DnD Wailing Mimic

Here idea for mimic

Wailing Mimic

Medium Monstrosity (Shapechanger), Neutral Evil

Armor Class: 13 (Natural Armor)

Hit Points: 67 (9d8 + 27)

Speed: 15 ft.

STR 17(+3) DEX 12(+1) CON 16(+3) INT 9(-1)

WIS 13(+1) CHA 10(+0)

Skills: Deception +4, Stealth +3

Damage Immunities: Acid

Condition Immunities: Prone

Senses: Darkvision 60 ft., Passive Perception 11

Languages:— Challenge: 4 (1,100 XP) Shapechanger.

The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object (such as a chest, a wardrobe, or a pile of rubble).

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 12(2d8+3) piercing damage plus 7(2d6) acid damage.

Wailing Lure (Recharge 5–6). The mimic emits a harrowing sound of a crying child or an injured adventurer that can be heard up to 120 feet away. Each creature within 60 feet of the mimic that can hear the wail must succeed on a DC 13 Wisdom saving throw or become charmed until the start of the mimic's next turn. While charmed, the creature must use its movement on its turn to move toward the source of the sound by the safest available route.

Elder Wailing Mimic (Grand Cave Illusion)

Huge Monstrosity (Shapechanger), Neutral Evil

Armor Class: 15 (Natural Armor)

Hit Points: 126 (12d12 + 48) Speed: 10 ft.

STR 22(+6) DEX 8(-1) CON 19(+4) INT 10(+0)

WIS 14(+2) CHA 12(+1)

Skills: Deception +7, Stealth +2

Damage Immunities: Acid

Condition Immunities: Prone

Senses: Darkvision 90 ft, Passive Perception 12

Languages:— Challenge: 8 (3,900 XP) Shapechanger.

The mimic can use its action to polymorph into a cave entrance or back into its true form.

False Appearance (Cave Form Only).

While motionless, the mimic is indistinguishable from a natural cave mouth or rocky crevice. Its long, prehensile tongue sits at the back of the "cave," perfectly mimicking the silhouette of a trapped or wounded adventurer.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 19 (3d8 + 6) piercing damage plus 14 (4d6) acid damage.

Wailing Lure (Recharge 5–6). Same as the CR 4 version, but the DC is 15, and it can be heard up to 300 feet away.

Snap Shut (1/Day, Cave Form Only). When a creature enters the mimic’s cave-like interior, the mimic can use its reaction to violently snap its maw shut. The triggering creature and any other creatures inside the 15-foot deep interior must make a DC 16 Dexterity saving throw.

Failure: A creature takes 45 (10d8) bludgeoning (crunch) damage, is trapped inside the mimic, and is knocked prone.

Success: Half damage, and the creature successfully scrambles outside the mouth before it closes.

reddit.com
u/Gerhartus — 9 days ago

DnD Billhook staff

Here idea for Billhook tool/weapon

Short Billhook Staff

Martial Melee Weapon

Cost: 10 gp

Damage: 1d6 slashing

Weight: 3 lbs.

Properties: Light, Versatile (1d8)

A agile, 5-foot tool and weapon favored by rangers, woodcutters, and scouts navigating dense undergrowth.

Clearing Path: You can use an attack or an action to automatically clear non-magical difficult terrain caused by dense foliage, briers, or thickets in a 5-foot square adjacent to you.

Climbing Aid: While wielding this weapon, you have advantage on Strength (Athletics) checks made to climb rugged surfaces, trees, or steep cliffs, as the hooked blade acts as a climbing pick.

Long Billhook Staff

Martial Melee Weapon

Cost: 20 gp

Damage: 1d8 slashing

Weight: 7 lbs.

Properties: Heavy, Reach, Two-Handed

A massive 10-foot polearm designed for battlefield control, clearing large blockades, and manipulating heavy objects from a safe distance.

Hook and Pull: When you hit a creature with this weapon, you can forgo doing damage to instead force the target to make a Strength saving throw (DC = 8 + your Proficiency Bonus + your Strength modifier).

On a failure, you can either pull the creature 5 feet closer to you or knock it prone.

Leverage: The massive lever of this staff grants you advantage on Strength checks made to pry open stuck doors, overturn heavy objects, or pull down unstable structures (like chandeliers or loose masonry) within 10 feet of you.

reddit.com
u/Gerhartus — 10 days ago

DnD Fishing Hermit Crab

Here idea for crab monster

Fishing Hermit Crab

Huge or Large Beast, Unaligned

This massive crustacean uses the detritus of civilization—such as broken merchant barrels, ship hulls, or the skulls of ancient leviathans—as its shell. Its most defining feature is a highly specialized antenna that can shift shape and color to mimic local aquatic flora or a struggling baitfish.

Crouching motionless among rocks or shipwrecks, it lures unsuspecting prey close enough to be seized by its crushing claws.

Armor Class 17 (natural armor, improvised shell)

Hit Points 105 (10d12 + 40) for Huge variant

| 60 (8d10 + 16) for Large variant

Speed 20 ft., swim 20 ft.

STR 19(+4) DEX 12(+1) CON 18(+4) INT 1(-5)

WIS 12(+1) CHA 3(-4) Skills Stealth +4 (+7 when submerged or among wreckage)

Senses Blindsight 30 ft., Darkvision 60 ft.

Passive Perception 11Languages —

Challenge 5 (1,800 XP) for Huge | CR 3 (700 XP) for Large Proficiency Bonus +3 (Huge) | +2 (Large)

Traits Nutritional Polymorphism: The hermit crab's size dictates its stats. In resource-scarce environments, it is a Large Beast (CR 3) with 60 HP, a Claw attack bonus of +6, and deals 13 (2d8 + 4) bludgeoning damage. In nutrient-rich environments, it grows to a Huge Beast (CR 5) with the stats listed here.

False Appearance (Antenna): While the hermit crab remains motionless with its shell partially buried, it is indistinguishable from a mundane shipwreck debris or coastal rock, and its antenna looks exactly like a local plant or a small, struggling prey animal.

Shell Defense: As a bonus action, the crab can withdraw into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the crab is prone, its speed is 0 and cannot increase, it has disadvantage on Dexterity saving throws, and it can't take actions except to emerge.

Actions Multiattack: The crab makes two Claw attacks. It can replace one Claw attack with its Antenna Fishing action.

Claw: Melee Weapon Attack: +7 to hit (+6 in Large form), reach 10 ft, one target.

Hit: 15 (2d10 + 4) bludgeoning damage in Huge form / 13 (2d8 + 4) in Large form. If the target is a creature, it is grappled (escape DC 15).

The crab has two claws, each of which can grapple only one target.

Antenna Fishing: The crab extends its specialized, mimetic antenna toward a space it can see within 30 feet, making it twitch like bait. One creature within 5 feet of that space must make a DC 15 Dexterity saving throw (or DC 14 in Large form).

Failure: The target is ensnared by the antenna and pulled up to 25 feet directly into an open, empty claw of the crab. The crab then immediately uses its Claw attack against that target as part of this action.

reddit.com
u/Gerhartus — 11 days ago

DnD Metal Scale Snake

Here idea for snake monster

Metal Scale Snake

Medium Monstrosity, Unaligned

Covered in razor-sharp, interlocking metallic scales, this subterranean predator has a highly specialized diet. It actively hunts mineral-rich creatures, tracking them through dark cavern systems. The Metal Scale Snake selectively preys on young rust monsters—using their metabolic traits to strengthen its own corrosive venom—as well as juvenile xorns for the dense minerals packed into their bodies. While lethal to younger creatures, it wisely avoids fully grown adults of both species.

Armor Class 17 (natural armor)

Hit Points 52 (8d8 + 16) Speed 30 ft., swim 30 ft. STR 16(+3) DEX 14(+2) CON 14(+2) INT 2(-4)

WIS 10(+0) CHA 3(-4)

Skills Perception +2, Survival +2

Senses Darkvision 60 ft., Passive Perception 12Languages — Challenge 3 (700 XP)

Proficiency Bonus +2

Traits Mineral Hunter: The snake has advantage on Wisdom (Survival) checks made to track creatures made of stone, metal, or minerals (such as gargoyles, golems, or xorns).

Actions Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) acid damage. If the target is a creature made of stone, metal, or minerals, or if it is wearing metal armor, the acid damage is increased to 21 (6d6) instead.

Saw-Scale Constrict: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the snake cannot constrict another target. At the start of each of the snake's turns, the grappled target automatically takes 10 (2d6 + 3) slashing damage as the snake drags its razor-sharp metallic scales against the target's body.

reddit.com
u/Gerhartus — 15 days ago

DnD Radiant Wind Bomb

Here idea for small explosive

Radiant Wind Bomb

Wondrous item, rare

This fist-sized sphere is constructed from interlocking brass rings and engraved runestones, emitting a faint, warm luminescence. Trapped within the orb are compressed layers of cyclonic wind currents and condensed holy light.

As an action, you can prime and throw the bomb at a point you can see within 60 feet. The bomb explodes immediately upon impact, releasing a blinding flash and a massive shockwave of air.

Each creature within a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw.

On a failed save: A creature takes 4d6 radiant damage, is blinded until the end of its next turn and is knocked prone and is pushed 20 feet straight away from the center of the detonation.

On a successful save: A creature takes half as much damage and isn't blinded, knocked prone, or pushed.

Impact (Special Rule). If a creature pushed by the shockwave strikes a solid surface (such as a stone wall, ceiling, or heavy furniture) before completing the full 20-foot distance, its movement stops early.

The creature takes 1d6 bludgeoning damage for every 5 feet of movement it had remaining (for example, if a creature is pushed only 5 feet before hitting a wall, it has 15 feet remaining and takes an additional 3d6 bludgeoning damage).

reddit.com
u/Gerhartus — 15 days ago

DnD Metal slime

Here idea for another slime

Metal Slime Medium Ooze, Unaligned

The heaviest of all oozes, the Metal Slime is a bizarre creature whose weight can fluctuate wildly between 20 to 200 pounds depending on its recent meals. It feeds exclusively on raw ore and refined metals. Dwarves absolutely despise them for devouring entire veins in precious mines, though they grudgingly respect the creature's remains—slaying a Metal Slime yields exceptionally pure, pre-refined metal blocks ready for smithing.

Armor Class 19 (natural armor)

Hit Points 15(2d8+6) Speed 40 ft, climb 40 ft.

STR 14(+2) DEX 18(+4) CON 16(+3) INT 1(-5)

WIS 10(+0) CHA 1(-5) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Prone Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10 Languages —

Challenge 2 (450 XP) Proficiency Bonus +2

Traits Amorphous: The slime can move through a space as narrow as 1 inch wide without squeezing. False Appearance: While the slime remains motionless on a wall or floor, it is indistinguishable from a natural metal vein or a discarded chunk of ore. A creature can discern its true nature with a successful DC 18 Intelligence (Investigation) check. Spider Climb: The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions Drop and Constrict: The slime drops from a ceiling onto a creature directly beneath it. The target must make a DC 14 Dexterity saving throw. On a failure, the target takes 7 (1d6 + 4) bludgeoning damage and is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the slime cannot drop onto another creature. At the start of each of the slime's turns, the grappled target automatically takes 7 (1d6 + 4) bludgeoning damage. On a successful save, the target takes no damage, avoids the grapple, and the slime lands safely in an unoccupied space next to the target.

Spike Morph: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature grappled by the slime. Hit: 7 (2d6) piercing damage as the slime's surface shifts into sharp, metallic spikes.

reddit.com
u/Gerhartus — 16 days ago

DnD Vessel of life (water spell)

Here idea for water spell

Vessel of Life

1st-level Conjuration/Transmutation

Casting Time: 1 action Range: Touch

Components: V, S, M (any empty container, such as a mug, bowl, or waterskin, which the caster touches)

Duration: Instantaneous

Classes: Druid, Ranger, Cleric

You touch an empty container and speak the incantation: ”O' Water, holder of life, hear my wish and fill my need.”

The vessel is instantly filled to the brim with pure, sparkling, and life-giving water. The water acts as a minor font of vitality. A creature can use an action to drink the water from the vessel (or administer it to an unconscious creature). Doing so provides one of the following benefits, chosen by the caster at the time of casting:

Nourishment: The water provides enough clean hydration and basic sustenance to sustain one Medium or smaller creature for 24 hours.

Healing: The creature regains 1d4 + your spellcasting ability modifier hit points. If the creature was at 0 hit points and dying, it stabilizes immediately upon the water touching its lips.

Purification: The water cures the creature of one disease or neutralizes one poison currently affecting it. If the water is not consumed within 1 hour, its magical properties fade, and it becomes ordinary, mundane fresh water.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can fill one additional container for each slot level above 1st, or increase the healing provided by the Healing option by an additional 1d4 for each slot level above 1st.

reddit.com
u/Gerhartus — 22 days ago

DnD Hollow Willow

Here is another tree monster

Hollow Willow Huge Undead Plant, Neutral Evil

Armor Class: 15 (natural armor) Hit Points: 114 (12d12 + 36) Speed: 15 ft. STR 19 (+4) DEX 6 (-2) CON 16 (+3) INT 8 (-1) WIS 14 (+2) CHA 10 (+0) Damage Vulnerabilities: Fire Damage Immunities: Poison Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned, Prone, Exhaustion

Senses: Darkvision 60 ft., Passive Perception 12 Languages: — Challenge: 7 (2,900 XP) Proficiency Bonus: +3

Traits Camouflage Array: The Hollow Willow surrounds itself with a grove of dead, rotting trees in a 60-foot radius. The willow has advantage on Dexterity (Stealth) checks made to hide within this terrain.

False Appearance: While the tree remains motionless, it is indistinguishable from a normal, dead willow tree.Turn Resistance: The willow has advantage on saving throws against any effect that turns undead.

Actions Multiattack: The willow makes two Slam attacks. It can replace one Slam attack with its Life Drainage if a valid target is available. Slam: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

Root Control (Recharge 5–6): The willow commands its massive, subterranean roots to erupt from the mud. Each creature of the willow's choice within 30 feet of it must succeed on a DC 15 Strength saving throw or be Restrained by the tangled roots.

A creature can repeat the saving throw at the end of each of its turns, or use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success.

Life Drainage: The willow targets one creature within 30 feet of it that is currently Restrained by its roots. The target must make a DC 15 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.

The willow regains hit points equal to the necrotic damage dealt. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

reddit.com
u/Gerhartus — 24 days ago

DnD Fishing Hermit Crab

Here idea for crab monster

Fishing Hermit Crab

Huge or Large Beast, Unaligned

This massive crustacean uses the detritus of civilization—such as broken merchant barrels, ship hulls, or the skulls of ancient leviathans—as its shell. Its most defining feature is a highly specialized antenna that can shift shape and color to mimic local aquatic flora or a struggling baitfish.

Crouching motionless among rocks or shipwrecks, it lures unsuspecting prey close enough to be seized by its crushing claws.

Armor Class 17 (natural armor, improvised shell)

Hit Points 105 (10d12 + 40) for Huge variant

| 60 (8d10 + 16) for Large variant

Speed 20 ft., swim 20 ft.

STR 19(+4) DEX 12(+1) CON 18(+4) INT 1(-5)

WIS 12(+1) CHA 3(-4) Skills Stealth +4 (+7 when submerged or among wreckage)

Senses Blindsight 30 ft., Darkvision 60 ft.

Passive Perception 11Languages —

Challenge 5 (1,800 XP) for Huge | CR 3 (700 XP) for Large Proficiency Bonus +3 (Huge) | +2 (Large)

Traits Nutritional Polymorphism: The hermit crab's size dictates its stats. In resource-scarce environments, it is a Large Beast (CR 3) with 60 HP, a Claw attack bonus of +6, and deals 13 (2d8 + 4) bludgeoning damage. In nutrient-rich environments, it grows to a Huge Beast (CR 5) with the stats listed here.

False Appearance (Antenna): While the hermit crab remains motionless with its shell partially buried, it is indistinguishable from a mundane shipwreck debris or coastal rock, and its antenna looks exactly like a local plant or a small, struggling prey animal.

Shell Defense: As a bonus action, the crab can withdraw into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the crab is prone, its speed is 0 and cannot increase, it has disadvantage on Dexterity saving throws, and it can't take actions except to emerge.

Actions Multiattack: The crab makes two Claw attacks. It can replace one Claw attack with its Antenna Fishing action.

Claw: Melee Weapon Attack: +7 to hit (+6 in Large form), reach 10 ft, one target.

Hit: 15 (2d10 + 4) bludgeoning damage in Huge form / 13 (2d8 + 4) in Large form. If the target is a creature, it is grappled (escape DC 15).

The crab has two claws, each of which can grapple only one target.

Antenna Fishing: The crab extends its specialized, mimetic antenna toward a space it can see within 30 feet, making it twitch like bait. One creature within 5 feet of that space must make a DC 15 Dexterity saving throw (or DC 14 in Large form).

Failure: The target is ensnared by the antenna and pulled up to 25 feet directly into an open, empty claw of the crab. The crab then immediately uses its Claw attack against that target as part of this action.

reddit.com
u/Gerhartus — 24 days ago

DnD Metal Scale Snake

Here idea for snake monster

Metal Scale Snake

Medium Monstrosity, Unaligned

Covered in razor-sharp, interlocking metallic scales, this subterranean predator has a highly specialized diet. It actively hunts mineral-rich creatures, tracking them through dark cavern systems. The Metal Scale Snake selectively preys on young rust monsters—using their metabolic traits to strengthen its own corrosive venom—as well as juvenile xorns for the dense minerals packed into their bodies. While lethal to younger creatures, it wisely avoids fully grown adults of both species.

Armor Class 17 (natural armor)

Hit Points 52 (8d8 + 16) Speed 30 ft., swim 30 ft. STR 16(+3) DEX 14(+2) CON 14(+2) INT 2(-4)

WIS 10(+0) CHA 3(-4)

Skills Perception +2, Survival +2

Senses Darkvision 60 ft., Passive Perception 12Languages — Challenge 3 (700 XP)

Proficiency Bonus +2

Traits Mineral Hunter: The snake has advantage on Wisdom (Survival) checks made to track creatures made of stone, metal, or minerals (such as gargoyles, golems, or xorns).

Actions Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) acid damage. If the target is a creature made of stone, metal, or minerals, or if it is wearing metal armor, the acid damage is increased to 21 (6d6) instead.

Saw-Scale Constrict: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the snake cannot constrict another target. At the start of each of the snake's turns, the grappled target automatically takes 10 (2d6 + 3) slashing damage as the snake drags its razor-sharp metallic scales against the target's body.

reddit.com
u/Gerhartus — 28 days ago

DnD Holy Phoenix

Here idea for big bird creature

Holy Phoenix

Large Celestial, Lawful Good Purified by pure radiant energy, the Holy Phoenix is a magnificent entity of white-hot embers and golden light. Its flames do not merely burn flesh; they burn away malice, corruption, and the unholy. While its feathers and ashes are highly coveted for their miraculous healing properties, tracking down or harming such a creature is a monumental and perilous task.

Armor Class 18 (natural armor) Hit Points 153 (18d10 + 54) Speed 20 ft., fly 80 ft.

STR 19 (+4) DEX 20 (+5) CON 17 (+3) INT 12 (+1) WIS 16 (+3) CHA 18 (+4)

Saving Throws Dex +9, Wis +7, Cha +8 Damage Immunities Fire, Radiant, Poison

Condition Immunities Poisoned

Senses Darkvision 120 ft., Passive Perception 13 Languages Celestial, Telepathy 60 ft.

Challenge 12 (8,400 XP)

Proficiency Bonus +4

Traits Purifying Flame: The phoenix's fire attacks ignore fire resistance if the target has an Evil alignment.

Phoenix Ash: When the phoenix dies, its ashes can be carefully harvested. It yields exactly 3 doses of sacred ash. One dose can be consumed or used to duplicate the effects of either a Potion of Supreme Healing or a Raise Dead spell.

Actions Multiattack: The phoenix makes three attacks: one with its Beak and two with its Talons. Beak: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) radiant damage.

Talons: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) fire damage.

Soul Purge (1/Day): The phoenix touches one creature within 5 feet. The target must make a DC 16 Charisma saving throw. If the creature is Evil or heavily corrupted by unholy magic and fails the save, the malice is burned from its soul. Its alignment permanently changes to Neutral or Good (DM's choice based on the creature's nature).

Death Reactions Holy Pyre: When the phoenix drops to 0 hit points, it explodes in a burst of blinding, sacred light. Each hostile creature within a 30-foot radius must make a DC 16 Dexterity saving throw, taking 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one. Conversely, each friendly creature within the same area is healed for 35 hit points. The phoenix's body turns to ash, and it is reborn from these ashes 1d4 days later.

reddit.com
u/Gerhartus — 1 month ago

DnD Soothing Songbird

Here idea for bird creature

Soothing Songbird Wondrous Item (or Beast), Rare Originating in deep sanctuary groves and consecrated temple grounds, this small, iridescent silver bird is highly coveted across all social strata. Nobility keep them in golden cages for their stress-relieving melodies, while the criminal underworld hunts them ruthlessly for the astronomical prices their feathers and song-crystals fetch on the black market.

Features

Melody of Serenity: As an action, you can command the bird to sing. Every creature within a 30-foot radius that can hear it must make a DC 13 Wisdom saving throw. On a failure, a creature is affected as if by the Calm Emotions spell for 1 minute. The bird can use this feature three times, regaining all expended uses daily at dawn.

The Noble's Comfort: If the bird sings during a Short Rest, you and your allies regain an additional 1d6 hit points, and any level of exhaustion caused by stress or anxiety is suppressed for the next 4 hours.

The Outlaw's Prize: The bird's feathers and essence can be harvested to create powerful sedatives or sold on the black market for up to 1,000 gold pieces.

The Sacred Taboo (Curse/Lore)

The Mark of the Poacher: Harmful actions against this bird carry a severe societal curse. Anyone who willfully slays a Soothing Songbird is instantly marked by a faint, discordant hum that only intelligent creatures can perceive. For the next 30 days, the killer has Disadvantage on all Charisma (Persuasion and Deception) checks. Nobility will refuse to grant them audience, and even criminal syndicates will shun or betray them, viewing the killer as an untrustworthy bringer of bad luck.

reddit.com
u/Gerhartus — 1 month ago

DnD Mantle of Serenity

Here idea for mantle

Mantle of Serenity

Wondrous Item, Uncommon (Requires Attunement) This flowing mantle is woven from soft, sky-blue fabric that never seems to rustle, catch the wind, or soil. When donned, a profound sense of calm washes over the wearer, and the ambient noise of the world softens into a peaceful hum.

Features

Aura of Peace: You radiate an aura of absolute serenity. Beasts and monstrosities with an Intelligence score of 3 or lower are instinctively drawn to this calm. They do not become startled, frightened, or hostile due to your presence, movements, or sudden actions, unless you or your allies actively threaten or harm them.

Empathic Bond: You have advantage on all Wisdom (Animal Handling) checks.

Calming Presence: You can cast the Calming Presence (equivalent to Animal Friendship, DC 13) spell at will, requiring no components. Once a creature succeeds on its saving throw against this effect, it is immune to the mantle's spell for the next 24 hours.

reddit.com
u/Gerhartus — 1 month ago

DnD Doorknob of the pocket realm

Here idea for safepace tool

Doorknob of the Pocket Realm

Wondrous Item, Rare

This ornate brass doorknob feels unusually heavy and hums with a faint, comforting warmth.

As an action, you can press this doorknob against any flat, solid surface (such as a dungeon wall, a cliffside, or a large tree). Upon doing so, a magical, functional door manifests around the knob, leading into a cozy pocket dimension.

Features

The Pocket Sanctuary: The door opens into a comfortable, extradimensional room designed for resting. The space contains suitable beds for up to 8 Medium or smaller creatures, a roaring magical fireplace that provides light and warmth without requiring fuel or emitting smoke, and a dining area filled with basic comforts.

Secure Lodging: The door can be locked or unlocked from the inside at will. While locked, the door cannot be opened by any physical or magical means from the outside, short of a Wish spell or similar high-level magic.

Locked in Place: As long as any creature or object remains inside the pocket realm, the doorknob is magically fused to the surface it was placed on and cannot be removed or destroyed.

The Checkout Time: The pocket realm can exist for a maximum duration of 8 hours (the length of a Long Rest). At the end of this duration, or if the last creature leaves the room early, the pocket realm collapses. Any creatures or objects still inside are gently shunted out into the nearest unoccupied spaces outside the door, and the doorknob detaches from the surface, returning to its normal state. Once used, the doorknob cannot be used again until the next dawn.

reddit.com
u/Gerhartus — 1 month ago

DnD Mirror of the Gorgon

Here idea for rocky situations

Mirror of the Gorgon Wondrous Item,

Rare (Requires Attunement)

This heavy hand mirror is carved from dark, weathered stone, and its edges are adorned with intertwined, writhing serpent heads. The reflective surface is made of polished black obsidian, which seems to swallow the light around it.

This mirror has 3 charges. If you attempt to absorb a petrifying effect while the mirror is already at 3 charges, the mirror overloads, and you must immediately make a DC 15 Constitution saving throw. On a failure, you are instantly petrified.

Features

Siphon Petrification: When a creature you can see within 30 feet of you fails a saving throw against being petrified (such as from a Medusa’s gaze or a Basilisk’s bite), you can use your reaction to activate the mirror. The petrifying energy is drawn into the obsidian glass, the target suffers no ill effects, and the mirror gains 1 charge.

Release the Gaze: As an action on your turn, you can expend 1 charge and force a creature within 30 feet that can see the mirror to look into it. The target must succeed on a DC 15 Constitution saving throw or begin to turn to stone and become restrained.

It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

Midnight Dissipation: At midnight, if the mirror is exposed to the night sky, you can choose to safely release any stored charges into the dark. The mirror loses all accumulated charges, harmlessly bleeding the energy away.

reddit.com
u/Gerhartus — 1 month ago

DnD Protection of the Colossals

Here idea for Shield

Protection of the Colossals

Armor (Shield), Legendary (Requires Attunement) This massive tower shield functions as an unyielding wall in the hands of its wielder. When raised into a defensive stance, a dense, shimmering field of force erupts around its edges.You gain a +3 bonus to AC while wielding this shield.

This bonus is in addition to the shield's normal bonus to AC (providing a total of +5 to AC).

Features Bulwark of the Colossi: You are completely immune to any effects that would knock you prone or move you against your will, provided the source of the effect is a creature of Gargantuan size or smaller.

Titanic Reaction: When a Gargantuan creature hits you with a melee weapon attack, you can use your reaction to halve the attack's bludgeoning, piercing, or slashing damage against you.

Colossal Aura: The shield emits a magical aura of absolute protection in a 5-foot radius centered on you. You and any allies within this aura have advantage on saving throws against area-of-effect abilities and spells (such as a dragon’s breath weapon or a Fireball spell). Additionally, when a creature within this aura fails such a saving throw, they take only half damage from the effect, and no damage if they succeed.

reddit.com
u/Gerhartus — 1 month ago

DnD Protection of the Colossals

Here idea for Shield

Protection of the Colossals

Armor (Shield), Legendary (Requires Attunement) This massive tower shield functions as an unyielding wall in the hands of its wielder. When raised into a defensive stance, a dense, shimmering field of force erupts around its edges.You gain a +3 bonus to AC while wielding this shield.

This bonus is in addition to the shield's normal bonus to AC (providing a total of +5 to AC).

Features Bulwark of the Colossi: You are completely immune to any effects that would knock you prone or move you against your will, provided the source of the effect is a creature of Gargantuan size or smaller.

Titanic Reaction: When a Gargantuan creature hits you with a melee weapon attack, you can use your reaction to halve the attack's bludgeoning, piercing, or slashing damage against you.

Colossal Aura: The shield emits a magical aura of absolute protection in a 5-foot radius centered on you. You and any allies within this aura have advantage on saving throws against area-of-effect abilities and spells (such as a dragon’s breath weapon or a Fireball spell). Additionally, when a creature within this aura fails such a saving throw, they take only half damage from the effect, and no damage if they succeed.

reddit.com
u/Gerhartus — 1 month ago

DnD Death's Touch

Here another weapon idea

Death's Touch

Weapon (War Pick), Very Rare (Requires Attunement)

The tip of this grim war pick, forged from a dark, light-consuming metal, glows with a pale, almost imperceptible blue light. Its handle feels agonizingly cold to the bare hand, as if it were carved from ancient permafrost.You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Features

Chilling Touch: When you hit a target with this weapon, the strike deals an extra 1d6 Cold damage and 1d6 Necrotic damage in addition to the war pick's normal piercing damage.

Rigor Mortis (Once per Turn): When you hit a living creature with this weapon, you can force the target to make a DC 16 Constitution saving throw. On a failure, the target's blood begins to freeze and its muscles stiffen: its walking speed is halved, and it cannot take reactions until the end of its next turn.

reddit.com
u/Gerhartus — 1 month ago

DnD Handle of the Elemental Realm

Here a idea for powerful weapon

Handle of the Elemental Realm

Wondrous Item (Hilt),

Rare (Requires Attunement)

This ornate hilt is crafted from an unknown, temperature-neutral alloy and etched with ancient primordial runes. It has no physical blade. Instead, as a bonus action, the wielder can speak one of the item's command words to cause a blade of pure elemental energy to spring forth from the handle.

The blade counts as a martial melee weapon with the finesse and light properties. It deals 1d8 elemental damage (instead of physical damage) of the chosen type, plus your Strength or Dexterity modifier.

Elemental Forms

You can use a bonus action to switch between the following elemental forms, or to retract the blade completely:

Flame of Fire (Ignis): The blade burns with roaring fire. It sheds bright light in a 20-foot radius and deals Fire damage

.Spike of Frost (Glacies): A jagged shard of solid, supernatural ice extends from the hilt, dealing Cold damage.

Strike of Lightning (Fulgur): A crackling, unstable arc of electricity forms the blade, dealing Lightning damage.

Wind of the Storm (Tonitrus): A compressed vortex of roaring wind envelopes the hilt, dealing Thunder damage.

Cosmic Forms (Limited Charges)The handle taps into higher planar powers, but these cosmic elements strain the hilt. Both of these forms can be used only 2 times per day each. The charges reset at dawn.

Holy Radiance (Sanctus): The blade erupts into blinding, divine radiance. It sheds bright light in a 30-foot radius and deals Radiant damage. (2 uses per day)

Shadow of the Void (Umbra): The hilt absorbs the surrounding light, creating a blade of pure, terrifying void. When activating this form, you choose whether it deals Necrotic or Force damage. (2 uses per day)

reddit.com
u/Gerhartus — 1 month ago

DnD Mana Honeybee

Here small creature with sweet prize

Mana Honeybee

Tiny Beast, Unaligned

Armor Class: 12

Hit Points: 2 (1d4)

Speed: 10 ft., fly 40 ft.

STR 1(-5) DEX 14(+2) CON 10(+0) INT 1(-5) WIS 10(+0) CHA 3(-4)

Senses: Passive Perception 10

Languages: —

Challenge: 0 (10 XP) or higher if swarm

Traits

Mana Scent: The bee can sense the presence of active magic, magical plants, or creatures with unspent spell slots within 60 feet of it.

Actions

Mana Stinger: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a Constitution saving throw against the bee's Mana Allergy.

The DC of this saving throw depends on the target's armor type:

DC 6 if the target has Natural Armor (e.g., thick hide, scales, or unarmored defense like Barbarians/Monks).

DC 10 if the target has No Natural Armor but high defence (wearing Medium or Heavy Armor, or Mage Armor).

DC 14 if the target has No Natural Armor and low defense (wearing Light Armor, regular clothes, or no armor).

Hazard: Mana Allergy

On a failed save against the Mana Stinger, the creature suffers a severe allergic reaction triggered by the magic humming in its own body.

The target takes Poison damage equal to 2 (1d4) multiplied by the level of their highest remaining (unspent) spell slot (minimum of 1d4 damage if the target has no spell slots or is completely out of magic).

Additionally, the target is Poisoned until the end of its next turn.

Magic Item: Mana Honey

Wondrous Item, Uncommon

This glowing, ambient blue honey is harvested from the hives of Mana Honeybees, typically found in cliffside crevices or hollow trees near fonts of wild magic.

As an action, a creature can eat a spoonful of this honey. Doing so restores one expended spell slot of 3rd level or lower. Alternatively, if consumed by a non-spellcaster, it grants advantage on the next saving throw against a magical effect within 1 hour.

reddit.com
u/Gerhartus — 1 month ago