etched into the sides, such as “You can do it!” or “Believing is half the battle!”

When you play this drum as you are traveling, your traveling pace while walking is doubled. In addition, you have advantage on Constitution saves during Forced Marches.

Rikkenbocker
Wondrous Item, Rare (Requires Attunement)
A sharply edged violin with a smattering of bold and fiery colors. Instead of pretty and graceful melodies, the Rikkenbocker creates thundering echoes of rough music.

The Rikkenbocker has 10 charges, which fuels the spells within. You may play the Rikkenbocker as an action to cast the following spells: destructive wave (5 charges), lightning bolt (3 charges), shatter (2 charges), storm sphere (4 charges), thunderwave (1 charge).

The Rikkenbocker regains 1d6+4 charges daily at dawn. When this item reaches 0 charges, roll a d20. On a 1, the Rikkenbocker explodes in a fury of brutal riffs, disappearing into nothing.

Bard-Poet’s Secret Weapon
Wondrous Item, Very Rare
When challenged by an opposing poet in a battle of clever lyrics and burning flow, bard-poets often sweat under the pressure of being one-upped and “roasted”. One particular poet had lines of rhymes written down and enchanted in order to add some impact to his otherwise mediocre performances.

Six fiery lines appear on the list. As an action, you may recite one line from the Bard-Poet’s Secret Weapon at a creature who can hear you within 60 feet. That creature must make on a DC 15 Charisma save. On a failure, they suffer 6d6 fire damage, in addition to becoming mute. On a success, they take only half damage. Once recited, a line disappears from the parchment. Daily at dawn, 1d6 removed lines reappear on the parchment.

The Pied Pipe
Wondrous Item, Legendary (Requires Attunement)
This thin flute is engraved with fey markings and adorned with opulent jewels. The shrill yet soft melodies the Pied Pipe emits is comforting in a way and almost beckons you to follow its wonderful tunes.

When you play the Pied Pipe as an action, each creature other than you that can hear its music within 60 feet must make a DC 15 Charisma save or become Charmed by you and spend the rest of their next turn using their movement to follow you. Charmed creatures will follow you into obvious danger and will do whatever they can to follow you. Affected creatures may remake the Charisma save after 1 minute.

This ability only functions as long as you spend an action on each of your turns after to keep playing. If you take damage while playing or an affected creature takes damage, affected creatures automatically break this effect and have advantage on future rolls to save against your Pied Pipe.

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<![CDATA[6 Magical Items: Mask Edition!]]>Tue, 25 Sep 2018 13:00:00 GMThttp://petulantpip.com/home/6-magical-items-mask-editionMasks are cool! Masks are fun! They’re not something you wear normally, but the fact that someone wears them makes that person special in some kind of way. This was originally going to be only 5 Magical Items, but then I started remembering the movie the Mask… so I knew I had to make my own rendition of it.

If you'd like to visit some of my other works in the series, check out the foolish fey, the crazy carnival, the gooey slimes, the alien great old ones, the hellish devils, the dark drow, and finally the creepy hags. Hope you enjoy!


Mask of Changing Expressions
Wondrous Item, Common
Many find it difficult to express their emotions when they wear their masks. That is not so when it comes to the Mask of Changing Expressions.

Picture
When you wear the Mask of Changing Expressions, the face of the mask changes to reflect your emotions. When angry, the mask glows hot-red while its eye-slits downturn and narrow. When happy, the mask is tinted a peaceful green. When confused, the mask’s eye-slits turn into cartoonish swirls, and so on.

Million-Faced Mask
Wondrous Item, Uncommon
This mask has a line down the middle, splitting the mask into two halves. The left half is pale and white, while the right half is dark and black.

When worn, you may cast alter self as a spell targeting yourself. There’s no concentration requirement. When you use this ability, you may not do so again until you complete a long rest.

Blank Mask
Wondrous Item, Rare
This featureless mask is nothing but a white oval with holes for eyes and a remarkably tough string for tying.

Upon donning the mask, you may spend ten minutes meditating. At the end of the meditation, you become utterly generic and unremarkable. Your face and build is like other members of your race and gender, but is supremely average. Wisdom (Perception) checks to notice you in a crowd are made at a -10 penalty. You have disadvantage on Charisma (Persuasion) and Charisma (Intimidate) checks. People have a difficult time remembering you, even if you spoke to them at length. Divination effects to identify or otherwise locate you automatically fail.

The Burned Mask
Wondrous Item, Very Rare (Requires Attunement)
This black, wooden mask is shriveled and brittle, like a slab of a tree that managed to survive an intense flame. Heat emanates from it as if it were a warm, beating heart.

When you wear the Burned Mask, you have resistance to fire damage. If you have resistance to fire damage from another source, you instead have immunity to fire damage.

As an action, you may turn into a fiery cloud of infernos -- the Burned Mask acting as a face -- for 1 minute. During this duration, you have resistance versus non-magical bludgeoning, piercing and slashing damage. You can move through a space as narrow as 1 inch wide without squeezing. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 4d6 fire damage. In addition, you can enter a hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes 4d6 fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 4d6 fire damage at the start of each of its turns. You may still attack and interact with your inventory as per normal. When interacting with flammable objects, you may choose not to ignite objects. When you use this ability, you may not do so again until you complete a long rest.

The Decaying Mask
Wondrous Item, Legendary (Requires Attunement)
Ancient and rotting, this disgusting mask is teeming with maggots and grubs poking holes through the rusting wood. To place it on one’s face is to make direct contact with worms and other corpse-scavengers.

When worn, mindless undead will not attack you unless provoked. Creatures cannot benefit from magical effects that heal within 60 feet of you. All creatures within 60 feet of you with Regeneration have their Regeneration suppressed. In addition, when you would take necrotic damage, it instead heals you an equal amount.

The Green Mask
Wondrous Item, Artifact (Requires Attunement)
No one quite truly knows how the origins of the Green Mask. Some say it was created by a trickster god, others say it was from an ancient tribe that hexed and cursed a slab of wood, others still believe it was formed from nothing -- simply existing before time. Many realize that its origins don’t matter for, either way, the Green Mask is still a force of pure evil.

The Green Mask appears innocent, a wooden mask wholly painted a sickly-bright green. It is when one dons the mask, that malevolence truly strikes. The green wood then starts to meld with its wearer’s skin, turning their entire head an emerald-colored flesh. Then their eyes bug out, becoming comically large and wide. Finally, their mouth eerily stretches into an exaggerated and wicked smile.

Whenever a non-evil creature wears the Green Mask, that creature must make a DC 17 Charisma save. On a failed save, the creature's alignment changes to chaotic evil. As soon as the creature is un-attuned to the mask, their alignment changes back.

Evil creatures within 100 feet of the Green Mask must make a DC 15 Charisma save every round. On a failure, they will -- for 1 minute -- only have a singular purpose to reach the mask and don it.

Random Properties. The Green Mask has the following random properties:
  • 1 minor beneficial properties
  • 2 major beneficial property
  • 1 minor detrimental properties
  • 2 major detrimental properties

Bending Reality. You gain the following benefits.
  • You have resistance to all damage, except psychic damage.
  • You no longer feel pain but you bleed as normal.
  • You have advantage on saves versus mind-affecting effects.
  • Your melee attacks have a range of up to 20 feet.
  • When taking fall damage, you take the minimum amount of damage.
  • You may store any item in a mobile pocket dimension similar to that of a Bag of Holding. Retrieving items from this pocket dimension requires no action.

Curse. The Green Mask bears a curse that afflicts any mortal that becomes attuned to it. If the attunement ends, the curse’s effect ends. Your actions become increasingly more wild and depraved. Whenever you willingly do a good deed, you must make a DC 17 Charisma save or suffer 5d6 psychic damage on a failure. Each good deed you do afterwards will incrementally increase in pain. The next time you willingly do a good deed, you must make a DC 17 Charisma save or suffer 6d6 psychic damage on a failure. The next time will be 7d6 psychic damage, and so on.

No spell or ability can remove the Green Mask’s curse other than a wish spell, and even that only does so temporarily. After one week, the curse becomes active once more.

No creature can voluntarily remove the Green Mask or unattune themselves from it without a DC 17 Charisma save. On a failure, the creature will continually wear the mask for the next week, which they can then remake the save.

Destroying the Mask. The Green Mask can only be destroyed with a combined act of great arcane power. This manifests itself as a week-long ritual requiring ten spellcasters. At least one spellcaster needs to be able to cast a ninth-level spell. Upon completion of the ritual, the Green Mask implodes in a great burst of eldritch energies and kills all the spellcasters involved in the ritual.

As an alternative, one may instead cast the gate spell and name the Green Mask. A small vortex appears from thin air, sucking the Green Mask into its depths. After 1d100+60 years, the Green Mask will appear at a random spot on the Material Plane.

[At the GM’s discretion, the creature donning the mask must call out, “SSSmokin’!” every time they kill a creature or lose all the benefits of wearing the Green Mask.]


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<![CDATA[5 Magical Items: Fey Edition!]]>Sun, 23 Sep 2018 17:58:16 GMThttp://petulantpip.com/home/5-magical-items-fey-editionFey! Or fae! However you’d like to spell it, this is the type of stuff of faeries and otherworldly, graceful beings. Though technically elves are categorized under fey, I didn’t include any elvish stuff here, as that can be big enough to be its own 5 Magical Items edition.

If you'd like to visit some of my other works in the series, check out the crazy carnival, the gooey slimes, the alien great old ones, the hellish devils, the dark drow, and finally the creepy hags. Hope you enjoy!



Trickster’s Tricky Portrait
Wondrous Item, Common
Once gifted from a fey to a fretting artist for a queen (he’s since been executed for his supposed “contempt of the crown”), this canvas has changed many hands since.

When you have someone whose face you can clearly remember, you can paint on this canvas. After 1 minute, your drawing becomes portrait is a near-picture perfect drawing of the target creature -- with a large and distracting mustache attached. If the target already has a mustache, then their portrait has their normal mustache removed and a giant and exaggerated one takes its place. As an action, you may transfer the painting onto another canvas, leaving the Trickster’s Tricky Portrait blank and ready to be painted on again.

Pixie Wings
Wondrous Item, Uncommon (Requires Attunement)
Though these wings are actually from a genuine pixie, their size leaves much to be desired for folks bigger than a pixie.

You have a flying speed equal to your movement speed. If you move more than half your flying speed in one round, you must succeed DC 13 Dexterity save at the end of your turn or fall prone. If you are tiny-sized, you automatically succeed on these saves. If you are small-sized, you have advantage.

Crown of Seasons
Wondrous Item, Rare (Requires Attunement)
This circle of thin branches and thorns seems insubstantial and even flimsy, but in its roots there is a considerable power to them.

After completing a long rest while wearing the Crown of Seasons, choose one of the following seasons and you will gain their benefits:

Spring. Wispy and vibrant vines wrap around your head, becoming a crown of flowers. You are immune to effects that reduce your maximum hit point total and you gain 1d4 hit point every hour.

Summer. A tiny mote of fireflies surrounds your head like a halo. You have a flying speed equal to your movement speed. Additionally, you shed light like a torch.

Autumn. Swarms of prismatic leaves form a natural circlet. You are immune to all disease effects. You have resistance to poison damage and advantage on saves versus poison.

Winter. A modest flurry of snow creates an icy, crystal-like crown upon your head. You have resistance to cold damage and your movement speed increases by 20 feet. In addition, you may move through enemies without treating them as difficult terrain. When you do so, they must make a DC 13 Dexterity save or fall prone.

These effects last until you complete another long rest, which you may then choose another season. You cannot choose the same season two times in a row.

Flute of the Feywild
Wondrous Item, Very Rare
Elegant and fairy-like in design, this thin flute has an arcane power to evoke the many hallucinations of the Feywild. Playing it breathes a harp-like melody, teeming with magic that is ready to be used.

The Flute of the Feywild has 10 charges, which fuels the spells within. You may cast the following spells as an action: dream (5 charges), greater invisibility (4 charges), hallucinatory terrain (4 charges), hypnotic pattern (3 charges), invisibility (2 charges), mirage arcana (7 charges), programmed illusion (6 charges), sleep (1 charge).

The flute regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the flute pops in a tiny puff of sparkles and high-pitched giggles.

Horn of Lurue
Wondrous Item, Legendary (Requires Attunement)
Though named after the Unicorn Queen, this horn is not truly hers, rather it is a great item of power that was devoted in her name. You place the base of this horn on top of one’s head, where it magically attaches to their skin to mimic the appearance of an actual unicorn.

When worn, you may attack with the Horn of Lurue as a melee weapon that deals 1d8 piercing damage. You have a +2 bonus to attack and damage rolls when using this weapon. When you move in a straight line and make an attack at the end of the movement, you deal extra damage. For each 10 feet your move, you deal an extra 1d8 piercing damage on a hit.

Once per long rest, you may gently touch the Horn of Lurue against a creature. The target is cured of all diseases and neutralized of all poisons.

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<![CDATA[Arcane Tradition (Technomancy)]]>Fri, 21 Sep 2018 13:00:00 GMThttp://petulantpip.com/home/arcane-tradition-technomancyThe original UA Modern Magic Technomancer was built for a more urban fantasy sort of game. So I adapted it to a more weird techno-fantasy that Iron Gods seems to rely on. High fantasy adventurers stumbling upon strange robotic monstrosities. You know, the works.

For a list of technological items that are designed for the Technomancer, look here!

Wizard Arcane Tradition (Technomancy)

Unlike the more common arcane traditions based around the schools of magic, the tradition of Technomancy does not focus on any singular mystical field. Rather, technomancers concern themselves with how their spells react with technology.


Robot Expert
Beginning when you choose this arcane tradition at 2nd level, your spells with charm effects may affect constructs as if they weren’t immune to the charmed condition. Additionally, if you target a construct with any spell, you may spend a bonus action to deal extra psychic damage equal to your proficiency bonus.

Technological Savant
At 2nd level, you are experienced with the fundamentals of advanced technology. You have advantage on checks identifying alien technology and constructs.

Command Program
At 6th level, you further learn how to weave arcane power within circuitry to your advantage. As an action, you may use your action to target a construct within 60 feet. The target must make an Intelligence check against your spell save DC or become stunned until the start of your next turn.

Alternatively, you may target a computerized object within range. The object must not be worn or otherwise attached to a creature. The target is otherwise affected in such a way that is advantageous to you to DM discretion.

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

Online Casting
At 10th level, you can cast spells through networked electronic devices such as cameras and computers. For example, if a camera is under scrutiny of a security camera and you can see the video feed from that camera on a computer, you may cast a spell into the computer and out through the security camera to target that creature.

If the spell requires the caster to be seen, the target must see you or a live image of you. If the spell requires the caster to be heard, the target must be able to hear you or a live audio transmission of you. The spell’s range is determined using the distance from you to your device and then the target to its device. You must be able to see or otherwise determine the location of the target. This feature can be used to cast only spells that target specific creatures. Spells that affect an area are not subject to Online Casting.

This feature can be used a number of times per day equal to your Intelligence modifier.
Battery Powered
At 14th level, you have learned how to drain the power of technology to fuel your arcane might. You may recover a spell slot by draining a technological device of two times the charge. For example, you may recover a 4th level spell slot by draining 8 charges from a device. Alternatively, you may do the reverse and power a device by expending a spell slot. Once you use this feature, you may not do so again until you complete a long rest.

NEW SPELLS
Cantrips
On/Off
1st Level
Remote Access
2nd Level
Arcane Hacking
3rd Level
Haywire
Invisibility to Cameras
4th Level
Conjure Knowbot
5th Level
Shutdown

Arcane Hacking
2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (hacking tools)
Duration: Concentration, up to 1 hour
You gain advantage on all Intelligence checks using technological tools. This spells allows you to break 2nd-level and lower protective spells such as arcane lock or glyph of warding by making an Intelligence check using hacking tools against the spell save DC of the spell’s caster.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a higher-level protective spell if you use a spell slot equal or higher to that of the protective spell.

Conjure Knowbot
5th-level divination
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 10 minutes
You touch a single computerized device or computer system to conjure a knowbot -- a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of thee spell, you can use a bonus action to have the knowbot execute a computer-related task that would normally require an action. The knowbot makes Intelligence checks using your ability score and proficiency bonuses.
You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds.
The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell’s duration expires.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a higher-level protective spell if you use a spell slot equal or higher to that of the protective spell.

Haywire
3rd-level enchantment
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10 foot radius sphere centered on a point you choose within range is subject to random behavior while it remains in the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell.
At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.
1: The device shuts down and must be restarted. Do not roll again for this device until it is restarted.
2-4: The device does not function.
5: The device experiences a power surge, causing an electric shock to the wielder and one random creature within 5 feet of the device. Each affectetd creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful save.
6: The device is usable as normal.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each spell slot above 3rd.

Invisibility to Cameras
3rd-level illusion
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a scrap of black paper)
Duration: Concentration, up to 1 minute
Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration. Anything a target is wearing or carrying is likewise undetectable as long as it remains on the target’s person. The targets remain to normal vision.

On/Off
Transmutation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
This cantrip allows you to activate or deactivate any electronic device within range, as long as thee device has a clearly define on or off function easily accessible from the device’s exterior.

Remote Access
1st-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 10 minutes
You can use any electronic device as if you were holding it. This is not telekinesis, but rather, it allows you to simulate a device's functions. You are only able to access functions that a person using the device manually could access, and can only target one device at a time.

Shutdown
5th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted.

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<![CDATA[5 Magical Items: Carnival Edition!]]>Thu, 20 Sep 2018 13:00:00 GMThttp://petulantpip.com/home/5-magical-items-carnival-editionI’ll admit, I’ve never been to a carnival, but they are so interesting. Traveling performers that need to be weird, zany and out-there in order to get fans. From things like the bearded woman or the lion-tamer, carnivals are a great flavor for magical items.

Last time, I went into the gooey slimes, before that the alien great old ones, then the hellish devils, even more before that the dark drow, and finally the creepy hags. Check those out if you want some more themed items.

Hope you enjoy!


False Beard of True Beards
Wondrous Item, Common
This fake-feeling beard has an odd sheen to it, as if it were mass-made instead of handcrafted. It’s not as if it were even a good beard, rather it is scraggly, thin and ill-kept. It’d look perfect on a vagrant more than anything else.

When you wear this false beard, you may sprout a full-blown dwarvish beard as an action. Its exact length and style is up to you, but can be limited by the DM. This beard is attached to your face as a normal beard, but can be returned back to its original state as an action.

Fold-Away Wagon
Wondrous Item, Uncommon
An inconspicuous wooden crate. When opened with a command word, the crate pops open and swiftly unfolds a large horse-drawn wagon, complete with wooden walls and a roof.

The Fold-Away Wagon provides a rustic atmosphere that magically extends itself to its inhabitants. The Wagon is only as large as a small house, but is filled with the essentials, such as fold-away beds, chairs, food and water. The interior is always warm and comforting despite outside weather, short of magical storms. Its exterior is as large as a small house and can only be fully opened with enough space to fit its size. You may fold the wagon back into a manageable crate with a command word.

In addition to being mobile, the Fold-Away Wagon is built for carnival troupes. Speaking a command word, the wagon folds into itself and unfolds once more, this time as a large tent fit for sixty people.

Chair of Lion Taming
Wondrous Item, Rare
When some lion-tamers find that they are rather lacking in their skills, they would much rather spend time enchanting an old, rickety chair than have their hand bitten off by practicing with a lion.

When wielding the Chair of Lion Taming, treat this weapon as an Improvised Weapon you are proficient with. The Chair has 10 charges, which powers the spells within. As an action, you may cast the following spells: Charm Monster (5 charges), Charm Person (2 charges), Hypnotic Pattern (4 charges).

Never-Hit Wonder
Weapon (dagger), Very Rare (Requires Attunement)
An overly-ornate and adorned dagger, fitted with too many valuable gems and coated in heavy layers of gold. It is obvious to the eye that this blade is meant more for showmanship than actual combat.

While wielding the Never-Hit Wonder, you have a +1 to attack and damage rolls. When you target a creature with the Never-Hit Wonder and miss, you may make an additional ranged attack at different creature within 30 feet of the original target at advantage. In addition, you may choose to miss whenever you attack a creature with the Never-Hit Wonder. The Never-Hit Wonder flies back to your hand after every attack.

Leotard of Strongmen
Wondrous Item, Legendary (Requires Attunement)
This golden leotard has a pristine shine, as if it were coated in a layer of precious metals. At its center is a line of platinum stitching, it reads: “THE GREATEST STRONGMAN IN THE WORLD”, with the date under it reading as the current year. If the year passes, the date on the belt changes to reflect that. You require a Strength score of 20 to wear this leotard.

As long as you wear the Leotard of Strongmen with no other armor, your AC is equal to 10 + your Strength Modifier + your Constitution Modifier. In addition, your size counts as gargantuan for the purposes of determining how much you can carry, lift and drag.

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