Archive for February, 2015

Note: You can now find the magic items in this article as a part of 50 New Magic Items, a Pay What You Want product on the DMs Guild.

That’s right. 12 glorious pages of magic items.

Over the past month or so on this blog I’ve shown you a whole slew of new magic items including weapons, armor, rings, rods, staffs, wands, firearms, bombs, wondrous items, bioarcane items, and artifacts. Throughout the entire process a wonderful community of readers, fellow bloggers, and RPG enthusiasts (that’s you!) provided me with amazing feedback. For that I am so, so grateful.

Well that feedback has allowed me to put all of these items in a PDF available for download in the Free Game Resources section of this site and in these links right here, which include a full list and each category of item in its own list.

 

Bioarcane Items

 

Artifact – Tools of Order

I’ve also included the Exploration Age rules for new mundane firearms and bombs as well.

Firearms and Bombs

So grab these PDFs as a thank you from me. You are all amazing. Thank you so much for the super helpful feedback!

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

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A new episode of my podcast, The Round Table, is up on The Tome Show’s website.


I sit down with five of the six Adventurers League admins – Bill Benham, Resource Manager, Greg Marks, Associate Resource Manager, Travis Woodall, Content Manager, Robert Adducci, Community Manager, and Alan Patrick, Associate Community Manager. We talk about the Elemental Evil storyline and how it affects the D&D Adventurers League and their open call for adventure designers. This podcast was recorded on January 27, 2015.


Links:

If you like what you’re reading please follow me on Twitter, check out my other podcasts, Bonus Action and Gamer to Gamer, tell your friends, and/or leave me a comment and let me know you think. Thanks!

The Exploration Age magic item preview continues with sweet new firearms and explosives. If you missed the rules for Exploration Age’s nonmagical firearms and bombs go ahead and check those out.

These are the final items I’ll be showing off (for now) as part of the Exploration Age magic item preview. If you’ve been following this blog you may have already seen the weapons, armor, rings, rods, staffs, wands, wondrous items, bioarcane items, and artifacts for the setting. If you haven’t checked them out please do so. I’m taking any and all feedback into consideration! Once I’ve revised the items I’ll be posting them in a lovely PDF for your consumption in the Free Game Resources section of this site. It’ll live there forever.

So enjoy the excerpt from the upcoming Exploration Age Campaign Guide below.

Aberrant Revolver of Comedy

Weapon (aberrant revolver), rare (requires attunement)

This ivory and jade revolver has a barrel opening shaped to look like a laughing face. When fired, the revolver lets out a wild cackle. You gain a +1 bonus to attack and damage rolls made with the revolver. When you damage a creature with an Intelligence score of 5 or higher with the revolver you can choose to have the revolver cast Tasha’s hideous laughter on the creature (save DC 15). The revolver cannot cast this spell again until you complete a short or long rest.

Aberrant Revolver of Weakening

Weapon (aberrant revolver), very rare (requires attunement)

This revolver is made of shining steel embedded with lapis lazulis. You gain a +2 bonus to attack and damage rolls made with the revolver. When you damage a creature with the revolver you can choose to force the creature to succeed on a DC 15 Constitution saving throw. If the creature fails, its melee attacks deal only half damage for 1 minute. A creature who fails this saving throw can repeat it at the end of its turn, ending this effect on a success. You cannot use this feature again until you complete a short or long rest.

Aberrant Rifle of Webs

Weapon (aberrant rifle), rare

This double-barreled aberrant rifle is made of black steel embedded with spider web shaped tiger’s eye gems. You gain a +1 bonus to attack and damage rolls made with this rifle. This rifle has 10 charges. As an action you can expend a charge and shoot a magic web as a ranged attack from the second barrel of the gun at a creature who is no more than 30 feet away. A creature hit by the web is restrained. The web has no effect on creatures that are formless or creatures that are Huge or larger. As an action, a creature can try to free itself or another creature restrained by the web with a successful DC 15 Strength check. Dealing 10 slashing damage to the web (AC 12) also frees the creature without harming it, ending the effect. This rifle regains 1d6+4 charges each day at dawn.

Asphyxiating Charge

Weapon (alchemical charge), rare

This alchemical charge is filled with a green liquid and explodes on impact releasing poison gas in a 30-foot-radius. Creatures in the effected area must make a DC 15 Constituion saving throw. Creatures who fail take 4d6 poison damage and are poisoned for 1 minute. Creatures who succeed take half damage and are not poisoned. Creatures who fail this saving throw can repeat it at the end of its turn, ending the poisoned condition on a success.

Bomb of Horrors

Weapon (bomb), rare

This bomb looks like a screaming skull and has two red zircons for eyes. All creatures who are in the zone of the bomb’s blast must make a DC 15 Wisdom saving throw or be frightened of you for 1 minute. Creatures who fail this saving throw can repeat it at the end of its turn, ending the frightened condition on a success.

Bomb of Silence

Weapon (bomb), uncommon

This bomb has a single purple zircon on its bottom. When the bomb explodes it makes no sound. After the bomb explodes all sounds are magically silenced in the zone of its blast for 1 minute.

Exploding Bullet

Weapon (bullet), very rare

This diamond dust flecked, lead ball sparkles in the light. When handled it feels quite warm. When you shoot the bullet it explodes on impact in a 20-foot-radius. All creatures in the effected area must make a DC 15 Dexterity saving throw. Creatures who fail take 10d6 fire damage, creatures who save take half damage.

Icer

Weapon (aberrant rifle), very rare (requires attainment)

This blue steel aberrant rifle is studded along its barrel with icy sapphires. You gain a +1 bonus to attack and damage rolls made with this rifle. This bonus rises to +2 if you load the weapon with cold alchemical charges. As an action you can expend a cold alchemical charge loaded in the aberrant rifle to shoot a 60-foot line of cold energy. Creatures in the line must make a DC 15 Dexterity saving. Creatures who fail take 3d6 cold damage, creatures who succeed take half.

As an action you can expend a cold alchemical charge loaded in the aberrant rifle to coat a 5-foot by 5-foot area in a thin layer of ice. The ice lasts for 1 minute before melting, unless the area’s temperature is extremely cold, in which case it could last longer (which is up to the DM). Creatures who enter the effected area must make a DC 15 Dexterity (Acrobatics) check or fall prone. If the ice is used to coat over a door or doorway, a DC 15 Strength check is required to break through the ice.

Musket of Force

Weapon (musket), legendary (requires attainment)

This musket’s oversized barrel flares slightly at the end and its cherry stock is embedded with with a single large sapphire. You gain a +2 bonus to attack and damage rolls made with this musket. When you hit a target with a bullet from this rifle it deals an extra 1d6 force damage and pushes the target back 10 feet. As an action you can shoot the ground beneath your feet, launching yourself 10 feet into the air and in a horizontal direction of your choice. If you do launch yourself this way you must make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to land safely. If you fail the check, you take 1d6 bludgeoning damage and land prone.

Musket of Lights

Weapon (musket), rare

This musket’s barrel is made of shining steel and polished walnut which never dulls. Its fine stock is embedded with diamond studs. You gain a +1 bonus to attack and damage rolls made with this musket. As an action that does not expend any bullets, you can shoot a brilliant firework from the musket at a creature who is adjacent to you. The target must succeed on a DC 12 Dexterity saving throw or be blinded until the start of your next turn.

Musket of Merriment

Weapon (musket), very rare (requires attunement)

This musket has a mother of pearl stock and gem-encrusted mitral barrel. You gain a +2 bonus to attack and damage rolls made with this musket. As an action you can fire the musket into the air without expending any bullets. Glitter flies from the musket and music can be heard in an area within 30 feet of you. All creatures you choose who can hear the music are subject to Otto’s irresistible dance (save DC 17). You cannot use this feature again until you have completed a long rest.

Pistol of the Blind

Weapon (pistol), uncommon

This pistol has a black steel stock and chestnut handle studded with onyx gems. You gain a +1 bonus to attack and damage rolls with this pistol. When you deal damage to a creature who is invisible with this weapon its invisible condition ends.

Pistol of Drowsiness

Weapon (pistol), rare (requires attainment)

This pistol is has a gem-studded barrel shaped like a wine bottle and a stock carved with images of ale mugs. You gain a +1 bonus to attack and damage rolls made with this pistol. When you deal damage to a creature with the pistol you can force it to succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The creature must repeat this saving throw at the end of its turn, ending the poisoned condition on a success. If the creature fails the second saving throw, it falls unconscious 1 minute. If the creature takes damage or another creature uses its action to wake it, the unconscious condition ends. You cannot use this feature again until you have completed a long rest.

Pistol of Honesty

Weapon (pistol), legendary (requires attunement)

This pistol has a gold barrel and an oak stock embedded with three large emeralds. You gain a +3 bonus to attack and damage rolls made with this pistol. Before attacking with the pistol you can ask a creature a question. If you deal damage to the creature with this pistol within 1 minute of asking the question, the creature must make a DC 18 Wisdom saving throw. On a failure the creature must answer the question you asked it as honestly and completely as it is able.

Revolver of the Dragon Hunter

Weapon (aberrant revolver), legendary (requires attunement)

This adamantine revolver has blue sapphires inlaid in the grip and is pure midnight black everywhere else. When used in a fight, the revolver grows warm with excitement and red Dwarish runes spelling out the phrase “death to lizards” appear on the barrel. You gain a +3 bonus to attack rolls with this weapon. In addition, this weapon ignores any acid, cold, fire, or lightning damage immunities of enemies.

Screaming Rifle

Weapon (aberrant rifle), rare

This aberrant rifle is made of heavy adamantine and studded with jade gems. When fired the rifle lets lose a primal scream that can be heard by all creatures in a 500-foot-radius. This rifle deals an additional 1d8 thunder damage. When you deal damage to a creature with this rifle, that creature is deafened until the start of your next turn.

Feedback Please

Don’t forget to let me know what you think in the comments below!

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

Some of my first popular posts were on firearms and explosives. A lot of those rules are being thrown out since the Dungeon Master’s Guide presented official rules for gunpowder weapons and bombs. The Renaissance items from that book are available for PCs and NPCs alike in Exploration Age. Of course their counterparts, aberrant firearms and bombs will also be available as well. Below is an excerpt from the upcoming Exploration Age Campaign Guide which gives the firearm and bomb rules for the setting.

Firearms

There are two types of firearms in Exploration Age. Those using gunpowder and those powered by aberrant technology. The gunpowder weapons in use are the same as the Renaissance weapons on pg. 268 of the Dungeon Master’s Guide. Aberrant firearms are described below.

Module: Firearms Proficiency

Any character with a proficiency in all martial weapons has proficiency in all firearms available as Renaissance weapons in the Dungeon Master’s Guide and the aberrant firearms in the Exploration Age Campaign Guide.

Aberrant Firearms

Name Price Damage Weight Properties
Martial Ranged Weapons
Aberrant Revolver 500 gp 1d6 varies 5 lb. Ammunition (range 80/320), light, reload (8 shots)
Aberrant Rifle 750 gp 1d8 varies 10 lb. Ammunition (range 100/400), reload (15 shots), two-handed
Ammunition
Acid Charge (10) 5 gp acid 1 lb.
Cold Charge (10) 5 gp cold 1 lb.
Fire Charge (10) 5 gp fire 1 lb.
Lightning Charge (10) 5 gp lightning 1 lb.

Aberrant Revolver. Using technology discovered in the aberrant ruins, researchers at The Arcane College created a weapon capable of carrying eight pieces of ammunition. The gun uses alchemical charges as ammunition. Depending on the charge loaded, the revolver can deal acid, cold, fire, or lightning damage.

Aberrant Rifle. Like the aberrant revolver, the aberrant rifle was also created by The Arcane College. This weapon packs more of a punch, can carry 15 pieces of ammunition, and can shoot further distances, though it is bulkier and requires two hands to use. The gun uses alchemical charges as ammunition. Depending on the charge loaded, the revolver can deal acid, cold, fire, or lightning damage.

Module: Ranged Two-Weapon Fighting

When you take the Attack action and attack with a light (melee or ranged) weapon that you’re holding in one hand, you can use a bonus action to attack with a different light (melee or ranged) weapon that you’re holding in the other hand. You don’t add your ability modifier to the bonus attack, unless that modifier is negative.

If the pistol Renaissance weapon is allowed in your game, the light property can be added to it. The decision to add this property is up to the DM.

Bombs

There are two types of explosives in Exploration Age. Those using gunpowder and those powered by aberrant technology. The gunpowder explosives in use are the same as the Renaissance items on pg. 268 of the Dungeon Master’s Guide. Aberrant explosives are described below.

Name Price Weight
Frost Bomb 400 gp 1 lb.
Lightning Bomb 400 gp 1 lb.
Thunder Bomb 300 gp 1 lb.

Frost Bomb. Using technology found in the aberrant ruins, researchers at The Arcane College developed special explosives. One of these is the frost bomb. As an action you can light a frost bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 cold damage and have their speed reduced by 10 feet until the start of your next turn.

Lightning Bomb. The lightning bomb was also created by The Arcane College. As an action you can light a lightning bomb and throw it at a point up to 60 feet away. Each creature within 10 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 lightning damage.

Thunder Bomb. The thunder bomb was also created by The Arcane College. As an action you can light a thunder bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Constitution saving throw or take 3d6 thunder damage and be deafened until the start of your next turn.

Variant: Oops, Explosion

Accidents happen. Bombs can be a hazard to the user. Each time you throw a bomb, roll a d20. On a roll of 1 the bomb explodes in your hands.

Make Them Magic!

Now that the rules for firearms have been revamped it’s time to make some magic ones! Our Exploration Age magic item preview continues on Thursday. You may have already seen Canus’ weapons, armor, rings, rods, staffs, wands, and wondrous items. I’ve shown you bioarcane items and artifacts unique to the setting. If you haven’t checked them out yet, please do! I’m taking any and all feedback into consideration so please let me know what you think. Next week get ready to see all these magic items in a nice and tidy PDF on the Free Game Resources section of this site. I’ll also be adding a PDF of these variant firearm and bomb rules. They’ll live there forever, so let’s make sure I get it right!

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

A new episode of my podcast, The Round Table, is up on The Tome Show’s website.


I sit down with Greg Blair, John Fischer, Dave Gibson, and Mike Shea to talk about the official Elemental Evil announcement. D&D’s next story line affects not only the TRPG, but also the Neverwinter MMO and the Adventure System Cooperative board games. This podcast was recorded on January 25, 2015. Stay tuned for Part II next week all about organized play!


Links:

If you like what you’re reading please follow me on Twitter, check out my other podcasts, Bonus Action and Gamer to Gamer, tell your friends, and/or leave me a comment and let me know you think. Thanks!