Homebrew Magic Items in The Badlands | World Anvil
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Homebrew Magic Items

We use a selection of Homebrew Magic Items. Here are how they work:  

Potions

  The actual potion description will list if it is a bonus action, action or reaction to use.  

Scrolls

  We have a type of scroll called Versatile. This means that anyone can use the scroll to cast the spell. Otherwise, in order to use the scroll you must have it on your class spell list.   The action economy of scrolls follows the same action economy as casting the spell normally.   Note that DM's may restrict bonus action scrolls if they are not equipped in a way that facilitates quick access. For example, if you are using a sword and shield actively it is unlikely that you will be able to quickly grab a Counterspell scroll.  

Spells With GP Components that are Consumed

  If the spell requires components that cost gold or diamonds and are consumed, they must be added to the cost to create the scroll and are not needed at the time of casting.  

Banned Scrolls

  You may not make spells that use a Reaction into a scroll, such as Shield  
Level Spell Reason
1
Ceremony We do not want the special ceremonies in the culture to be replaced by anyone reading off of a scroll.
1
Find Familiar Takes away from the special nature of the wizard and familiar bond.
2
Find Steed Takes away from the special nature of the paladin and mount bond.
4
Find Greater Steed Takes away from the special nature of the paladin and mount bond.
4
Guardian of Nature Too abusive when coupled with a melee class
5
Hallow Requires a cleric to hallow your site.
6
Create Homunculus Reserved for the sick wizards that make one.
6
Druid Grove Cannot replace the need for a druid to create a grove.
6
Tenser's Transformation Too abusive when coupled with a melee class.
   

Magical Materials

  We do not have the standard "+1" version of items. We have magical materials that items can be made of that provide a bonus. Here is a sample of the known materials so far:   Feysteel A dark green wood that is incredibly flexible and durable. Bows made of this material have a powerful draw.   Mithril Mithril is the metal of the moons, it shines slightly even at night. It glows.   Dense Leather Dense leather is the catch all for leather harvested from a beast with supernatural toughness.   Adamantine An orange metal from the center of the earth, some say it is the blood of Ghem. It is the strongest material know to the sentient races.   Bonemetal This material is literally the bones of powerful magical monstrosities and giants. It can, under the right conditions, be forged into useful shapes.   Hawkwood The hawkwood tree is as hard as steel and way lighter. Under the right conditions it can be forged.   Aurum All gold is magical but Aurum is a concentrated form that is especially robust and hard to forge. To the naked eye, Aurum appears as a translucent metal with a slight glow.  

Weapon & Armour Coatings

  We have a type of magical item that is applied to a weapon, armour, druidic focus, wand or holy symbol. It alters, often enhancing, the properties of the item. These properties can be permanent or temporary. Coatings always overwrite each other. If a weapon has a temporary weapon coating and another one is applied then it removes the first coating. If a weapon has a permanent weapon coating and a temporary weapon coating is applied then it temporarily overwrites the permanent weapon coating. The exception is that if the permanent weapon coating changes the weapon to demand attunement, that does not change.   Greater Coatings add to a regular item coating, instead of overwriting it.  

Attunement

 
  1. All magic items require attunement unless otherwise stated.
  2. Attunements are declared in #attunement on Discord, and should also be recorded in the Bio section of your character sheet so DMs can easily see them.
  3. For this system to work, all magical items need to be attuned unless it specifies otherwise.
  4. Once attuned, an item cannot be used by anyone else until after a 30-day cooldown starting from the date the item is unattuned.
  5. You will know if an item is magical if it requires magical materials, has a magical effect or is described as such.
  6. You may attune a number of magic items equal to your proficiency bonus.
  7. This gives some more room for items. (Powerful items may take multiple slots.)
  8. If a character dies none of their attuned items are at risk. The one month cooldown is still in place.
  9. There will be slightly more gold during treasure splits.
  10. There will be less rare materials during treasure splits.
  Unattuning Items  
  • Use the #attunement channel in Discord.
  • When you unattune an item you declare your character name, date, and the item you are unattuning.
  • Once attuned, an item cannot be used by anyone else until after a 30-day cooldown starting from the date the item is unattuned.
  • Note the date when it becomes usable again, in 30 days.
  • On that date you may trade the item and a new person may attune it.
  • On a case by case basis, an admin may allow you to make a trade before the item is usable by the new party. The cooldown remains.
   

Caster Level From Items

  When a spell is cast from a scroll or from a magical item use the following guide for the Spell Save DC and/or the Attack Bonus. Unless otherwise stated, spells are cast at the base level, not at a higher level.  
Spell Level
Save DC
Attack Bonus
Cantrip
13
+5
1
13
+5
2
13
+5
3
15
+7
4
15
+7
5
17
+9
6
17
+9
7
18
+10
8
18
+10
9
19
+11

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