Posts Tagged ‘tabletop rpg’

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


In this episode Sam Dillon and I discuss the Initiative mechanic in D&D. You can find an explanation of this rule in the Player’s Basic Rules D&D PDF on page 69 or in the Player’s Handbook on page 189.


Sam’s Blog – rpgmusings.com


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

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!

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!

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


I sit down with author and novelist Erin M. Evans to talk about the games she loves to play, her personal gaming life, and her career. Erin’s the hottest name in official D&D novels since Bobby Salvatore. Her books include the Brimstone Angels series and The God Catcher. This podcast was recorded on January 15, 2015.


Links:


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

You may have already read about the dwarven gods of Exploration Age and their religion, Hierotheism. Well each of the seven dwarf gods wields a unique weapon. Today I’d like to show you an excerpt from the Exploration Age Campaign Guide about those weapons… well not the weapons of the dwarven gods, but rather their copies which exist on Canus.

That’s right, the Exploration Age magic item preview continues today with a look at these artifacts. After covering wondrous items, weapons, armor, rings, rods, staffs, wands, and bioarcane items, this was clearly the next thing to show off. Once all of these magic items have been shown revealed and reviewed by the public (that’s you!), I’ll add them to the Free Game Resources section of the site.

Say hello to the weapons of the dwarven gods and enjoy the excerpt below!

Tools of Order

Weapons (varies), artifacts (requires attunement)

Hierotheist priestesses preach that the goddesses of the caste created copies of their weapons for seven mighty warriors to rise up against the chromatic dragons. These weapons, the Tools of Order, had the laws of the caste system eventually used in Bragonay engraved into them. The seven dwarf warriors were the leaders of their stations and enforced the divine will of their goddesses. While the weapons were lost in the war with the dragons, their laws remain in place today. Many dwarfs spend centuries hunting for any clue of the Tools of Order.

Some outside the Heirotheist religion claim these weapons are not divine at all but rather made by powerful shardmind mages. In fact these naysayers claim that the dwarves refused to rise up with the shardminds against the chromatic dragons so the crystalline beings created the Tools of Order to appeal to the dwarves’ piety. They say it is the shardminds themselves who hid these weapons so the dwarves would never know of their deception. These sacrilegious claims have only made seekers of the Tools of Order all the more desperate to find the weapons of their gods.

Each of the Tools of Order is a magic weapon which grants a +3 bonus to attack and damage rolls made with it. When you score a critical hit with one of these weapons roll the attack’s damage dice three times and add it together with any relevant modifiers. Each of the Tools of Order also functions as a ring of evasion, defender, and dragonslayer.

If a non-lawful or non-dwarf creature attempts to attune one of the weapons, it must make a DC 15 Charisma saving throw. On a failed save this creature takes 8d6 psychic damage taking only have damage on a successful one. The creature must repeat this saving throw anytime it attacks with the weapon.

Random Properties. Each of the Tools of Order has the following random properties:

  • 2 minor beneficial properties
  • 1 major beneficial property
  • 1 minor detrimental property

Dominate Person. While holding one of these weapons you can cast dominate person (save DC 18). Once you have cast the spell you cannot cast it again until next dawn.

Strength of the Caste. If 2 or more of the Tools of Order are within 100 feet of one another, each wielder gains an additional +1 bonus to damage and initiative rolls for every other weapon within range.

Destroying the Tools. The only way to destroy the Tools of Order is by freezing them in the coldest part of the Nine Hells and then breaking them against the hardest stone in the Plane of Earth.

Order-Keeper

This greatsword is forged of adamantine and has diamonds shaped into Dwarish runes along the center of the blade. Its engraved hilt of gold depicts a mighty army of dwarves working together to slay an ancient red dragon. It is made in the likeness of the weapon wielded by Caramey, the Heirotheist goddess of the empress caste.

Increased Strength. While wielding this weapon your Strength score increases by 2, to a maximum of 24.

Resist Fire. While wielding this weapon you resist fire damage.

Head-Remover

This sickle’s blade is made of pure emerald. Its ebony wood shaft is marked with silver Dwarish runes on one side and plated with gold depiction of an army of dwarves removing the head of an ancient blue dragon on the other. It is made in the likeness of the weapon wielded by Meralla, the Heirotheist goddess of the warlord caste.

Increased Constitution. While wielding this weapon your Constitution score increases by 2, to a maximum of 24.

Resist Lightning. While wielding this weapon you resist lightning damage.

Secrets Released

This dagger is made entirely of obsidian and embedded with small sapphire Dwarish runes on the blade. Its gold-plated hilt depicts a noble family of dwarves executing a bound ancient green dragon. It is made in the likeness of the weapon wielded by Zelti, the Heirotheist goddess of the noble caste.

Increased Charisma. While wielding this weapon your Charisma score increases by 2, to a maximum of 24.

Resist Poison. While wielding this weapon you resist poison damage. If you are a dwarf, you are immune to poison damage while wielding this weapon.

Judgement

This adamantine battleaxe is adorned with ruby Dwarish runes. Its gold haft depicts a lone dwarf hero standing victorious over the bodies of several dead green dragons. It is made in the likeness of the weapon wielded by Swarvune, the Heirotheist goddess of the warrior caste.

Increased Strength. While wielding this weapon your Strength score increases by 2, to a maximum of 24.

Resist Poison. While wielding this weapon you resist poison damage. If you are a dwarf, you are immune to poison damage while wielding this weapon.

Dragonsbane

This oversized maul is adorned with Dwarish runes of pearl along its marble head. Its gold haft depicts a hail of arrows taking down an ancient black dragon in flight. It is made in the likeness of the weapon wielded by Shalleal, the Heirotheist goddess of the artisan caste.

Increased Intelligence. While wielding this weapon your Intelligence score increases by 2, to a maximum of 24.

Resist Acid. While wielding this weapon you resist acid damage.

Servitor

This war pick’s head is made of pure ruby carved with Dwarish runes. Its gold haft depicts a group of villagers defeating an ancient white dragon in combat. It is made in the likeness of the weapon wielded by Berga, the Heirotheist goddess of the peasant caste.

Increased Wisdom. While wielding this weapon your Wisdom score increases by 2, to a maximum of 24.

Resist Cold. While wielding this weapon you resist cold damage.

Worthy Example

This simple club is carved of oak and inlaid with diamond Dwarish runes around its head. An image of a dwarf slave bowing to another is carved into its wood. It is made in the likeness of the weapon wielded by Almahad, the Heirotheist god of the slave caste.

Increased Wisdom. While wielding this weapon your Wisdom score increases by 2, to a maximum of 24.

Resist Fire. While wielding this weapon you resist fire damage.

Feedback Please!

Your feedback has been so helpful in designing these magic items. Please continue to leave comments and let me know what you think!

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!

Today I’m continuing the Exploration Age magic item preview with a category of items unique to my campaign setting. These items are different from the weapons, armor, rings, rods, staffs, wands, and wondrous items about which I’ve previously posted. Once All of Exploration Age’s magic items have been presented I’ll add them to the Free Game Resources section of this site.

Bioarcane items have their own rules. In order for a PC to use such an item he or she must remove a body part and attach or implant the item in its place. This procedure is risky and done improperly could injure or kill the PC.

For those of you who have been following this blog for a while the concept may sound familiar. I’ve posted about these items before but they had a different name. If you go back and read my post on bioorganic items it will sound similar to what you read here, but a lot of the information has been tweaked or changed to match the fifth edition D&D rules. One of the changes is the name of this item category. A lot of folks took umbrage with the use of the word bioorganic. In fact many believed I made it up. Well I didn’t make it up. It is indeed a real word but the pushback convinced me the word wasn’t right for the item category. I changed it to bioarcane since these are magic items that get grafted to an individual’s body.

Blog Carnival

While this post is a continuation of the Exploration Age magic item preview it also fits into the theme of this month’s RPG Blog Carnival. The theme is one which fits perfectly with World Builder Blog – New Worlds. Since Exploration Age is an original world I’ve created for the fifth edition of Dungeons and Dragons and bioarcane items are unique to that setting, this seemed like the perfect selection for the theme chosen by Nils Jeppe over at Enderra. Go check out his blog (which is all about worldbuilding) to see the other submissions to this month’s carnival.

Now without further adieu please enjoy this excerpt from the forthcoming Exploration Age Campaign Guide.

Bioarcane Attachment

The strange race of humanoids who lived in The Damned Lands before it became a wasteland, left behind a strange technology compatible with the anatomy of today’s humanoids.

The magic of these items is unlocked only by attaching them to one’s body. This requires a limb or organ be removed before the item is grafted to the owner in its place.

During a short or long rest (specified in the item’s description), another creature can perform the procedure of removing your body part or organ and attaching the item to you with a DC 10 Wisdom (Medicine) check. If you decide to perform the procedure on yourself the DC of the check is 15. If the check succeeds the item is attached and you take 3d6 damage which cannot be reduced in any way. If the check is fails by 4 or less, the item is attached but you take 6d6 damage which cannot be reduced in any way. If the check is failed by 5 or more, you lose the organ or body part, the item is not attached, and you take 9d6 damage which cannot be reduced in any way. In special cases noted in the item’s description failure to attach the bioarcane item results in your death. Once the item is attached, it is activated and you can begin to make use of its properties.

Blade Skin

Bioarcane item, legendary (requires attunement)

A first blush, blade skin appears to be a ragged pile of cloth and metal with strange designs in sapphires and diamonds. When handled, blade skin is warm to the touch and calls to the user the way a shell would to a hermit crab. Once inspected thoroughly the truth is learned; this is a second skin which the wearer can affix to his or her body. With the skin attached, you are intimidating indeed, for it is covered in creative scars incorporated with the gems which tell the tale of a famous tavern brawl over the wearer’s entire body. When the metal weapons are not retracted, the user is covered from head to toe in sharp adamantine blades.

You must remove all the skin on your body and replace it with the blade skin. This can only be done during a long rest. The Wisdom (Medicine) check DC for this attachment procedure increases by 5 and if the check fails by 5 or more, you die. While wearing blade skin, hidden, retractable blades lie in wait for enemies just beneath the skin’s surface. When you take damage from an adjacent creature’s melee attack, you can use your reaction to deal 1d6+3 piercing damage to attacker. You may also use your reaction to deal this damage to any creature who is grappling with you on its turn.

With the skin attached your unarmed attacks can be light, finesse, melee attacks in which you are proficient. This attack deals 1d6 piercing damage. You gain a +3 bonus to attack and damage rolls with this attack.

With the skin attached you have advantage when making a Strength (Athletics) check to climb.

Hawk’s Eye

Bioarcane item, uncommon (requires attunement)

An eye carved of pure jade, the hawk’s eye is true to its name and has the appearance and shape of a bird’s eye. Once installed, the eye gives off a slight green glow. You must remove one of your eyes and replace it with the hawk’s eye. This can be done during a short or long rest. Once attached, you gain advantage on all Wisdom (Perception) checks when attempting to spot hidden creatures or objects. In addition, you gain a +2 bonus to your passive Wisdom (Perception) score.

Jumpers

Bioarcane item, rare (requires attunement)

This pair of mithral legs have knees which bend in a direction opposite that of a human, similar to a bird. The bottoms of the feet each sport a large emerald and the calves and thighs are carved with ancient runes which glow blue when the user walks and green when he or she runs or jumps. You must remove both of your legs and replace them with the jumpers. This can be done only during a long rest. Once attached, you are always considered to have moved 10 feet before any jump you make, even if you have not. In addition, whenever you jump, you leap four times the normal distance.

Mage’s Eye

Bioarcane item, legendary (requires attunement)

This is an eye carved of a fiery opal, and a disembodied mage’s eye seems to follow onlookers as they walk. When attached, the eye glows red in the socket and gives off a slight physical heat. You must remove one of your eyes and replace it with the mage’s eye. This can be done during a short or long rest. Once attached, you gain true sight out to 120 feet.

Radiant Heart

Bioarcane item, very rare (requires attunement)

The radiant heart is an expertly carved, heart-shaped ruby placed in a small brass box with windows of glassteel. When attached, the gem can be seen through the window inside the users chest, throbbing and beating with the life of a real heart. You must remove your heart and replace it with the radiant heart. This can only be done during a long rest. The Wisdom (Medicine) check DC for this attachment procedure increases by 5 and if the check fails by 5 or more, you die. Once attached, you can use your action to shoot a beam of radiant light in a line 100 feet long and 5 feet wide from your chest. Creatures in the line must make a Dexterity saving throw (DC 8 + your Charisma modifier + your proficiency bonus). Creatures who fail the save take 8d8 radiant damage, creatures who succeed take half damage. Against fiends and undead, the beam deals 8d10 radiant damage. You must complete a short rest before you can use this ability again.

Silver Fangs

Bioarcane item, rare (requires attunement)

This set of four large, silver canines, has a small sapphire set into the back of each tooth. On the front of the tooth is a small rune, which glows red when the teeth are being used to attack or eat meat. When you attach the fangs, your appetite for meat borders on insatiable. You must remove your canines and replace them with the silver fangs. This can be done during a short or long rest. Once attached, you gain a bite attack which counts as an attack with a light, finesse, silver melee weapon in which you are proficient. This attack deals 1d4 piercing damage. You gain a +1 bonus to attack and damage rolls with this attack. If you reduce a creature to 0 hit points with this attack, you heal 1d4 + 2 hit points.

Sonic Fist

Bioarcane item, very rare (requires attunement)

The sonic fist appears to be a sculpture of an obsidian hand with diamond-studded knuckles curled into a fist. However, when a creature handles the disembodied hand, it flexes its fingers before once again bringing them into the fist. When attached, the hand begins a low chant in combat. This seems to be a sort of hymn in a strange language which grows louder and louder as the fight progresses. You must remove one of your hands and replace it with the sonic fist. This can be done during a short or long rest. Once attached, the fist is a light, finesse melee weapon in which you are proficient. It deals 1d8 bludgeoning damage and 1d6 sonic damage. You gain a +2 bonus to attack and damage rolls with the sonic fist.

With the sonic fist attached you can use your action to create a 30-foot cone of sound. All creatures in the cone must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). Creatures who fail the save take 6d8 sonic damage and are deafened for one minute. Creatures who succeed take only half damage and are not deafened. You cannot use this ability again until you have completed a long rest.

Tongue of Contentment

Bioarcane item, rare (requires attunement)

This disembodied black tongue is studded with rubies and warm to the touch. It twitches as if it were still alive. It is believed the tongue of contentment was invented by whatever strange race lived within The Damned Lands to prevent folk from starving on long journeys. You must remove your own tongue and replace it with the tongue of contentment. This process can be done during a short or long rest. Once attached, you don’t need to eat or drink.

Wrist Spider

Bioarcane item, rare (requires attunement)

This small device has the appearance of an adamantine spider with eight onyx eyes. It is inserted into the top of the wrist, with the abdomen of the spider facing the user’s hands. After the item is attached, you feel most comfortable in the darkened corners of rooms. You must remove your wrist bones and replace them with the wrist spider. This can only be done during long rest. Once attached, you can use your action to shoot sticky webs out of your wrists at enemies. To do so make an attack roll using your Dexterity modifier and proficiency bonus. If the attack hits, the target is restrained for one minute. On the target’s turn, it can make a DC 12 Strength or Dexterity saving throw as its move to end the restrained condition. You cannot use this ability again until you complete a short rest.

With the wrist spider attached you can use your action to create a 50-foot length of rope made of the web. The rope is only slightly sticky along its length and extremely sticky at its ends. Because of the stickiness on its ends, the web rope can be attached to any surface and can hold 1,000 pounds before it breaks. Creatures who use the web rope while climbing have advantage on their Strength (Athletics) check to climb. After a half hour, the web rope dissolves. You cannot use this ability again until you complete a short rest.

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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 Vegas Lancaster, Sam Dillon, Tracy Hurley, and Round Table newbie Wade Kemper. We talk about the last Legends and Lore column heralding the arrival of three new D&D digital columns in 2015. Then we discuss the recent availability of Dungeon and Dragon magazines on dndclassics.com. This episode was recorded on January 15, 2015.


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